Thanqol wrote:Also, general request, does anyone here have any ideas for factions? A faction or a tribe is a small (New Vegas: Powder Gangers, Boomers; occupies one area) to medium (New Vegas: Followers of the Apocalypse, Mr. House, regional influence) group with a unique goal and agenda. Factions can be aligned with the Republic, Empire or isolated. Just ideas is fine, I can spin 'em into full writeups if they're interesting.
I have a couple, some of them involved in my own PnP setting (The "Northern Divide") in the north bordering on the crystal empire at "Land's End".
Ice Talons - Traditionalist Griffin clan, made up of mostly "owl" griffins. Stealthy, nocturnal, highly territorial and incredibly deadly hunters, they reject the typical mercenary work of their cousins, focusing on honing their skills on the incredibly harsh wastes and the creatures that dwell in it through skill and strength. Based in mountain caves and forests to the east, their adolescents venture forth into the rest of the wasteland as part of a ritual to prove themselves. To do this, they challenge wanderers and mercenaries to single combat until they have collected at least ten cutie/glyph marks, tails(griffins), or other trophy. Their challenges aren't always accepted, but their finely crafted weapons and armor are greatly coveted and often considered worth the steep risk. On the other hoof, this also often causes their 'pilgrims' to be the target of miniature raids, only proving that any that
do return home to be individuals to be very wary of.
(Unique weapons, such as clubs adorned with rows of razor-sharp teeth that shred armor, or a knife made of the same.)
The other focuses around two sides of semi-feral ghouls, trapped in their own version of reality.
Ghouls of zebras and ponies are holed up at each end of a mountain pass, each waiting for orders from up high to be radioed in on the broken radio.
As far as they know the war is going on and they will consider
anyone that isn't them either a 'filthy stripes' or a 'nightmare cultist'.
They aren't exceptionally well armed, but their snowed-over forms are difficult to discern and thanks to undeath even things such as heat-vision prove ineffective and the pass is known to have explorers simply not returning.
Now that it's been almost two-hundred years, the side of the ponies is the more dangerous one, thanks to their strongest armaments being immune to degradation due to Earth Pony craftsponyship, although even with that their ammunition is starting to slowly run dry.