Outback

Wind whistles through long-dead trees, stirring the endless sea of red sands. Welcome to **The Outback.**

## An Uncaring Wasteland

A vast waste of sand and rock, this desolate expanse is nearly devoid of life and water. A brutal ecosystem scrapes by, with succulent plants and vicious wildlife eking out a savage existence.

Although the lands may be barren, civilisation can be found. Many Orc clans can be found, living off the land and raiding unwary travellers. Tribes of Beastfolk walk the sands, their bodies evolved to make the most of the dead land. Frontier towns set up by prospectors seeking to plunder the numerous ruins that lay beneath the shifting sand settlers looking for a distant and quiet home. These settlements are inhabited by exiles or emissaries of the major factions, and are full of those trying to find their fortunes or escape their past.

## Brave New Frontiers

Every day, new settlement spring up from the sands. From mining colonies to trading posts, these towns have weathered sandstorms and gang violence, but stand the test of time. Some, however, will soon fade away into the desert wind.

### Deepwater

A large frontier town filled with prospectors and fortune-seekers. On the edge of the Djisenna Desert, this Outback settlement sees plenty of trade and trouble. Tensions run high between the lawlessness of the travellers that come through and the townsfolk who just want to get about their daily lives. Bounty hunters, sandwhalers, outlaws and swindlers abound in this dangerous and exciting town.

### Riverdance

Founded by Groundings who emigrated from the Wardenfields. A quiet little town in the Deadwood that keeps to itself, and doesn't see much outsider trading. Mainly farmers and ranchers. It has lanterns strung between the buildings that light up at night.

### Alligator

A dangerous and seedy town, where neighbour distrusts neighbour. There's little movement on the desolate streets save for a stray tumbleweed or a chimeringers' duel. An old mine sits nearby, abandoned and forgotten.

### Goodsprings

A little roadside town by a small mountain range, known for its fresh water and easy-going townsfolk. Started to gain more interest as people hear about it, and it's even drawn the attention of trade magnate 'Fat Cat' Calhoun, who seeks to profit off the natural springs in the town.

### Al-Maracha

An oasis town, founded by folk from a distant land. The markets are exotic and strange, and food can be found unlike anywhere else on Vestalt. The people of this town are fond of mercenaries, and many companies have trained here and learnt ancient martial techniques unique to this people.

### Bristlegate

The 'City of Beasts', this ramshackle settlement is built above a river, directly into a mountain side. A congregation of numerous beastfolk, many of whom have lost their tribes or sought shelter and prosperity, away from the harshness of the wilderness. Although they try to live in peace and harmony, many cannot escape their primal savagery, and thus bloodshed is not uncommon.

### Forktongue

Nestled in the fork of a river, Forktongue serves as a hub for trading and settlement. The access to natural water means great prosperity for this burgeoning township, and it attracts a great many individuals from across the continent.

### Grindstone

A city founded by companies from the Steel Accord. This industrious up-start settlement seeks to plunder the Outback for its natural resources, sending them back to the Accord for processing. Many fortune seekers end up here, working for the companies, trying to make coin.

### Tlālōcān

Hidden in the mountains of Sierra Mancha, this secretive town is said to harbour dangerous fugitives and strange sorts, many of whom are said to worship a god of death.

### Osiris

Raving lunatics and thrist-struck wanderers spout mad tales about a vast lake somewhere in the desert, atop which floats a shimmering city of gold; Osiris, the Auriferous Paradise. Nobody can tell how to reach it, however, and most disregard it as a myth.

## The Good, The Bad and the Ugly

The Outback is home to a wide variety of outlaw gangs, who use violence and intimidation to steal, kill and protect their land.

### Fat Cat Crew

Those that are under the employ of the wealthy tycoon Fat Cat Calhoun. Most are loyal purely for the coin, with very few actually believing in Calhoun’s ideas. Primarily orcs, goblins and whoever else is lacking morality enough to work for the Fat Cat. They are quite well funded, and receive numerous weapons and upgrades from Calhoun.

### Sharkfin Blues

Crazed desert-dwellers who ride domesticated land-sharks and cover their faces with blue paint. They also typically sharpen their teeth. Raiders of trade caravans and unwary travellers. Difficult to reason with due to their savagery and perceived insanity.

### The Jackals

An outlaw gang full of greasy scavengers and outcasts from the Steel Accord, who abuse runic technology to overpower their foes. Constantly seeking more power through whatever means possible. Their mechanised steeds can be heard from a mile away.

### The Gentlemen

A fancy-talking gang known for subtler means of intimidation and robbery. These ‘refined’ individuals wear clean outfits and are polite in their illegal activities. They would prefer to deal with words rather than weapons, but they aren’t afraid to use a blade or a chime to really drive a point home.

### The Grim Fandangos

Deadly assassins who stalk the Outback, serving the highest bidder with ruthless efficiency and class. They wear protective masks that also hide their identity, and have custom-made chimes. Also, they wear red coats that help them blend into the red desert. Some say they worship a god of death.