Wayfarer Tribe Lore

The Wayfarer tribe is a semi-nomadic people. While once they were their own distinct tribe, they have slowly accepted in outsiders, forming blood-bonds with other tribes that were sympathetic to their teachings. Inside each machine is a great spirit, and these spirits are to be worshiped and respected less we draw upon their anger and another great calamity befalls the wastes. The Wayfarer lead simple lives otherwise, hunting, crafting, scavenging tech to bring back to the shaman and menders,  and trading with other local tribes. A hardy people who are used to living off the land, guided by their Chief and Shaman.

The Ancient spirits of the Machine (Tech Reverence)
Inside each machine is a spirit, at least that is what the Wayfarer's believe. There are as many spirits as there are machines, and the machine houses the spirit. Some are benevolent, some are harmless, and some contain the upmost malice. Which ever it is, these spirits are to be respected and protected.

In the past, mankind used to rely on these machines for their every day lives, we see it even today after the great Calamity bathed the world in fire. We don't know exactly what excited the Great Spirits of the machine to such anger; perhaps it was man's over-reliance on them, a lesson to bring people back to a simple way of life. Maybe it was the ignorant, thinking that they could warp the spirits to their will. It could even have been from the Spirits playful nature, they cause mischief from time to time.

What we do know is that we should honour the spirits- use the gifts they give us sparingly, treat them with respect. Our Shaman is the expert in these matters, they are able to listen to the spirits and discern their messages better than anyone else in the tribe, able to evoke their gifts when the spirits are pleased with us and to shield us from their furry. The spirits have taught us much, but we must no rely on them like the people of old.

It is up to our hunters, not only to find game and food for the tribe, but to also recover the machines that house the spirits so that they may bring them back to the village for the Shaman to repair. We shouldn't let outsiders try to trick us when it comes to trade, we know the value of the machine spirits, they are priceless. While the spirits that reside within certain machines would take delight in having a meaningful partner, it's important that we try to keep each and every spirit we find and restore safe.

I must stress, that the spirits are not a weapon; to treat them as such is what will lead us to another great calamity. We have great crafters, who have passed on traditions of tools and techniques to help us survive in the world after the Calamity. Don't dishonour the spirits by treating them as weapons or tools, unless your life depend on it, even then bring the spirit to a shaman so that it may be appeased.

Blood Ties (Faction Bond)
Wayfarers believe that everyone is a child of the earth. That the same blood runs through out each person, even if of different tribes. To be accepted into the Wayfarer tribe is to undertake a blood ritual; the mixing of blood. There are two main ways to gain acceptance into the tribe, marriage, a pledge and a offering to the Machine Spirits. Once accepted into the tribe, you become part of a family who work together. Unity is important, those who can't provide in some way for the tribe are the ones who often find the most stigma. After all, at any moment could the tribe need to uplift itself and move elsewhere. As a result, parentage means less, as once part of the tribe you're all cousins, brothers, and sisters.

While they might accept outsiders into the tribe, or even other local tribes joining them, they are insular and on guard from outsiders who think they can come in and take advantage of their generosity, or those who treat them as if they are simple-tons. They are a people of cultivated wisdom, be it from their own elders, to new tribes who join and offer up their own experiences.

Roles
= not yet implemented but will be soonish.

Chief (x1) - The guiding force of the tribe, their leader.

Shaman (x1) - The spiritual guide of the tribe and their lead healer, they also maintain the machines that the spirits reside in and teach proper care and conversion of machines in a way that best fits the spirits.

Great Hunter (x1) - Is in charge of organizing the great hunt that the hunters take part of, they work with the Chief in militant matters in the rare times that the tribe must go to war.

Villager (x4) - The common people of the tribe, two potential loadouts: Farmer and Mender, the farmers till the land and help herd the animals. While the Menders learn from the shaman in the ways of creating medicine and eventually how to repair and maintain the machines that the spirits reside in.

Hunter (x2) - The Hunters are the tribe people who set about on great hunts, bringing back game or supplies, they also are the ones who scavenge machines so that the menders and Shamans can restore the Spirits within or bring them to rest. They are also the protectors of the tribe, following the direction of the Great Hunter.

Spirit Pledged (x2) - Those outsiders or tribals from other tribes who wish to prove themselves worthy to the Wayfarer tribe. They are charged with learning the way of the tribe and contributing their own experiences to the growth of the tribe.

RP Guidelines
The best example of a tribal character found in Fallout lore would be Sulik from Fallout 2. His speech patterns, the way he refers to the world and pre-war tech, and how he describes his people and their village are what this tribe is strongly based off of.

The naming guidelines for tribals are rather loose. They are either phonetic names, like Sulik, Chitsa, Hakunin, Narg; or they are descriptive names like Follows Chalk or Salt-Upon-Wounds, usually dealing with the natural world.

Tribals tend to have stilted speech that can be described as a patois; a deep accent and a way of omitting or changing certain words. Very rarely does a tribal have grammatically perfect speech, and sometimes their accents can be hard for outsiders to understand.

The Machine Spirits are a major part of the tribes spiritual beliefs, everything houses a Spirit within them. Flashlights, radios, guns, anything that is mechanical in nature. They value the kind spirits that help their lives, IE: Flashlights, mining scanners, plant analyzers. They respect spirits and don't like seeing them as tools or weapons, so they largely will not use guns or tools that make life to easy for the tribe less they become reliant on them. Weapons are okay in times of desperation, but a Wayfarer is wise enough to not put themselves in such desperate situations.

Wayfarers do not use chems like jet or stimpaks, instead preferring to use what they grow in their own garden.

Anything that resurrects a character from confirmed death is considered deeply evil, other than a simple defibrilation, and is thought that to use the spirits to willingly resurrect someone is one of the greatest acts of disrespect they can make. This means that cloning and revival surgeries done by the Vault or Oasis are not allowed. Remember, we are born from this earth and in the end we all return to it.

When arriving in the village for the first time ICly it's common to roleplay that you have been travelling elsewhere, either trading with other tribes or coming from the faction's main settlement, their "winterhome" where they stay during the cold months. It is a large settlement to the west where most of the faction's NPC off-screen population dwell.