The Dust Vultures

What's yours ain't yours long

The Dust Vultures

Raiders of the Scorchveil • The Desert's Teeth

Not just thieves but a moving city of cutthroats, illusionists, and scavengers. Under Maeve Callahan's command, the Dust Vultures have transformed from scattered raiders into a confederacy that strikes like sandstorms and vanishes like mirages. They claim the Scorchveil Desert as their kingdom, appearing from dust devils and disappearing into shimmering horizons.

Symbol & Colors

Symbol: A skeletal vulture skull inside a circle of swirling desert wind, its beak pointing downwards
Colors: Burnt red and sun-bleached bone
Motto: "What's yours ain't yours long"

Philosophy & Methods

"When the sun blurs and the horizon dances, best count your bullets. Maeve's ridin' near."
— Caravan guard's warning

Core Belief: Freedom comes from taking—law is just another word for chains. The Consortium owns through debt, the Redeemers through fear, the Ironbrands through force. The Vultures take what they need and answer to no one. To them, the frontier's wealth was stolen from the land in the first place. They're just redistributing it.

Raiding Philosophy

  • Target Selection: Hit the wealthy, leave the desperate alone (usually)
  • Mirage Warfare: Use illusionists to create false horizons, phantom riders, impossible escapes
  • No Witnesses: "She leaves no bodies. Just sand, picked clean."
  • Strategic Strikes: Every raid serves a purpose—supplies, revenge, or sending messages
  • Desert Knowledge: Know every water hole, every hidden canyon, every deadly shortcut
  • Reputation as Weapon: The fear of Dust Vultures stops caravans before they start

Organizational Structure

The Confederacy

Unlike the Consortium's rigid hierarchy, the Vultures operate as a loose confederacy. Maeve holds authority through respect and results, not titles and paperwork.

The Flight-Queen

Maeve Callahan sits atop not through birthright but through cunning and survival. She united three major raider bands, absorbed five smaller ones, and personally killed two rivals who challenged her. She leads through charisma and calculated risk—every raid she plans is surgical, every gamble pays off. Her word is law because defying her usually ends badly.

Flight-Lieutenants

Five trusted commanders, each leading 50-100 riders. They operate independently most of the time, coming together for major strikes. Current lieutenants:

  • "Glass-Eye" Torvik: Chief illusionist and master of mirages
  • Kessa "Red Knife" Marrow: Tracker and ambush specialist
  • Jakob "The Dust": Scout and reconnaissance expert
  • Seline Varro: Quartermaster and fence for stolen goods
  • Matthias "Bone-Rider": Breaker of horses and men

The Riders

500-600 active raiders at any given time. Mix of outcasts, criminals, escaped slaves, dispossessed settlers, and those born into the life. All are expert horsemen, crack shots, and survivors. They pledge loyalty to their flight-leader first, Maeve second, the cause third.

The Hollow Guard

Maeve's secret weapon—a dozen Hollow Men, psions burned out past sanity. They feel no fear, show no mercy, and their empty stares break enemy morale. Kept on short leashes (literal chains), they're released only in desperate situations. Other Vultures fear them almost as much as enemies do.

How the Vultures Strike

Mirage Warfare

"Glass-Eye" Torvik and his illusionist corps create false realities that confuse and terrify victims:

  • Phantom Riders: Illusions of hundreds of Vultures charging from all directions
  • False Horizons: Make escape routes look like dead ends, dead ends like salvation
  • Vanishing Acts: Entire raiding parties disappear into "sandstorms" that aren't there
  • Desert Faces: Project terrifying visages in dust clouds to spread panic
  • Echo Sounds: Amplify hoofbeats, making dozen riders sound like hundreds

Standard Raid Pattern

  1. Scouting: Jakob's riders identify targets weeks in advance
  2. Positioning: Move into place using hidden canyon routes
  3. Illusion Setup: Torvik creates initial confusion and fear
  4. The Strike: Fast, brutal, overwhelming—over in minutes
  5. The Vanishing: Disappear into staged mirages before reinforcements arrive
  6. Evidence Removal: Leave no witnesses, no tracks, no proof

Target Selection

  • Priority Targets: Consortium shipments, Ironbrand payroll wagons, wealthy merchant caravans
  • Avoid: Pilgrims, settlers with nothing, medical supplies for towns
  • Special Operations: Rival gang eliminations, rescue missions for imprisoned Vultures
  • Message Raids: Sometimes hit targets just to prove they can

The Calling Card

After every raid, they leave a carved bone token in the sand—a vulture's skull with hollow eyes. It's both signature and warning: "The Vultures were here. The Vultures will return."

Life in the Mobile City

The Dust Vultures don't have a permanent base—they are perpetually mobile, a city on horseback that flows across the Scorchveil like water through sand.

The Caravan

  • Wagons: 150+ covered wagons carrying supplies, loot, families
  • Horses: 1,000+ horses, the Vultures' most valuable asset
  • Population: 2,000+ counting fighters, families, support staff
  • Movement: Constantly shifting between hidden camps in the Scorchveil
  • Security: Outriders, scouts, and mirage-wards protect the main body

Internal Economy

  • Loot Distribution: Fair shares based on contribution, Maeve takes 10%
  • Barter System: Internal economy runs on trade, not coin
  • Fencing Operation: Seline Varro moves stolen goods through smuggler networks
  • Secret Consortium Deals: Some lieutenants sell information (Maeve doesn't know)

Culture & Code

  • Freedom Above All: No one is forced to stay, but leaving means exile
  • Loyalty to Flight: Your flight-family comes before everything
  • No Stealing from Vultures: Internal theft is punishable by death
  • Challenge Rights: Anyone can challenge leadership through duel
  • Sanctuary Law: The caravan offers protection to any who seek it (for a price)

Children of the Dust

Born into the raiding life, these children learn to ride before they walk, shoot before they read. They're trained in all aspects of survival—tracking, fighting, illusion-spotting. By age twelve, they're full raiders. By age fifteen, many have killed. They know no other life and wouldn't want one.

Notable Figures

Maeve Callahan

The Desert Siren • Flight-Queen • Maeve of the Mirage

Appearance: Late twenties, sun-darkened skin, eyes like amber in firelight. Wears mismatched armor pieces from defeated rivals—a Consortium officer's breastplate, an Ironbrand captain's pauldrons, a Redeemer's iron cross worn as mockery. Hair braided with small bones and stolen jewelry.

Personality: Flirtatious, cunning, mercurial. Plays with lives like cards in a hand, but every gamble has purpose. Can switch from charming to lethal in a heartbeat. Laughs easily but means it rarely. Respects Duncan but doesn't hesitate to cross him when her plans demand it.

Background: Raised by raiders in the Scorchveil after her settler parents were killed by Ironbrands. Became flight-lieutenant at nineteen by killing her predecessor in fair duel. United the scattered raider bands by proving she could hit harder, plan better, and profit more than any rival. Survived three assassination attempts and turned each assassin into a cautionary tale.

Combat Style: Unmatched marksman and horsewoman. No psionics but doesn't need them. Shoots from horseback at full gallop with terrifying accuracy. Carries twin revolvers (one taken from an Ironbrand captain, one from a Consortium enforcer). Has survived ambushes that killed entire companies.

"The Consortium calls us thieves. The Redeemers call us damned. The Ironbrands call us targets. But we call ourselves free. And freedom, boys and girls, is worth every ounce of blood we spill to keep it."
— Maeve Callahan

"Glass-Eye" Torvik

Master Illusionist • The Mirage-Maker

Appearance: One natural eye, one eye made of polished glass—said to see through the Veil itself. Wears desert robes covered in mirrors and reflective metal that make him hard to look at directly. Age unknown—could be thirty, could be sixty.

Abilities: Most powerful Mindweaver on the frontier. Creates illusions so real victims swear they're touching solid objects. Can project false horizons visible from miles away. Allegedly bargained with desert spirits for his power—the glass eye was payment.

Personality: Quiet, cryptic, speaks in riddles and half-truths. More loyal to his craft than to Maeve, but their partnership benefits both. Other Vultures fear him—even Maeve treads carefully around him.

"The desert shows you what you want to see. I just... encourage its generosity."
— "Glass-Eye" Torvik

Kessa "Red Knife" Marrow

Tracker & Ambush Specialist

Background: Former Ironbrand scout who deserted after refusing orders to burn a Hollowborn settlement. Joined the Vultures, proved her worth tracking a Consortium convoy through three days of sandstorm.

Specialty: Can read terrain like a book, predict enemy movements with uncanny accuracy. Her ambushes have killed five times her number. Carries a red-handled knife taken from her old commander—she slit his throat with it when he came hunting her.

Seline Varro

Quartermaster & Black Market Queen

Role: Manages the Vultures' stolen goods, fences loot through networks spanning five territories. Has contacts in every major settlement, owns smugglers who don't even know they work for her.

Secret: She's been selling information to the Consortium through intermediaries. Not enough to truly betray the Vultures, just enough to pad her retirement fund. If Maeve discovers this, Seline's dead. She knows it. She does it anyway.

Contradictions & Moral Complexity

The Romantic Myth vs. Bloody Reality

  • The Legend: Robin Hood outlaws, stealing from rich to help the poor
    The Truth: They keep most of the loot, help themselves first
  • The Legend: "Never kill without cause"
    The Truth: Their "causes" are broad and self-serving; graves mark their routes
  • The Legend: Champions of freedom
    The Truth: Only their own freedom matters; they raid desperate settlers too
  • The Legend: United family of outcasts
    The Truth: Internal politics, betrayals, power struggles

Relationship with Duncan Maddox

Maeve and Duncan's relationship is tangled—sometimes lovers, sometimes enemies, always complicated. They've saved each other's lives and nearly killed each other. Their encounters always end with one riding away, looking back.

The History

They met five years ago when Duncan was hunting a killer through the Scorchveil. Maeve's Vultures had the target. Instead of fighting, they made a deal—he got his target, she got the bounty money. They spent three days together waiting for the target to make his move. Talked. Laughed. Bedded down under desert stars.

Since then: two more partnerships, three violent disagreements, one near-fatal duel, and countless nights neither will talk about. She offers him freedom without chains. He reminds her that freedom paid for with other people's blood isn't really freedom.

What She Offers

"Ride with us, Duncan. No masters, no laws, no ledgers of blood. Just wind and dust and coin when we need it. You could be free."

Maeve tempts Duncan with the outlaw's path—power, freedom, passion. She sees in him what he could be: feared, loved, unchained. But she doesn't understand his need to count the cost, to remember the names.

"She leaves no bodies. Just sand, picked clean, like the vultures themselves got fed."
— Frontier saying

In-World Reputation

What Settlers Say

  • "They're our only protection against the Consortium bleeding us dry."
  • "My cousin rides with them. Says they only take from those who can afford it."
  • "Lost my entire harvest to them. 'Robin Hood outlaws' my ass."
  • "When Ironbrands came for our town, the Vultures drove them off. Didn't even charge us."

What Merchants Say

  • "Increased security costs more than the Consortium's protection fees. The Vultures are bleeding us."
  • "I pay Seline Varro a cut. My caravans pass untouched. Best business decision I ever made."
  • "They hit my convoy last month. Professional, fast, gone before we could react. Almost impressed."

What Other Factions Say

  • Consortium: "Vermin. But useful vermin. Sometimes."
  • Ironbrands: "We've killed fifty for every one of ours they take. Still they come."
  • Redeemers: "Godless thieves serving only themselves. Damnation awaits."
  • Circle of Ash: "They protect psionics on the run. Not out of kindness—for recruitment."

Current Operations

The Consortium Problem

Maeve suspects some of her lieutenants are taking Consortium bribes. She's right—three of them have secret agreements with Vorren Haldane. When she finds proof, the purge will be bloody. The question is whether the purge will tear the Vultures apart or make them stronger.

The Hollowborn Sanctuary

The Vultures have been quietly sheltering Hollowborn refugees fleeing Redeemer persecution. Partly out of sympathy (many Vultures are outcasts themselves), partly because Hollowborn make excellent scouts and night-guards. This puts them in Stroud's crosshairs.

The Rival Threat

A new raider band—the Iron Jackals—is moving into Vulture territory. Their leader, a brutal man called "Chain-Tongue," doesn't use illusions or surgical strikes. He just burns everything. Maeve will have to eliminate them or absorb them. Neither option is easy.

The Core Question

Are the Dust Vultures freedom fighters or just better-organized bandits?
Do they steal to survive or survive to steal?
Is Maeve a liberator or just another tyrant with prettier rhetoric?

The frontier poor sing songs about them.
The frontier merchants put bounties on them.
The truth, like desert mirages, shifts depending on where you stand.

Maybe that's the point.