Scavenger Lord

 

Although best-known, most famous and most common in the Scavenger Lands, the adventurers known as scavenger lords can be found nearly anywhere that there are relics of the First Age to be found — that is to say, nearly everywhere in Creation. Although not every scavenger lord is a thaumaturge, and in fact, few think of themselves primarily as wielders of thaumaturgy, nearly all of them have some diverse collection of tricks up their sleeves — rituals and tidbits of knowledge they have acquired over the decades. For most scavenger lords, thaumaturgy is a tool, a means after an end, rather than an end in itself. Raiding First Age tombs and ruins is hazardous work, but it would be even more so without the help of whatever magics a scavenger lord can uncover to aid him in his quest after glory and money.

Scavenger lords stress the physical and social aspects of their being as much as the mental —fast reactions and a good running speed are as essential as a strong memory and a quick mind. Few scavenger lords are so well-connected and powerful they can ignore the skills of bribery, judicious misapplication of the truth and the occasional bit of blackmail.

Fighting skills are also important to scavenger lords. While the defenses of most First Age structures are sufficient to overwhelm anything other than several determined Celestial Exalted, such is not always the case. Some automata can be defeated by a strong mortal fighter, and Charms are not required to defend oneself from robbers, tax agents indistinguishable from brigands and members of one’s expeditionary group who contemplate how much larger each slice would be if there were just a few less people getting one. However, discretion in such matters is advised, as many rulers keep the populace disarmed in order to cement their hold on power. While most scavenger lords go armed, they generally do so discreetly. To do otherwise is a dangerous challenge to the despots and highwaymen of the Threshold, and particularly of the Scavenger Lands.

Many scavenger lords learn their trade at the feet of more experienced grave robbers — the apprenticeship of these would-be scavenger lords closely resembles that of more mundane craftsmen. However, few blacksmith’s apprentices have to worry quite so much about being eaten by hungry ghosts, chased by Wyld barbarians, cursed by little gods, crushed by ancient traps or enslaved by vengeful Guild factors. Although life as a scavenger lord’s apprentice is dangerous — when it isn’t interminably boring — it has its rewards. The apprentice can count on seeing parts of the River Province he would otherwise never see, or experiencing sights and splendors rarely witnessed and on interacting — however peripherally — with gods, elementals, kings and Exalts. For every successful scavenger lord, there are a half-dozen who are best described as “struggling” — the life of a freelance archaeologist and grave robber in the Age of Sorrows is a particularly hard one. Many spend their last years of life as little more than soul-blasted relics themselves, half-ruined by some ancient defense system, Fair Folk marauder or vengeful ghost’s curse. These tottering ruins struggle their way from town to town, bartering ruined trinkets or some half-remembered spell for a night in the stable, a bit to eat and some sake or beer.

Abilities: Awareness and Investigation are probably the two most important Abilities for scavenger lords — both for noticing important details and for discovering where those important details might lead. Larceny is a common Ability for scavenger lords, as are various combat Abilities — particularly Dodge, which is useful in avoiding ancient security measures and automatic defenses intent on slaying any hapless intruders. Various sorts of Craft can be incredibly useful, and the scavenger lord who skimps on Survival likely won’t live to regret it. Social Abilities such as Bureaucracy, Linguistics, Socialize and Presence can be important as well — getting artifacts out of the kingdom they were found in can be as difficult as getting them out of the tomb they’ve been hidden inside.

Backgrounds: Successful scavenger lords often have Reputation and/or Influence. Some have Backing or Mentors, and many will have near-permanent teams of mercenary soldiers, diggers, specialists and porters (bought with a combination of Henchmen, Followers, Allies and, possibly, Command). Contacts are certainly possible, and while Spies are unlikely, not all scavenger lords are daredevil adventurers skilled at derring-do, and a spymaster sitting in a web of contacts and agents is certainly not an impossible character concept. Artifact and Resources are naturals for the successful scavenger lord — and even unsuccessful ones may have one or two tricks up their sleeves.

Concepts: Adventuring scholar, archaeologist, grave robber, dealer in antiquities, scheming philosopher

 

 

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