{“Welcome Home, Raider.”}
Before the Union found it’s birthright, it’s precursor began with the varying banners laid across Hurston’s wastes and the morally deformed generations that came thereafter. Far from what little blinks of civilization the barren had to offer, amongst the warheads and wreckheaps of forgotten voyages, emerged a small band of nomads,- unfortunately destined to duck shell-fire and brimstone by night, and the ever-watchful gaze of the protectorate by morn.
This roving caravan, scattered and often shifting, after countless encounters and ramshackle meet-ups, gradually united out of necessity,- and a touch of divine will. Skavs and Scrap-Casters, Outlaws and Brigands without binds, Militants and Bounty-Hunters of varying degree shafted by the vows they once made,- countless backgrounds and histories. They all found their way to the confines of the convoy, and the freedom found within the walking walls of the camp-of-the-week.
The tribe,- kinfolk at this point,- were eventually found and swept from their lands. Or the land they called their own, for the time. After a long campaign of running, and a longer campaign of gunning, many of the outcasts were arrested, killed, or promptly exiled from the planet’s surface,- most of them to the frigid outlands of microTech. The vast majority of them, outlawed or unfavorable to the frivolous lifestyle within the confines of New Babbage, believed the only place to go was outward. Into the white, in an attempt to lay a stake somewhere across the sprawling icesheets.
Ways of the old fueled the upstart of the new wave. Crime. Scavenging. Rust-Work and backwater engineering, with a touch of pirate jury-rigging,- and, of course, a mile-high paperstack of contracts perfectly suited for nameless, waste-born ‘luddites’ with a hunch for freelance mercenary work and frigate robberies.
Those that remained after the initial trek and the birth of the first colony are now eternally bound under the banner held today, survivors of the kin’s dark-ages still holding highest regards within their ranks.
– Though, that was a long time ago. . .
Today the story remains much the same,- albeit unified. The Rustikar, a bloodline of their own ramshackle creation, continue as a tight-knit brotherhood of brigands and bootleggers, attempting to endure the strange realm the only way they know. Side-by-side, right on the silver lining.
Our main goal in the Rustikar is to survive,- and see what kind of trouble our kinfolk can get into in the meanwhile. Hopefully, with a bit of luck, we can make a couple bucks along the way, but making a couple memories is higher in the priority list.
Above training, innate skill, or aligning virtues, we value loyalty unto the warband and fellow Raiders as our founding priority. Heart, endurance, and community follow quickly behind- though a seasoned dogfighter or quick gun-arm is never unappreciated.
What sets us apart from other militants and outlaws is simple; Brotherhood. That being one of our only true requirements, as well as a rather lax set of doctrines, allows soldiers of the Union to be unburdened by uniformity and set free to become the marauder they see fit. Levels of civility, antics, and otherwise outward mannerisms are entirely up to the individual,- with occasional exemption for guidance from War Bosses, when the time calls for it.
Our People come first, then right after, our People’s People.
We’re Raiders. Freelancers. Militants and Smugglers and Cargo-Haulers and Traders,- yet, at the end of the day, all of us are simply, plainly, Raiders. The Rustikar pulls and sees use for every occupation and skillset, and widely expands kinships to members of every trade,- and most likely every trade to come.
This being said, our specialty is infantry grunt-work, and on-foot ship combat. We get shot at, so you don’t have to. In a militaristic sense, we prioritize rapid deployment, reliable logistics, and stalwart leadership, alongside other traits generally found within a traditional militant commune.
Though maintaining a somewhat complex chain-of-command on paper, any member of the Rustikar can be designated as a WarBoss (Squad-Lead) or to an important post depending on their experience and general skill. That said, the static ranking system is set in place to allow quick contact between an established Raider and the newly blooded.
A Raider will typically have a Rank, a series of Roles, and a collection of Badges or Distinguishers to help identify, and individualize one another. Ranks are required, and are inscribed upon recruitment, and decided by vote by higher-ranking marauders in the band. Roles are used, essentially, as a ‘Class-System’ to help make your role in the WarBand more apparent by the average Raider, as well as depict piloting roles and abilities at a glance. Badges, lastly, are simply rewarded for certain tasks, accomplishments, or signifiers of prestige, and may be collected indefinitely.
Doctrines and Edicts are rapidly enacted policies that generally alter the normal ebb-and-flow of average life in the WarBand. Rules may be voided, certain resources may be prioritized and paid for at a higher rate, and focus may be needed to shift at any given moment. To mend this, while maintaining our core values, the Rustikar enacts Doctrines and Edicts to encourage certain activity, often with monetary compensation.
To keep confusion to a minimum, maximum doctrines enacted at a time has been limited to three. a list of currently active Doctrines and Edicts can be found on the discord and the spectrum at any time.