Packs of The Outlaw (GiTO)

In the chaos of the Collapse, hundreds of thousands of packs (ad hoc itinerant modern tribes), with millions of members, formed. Most packs eventually died out, the majority of the rest settled down, but thousands of these itinerant tribes never found a home. They continue their migrations today.

There are several types of modern packs, which differ in nature and function. “Packs” are made of families, parents and children. “Gangs”, on the other hand, are almost always adult-only (in the Outlaw, you become an adult at the age of 15).

Okiepacks — Migrant workers, including farmhands, mechanics, electricians, tailors, and more. (The focus on skilled labor means Okiepacks are a magnet for Alfar.) For settlements too small to develop much division of labor, Okiepacks are a life-saver.

Carniepacks — Entertainers, including actors, singers, dancers (usually including a burlesque show), tumblers, musicians, and other performers. (Some even offer gambling.) Carnies are welcome, especially in the Outlaw where other forms of entertainment are rare. Welcome, but mistrusted. Carnies have a reputation for loose morals, thievery, and assorted illicit activities (like narcotics trafficking).

Flea markets — Packs who buy and sell sundries, including salvage. A key part of the Outlaw economy, as they can supply goods to a settlement that they cannot produce locally. (Such as salt, a necessary nutrient.)

Locusts — Packs who offer no services or goods, but forage, hunt, and fish on claimed land. While not actively hostile towards townies, still they are loathed for consuming resources towns need for their survival. Most move on relatively quickly; failing that there is usually some kind of armed confrontation.

Warpacks — The human name for a troll-lead warband (named so because each band is lead by a warlord), all-human warpacks have become increasingly common in the last decade. Warpacks survive through (and specialize in) foraging and hunting. They often offer martial services to towns (competing with Guns), or services as hunters or weapon trainers.

Rotpacks — The slow rot is the slow motion version of the rotting plague. The plague kills in weeks, the slow rot takes years. Much less contagious (people have lived with sufferers for years without catching the disease), and very difficult to detect or cure, the slow rot is the 2039 version of leprosy. (Rotters, once their skin begins to peel off, cover themselves with bandages or rags. The stench is incredible.) People who contract the disease are invariably exiled or killed. Rotpacks are groups of rotters who live together and survive together. (Unlike other packs, rotpacks have no families — the diseased are the only members.)

Fleshgangs — During the famines of 2016, some people turned cannibal. Fleshgangs are packs who hunt and feed off other humans. They are universally loathed and hunted. (Fleshgangs, despite their name, are usually groups of families, passing down their unique dietary predilections from parent to child.)

Bloodgangs — Ghouls must feed on human flesh, fleshgangers choose to. Bloodgangs are gangs of ghouls who hunt as a group. (The name comes from blood-drinker ghouls.) They are feared and hunted: fleshgangers can only eat you. Ghouls can make you one of them.

Bezerkergangs — Marauders, bezerkergangs rob, rape, and murder. They attack, take what they want, terrorize the locals, and drive off. Hated and hunted without quarter.

Towns that are hostile towards packs get a bad reputation, and packs avoid them in the future. This can be deadly — again, salt — so nearly all settlements at least tolerate packs (in general, specific packs may have a bad reputation), and most welcome them. Traditionally, towns charge packs a camping fee; settlements who charge too much drive packs away.

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