An Introduction to the Outlaw Empire
By Erin Tarn, excerpted from her book Traversing Our Modern World (c. 100 P.A., Lazlo Publishing)
"The Pecos Empire is a loose confederacy of hundreds of gangs, tribes, and settlements, who are given to a life of thievery and raiding. They thrive on chaos and reckless abandon, and steal everything they need or want. In Texas, petty tyrants and bandit kings are the lords of the land.
"To someone just passing through, the Empire would indeed seem to be a hot, inhospitable wilderness inhabited by scattered groups of wild cutthroats, most of them small in number. Even the typical towns and villages rarely exceed 500, and many have less than half that number. However, there are far more of these tiny communities and nomadic tribes and bands than I had originally believed. There are also several groups that number into the thousands, and a few budding kingdoms and tribes that also number into the thousands. The nomadic nature of these varied people makes it impossible, at least for me, to accurately estimate their numbers. There could easily be two to ten times more people here than we originally believed.
"I have learned that while the official Pecos Empire is the southern third of the State, and is the region with the greatest number of permanent settlements, bandit bases, and large tribes, eastern Texas is also effectively the domain of bandits, non-humans and lawlessness. Nomadic Indians, D-bees and Pecos Bandits are as likely to be found in this region as anywhere in the Pecos Empire. I find it amusing to note that the CS refuses to use the word "empire" and refers to the territory only as the "Pecos Badlands." These nomads and bandits have a much wider range of activity in the surrounding lands than we originally believed, and may travel as far as the Old Canadian Empire and the Magic Zone. They also raid Arkansas and the western Coalition States.
"Never in my life have I seen such a diverse collection of cultures, societies and people. Virtually every group, whether they be bandits, Indians, or D-bees — tribe, clan, town or gang — each and every one seems to have a different culture, with a different set of laws, morals, and leadership. Of course, many are similar, but even many of the smallest bands represent an independent organization. I have also found many of the non-bandit groups to be more self-sufficient, civilized and friendly than I had originally imagined. Most are extremely low-tech, mainly peasant farmers and raisers of cattle or other livestock. Others are nomadic hunters and gatherers with some farming thrown in for good measure. Only the bandits and tribes or clans who survive by raiding others, and some of the D-bee communities, are truly barbaric and deadly. Some of the Psi-Stalker and Simvan tribes are among the most feral, aggressive and violent I have encountered; much more so than their cousins east of the Mississippi. Generally speaking, the highest levels of technology are found among the bandits, particularly when it comes to vehicles, weapons and combat.
"The fact that most people east of the Mississippi believe that the so-called 'Pecos Empire' is nothing more than an insignificant band of barbarians forced to live in the Badlands of Lone Star by the CS military is testament to the Coalition propaganda machine at Chi-Town. From what I have seen, the Pecos Empire is composed of dozens, perhaps hundreds of savage and barbaric tribes and clans of Native American Indians, Psi-Stalkers, Simvan and other mixed communities of D-bees and humans, as well as gangs of human outlaws, Mexican Banditos, and Gunslingers. True cities or kingdoms/nations as we think of them in the East, are a rarity, although some of the tribes and a few of the gangs can number into the thousands. Instead, the Pecos Empire is dotted with tiny towns, villages and temporary camps of nomadic tribes, typically ranging from fifty to a few hundred. Still, from what I have seen and heard, the Coalition States has virtually no influence or control over these people. Nor does the CS have any military presence in the Badlands, other than occasional ground patrols and SAMAS or Sky-Cycle fly-bys.
"Although pre-Cataclysm books and films would suggest otherwise, I found the Indians to be the most peaceful and "civilized" members of the Pecos Empire. Most other bands of people reminded me of stories I've read about the ancient barbarians of Europe. They are savage, cruel and wild. Their bases of operation seem to be small farms and sheep raising areas. They have no industry that I saw, and subsist with low technology, perhaps equal to the American 18th or 19th Century. Those who engage in banditry, which is the majority I am told, steal what they want or need, plundering neighboring communities, travelers, and even the Coalition Military. The Pecos Empire will attack as a mass army, but more typically sends out much smaller raiding bands of 10-60 members. The raiders are a wide mix of mutants, monsters, D-bees, and humans (less than 40% are human). Juicers, Crazies, Headhunters, rogue Dog Boys, Psi-Stalkers, and brutes of all races ride among those of the Pecos Empire. The overall empire has been estimated at over a million people, but only about a third are barbarian raiders. Pecos Raiders have been known to travel as far north as Iowa, as far east as Alabama, and as far west as Nevada. They seldom travel beyond the Rio Grande River because there is nothing to steal and it is the domain of vampires.
"The Coalition States may have claimed all of Texas for itself - renaming it the 'Coalition State of Lonestar' - but it has yet been able to rout the Pecos bandits..."
"To someone just passing through, the Empire would indeed seem to be a hot, inhospitable wilderness inhabited by scattered groups of wild cutthroats, most of them small in number. Even the typical towns and villages rarely exceed 500, and many have less than half that number. However, there are far more of these tiny communities and nomadic tribes and bands than I had originally believed. There are also several groups that number into the thousands, and a few budding kingdoms and tribes that also number into the thousands. The nomadic nature of these varied people makes it impossible, at least for me, to accurately estimate their numbers. There could easily be two to ten times more people here than we originally believed.
"I have learned that while the official Pecos Empire is the southern third of the State, and is the region with the greatest number of permanent settlements, bandit bases, and large tribes, eastern Texas is also effectively the domain of bandits, non-humans and lawlessness. Nomadic Indians, D-bees and Pecos Bandits are as likely to be found in this region as anywhere in the Pecos Empire. I find it amusing to note that the CS refuses to use the word "empire" and refers to the territory only as the "Pecos Badlands." These nomads and bandits have a much wider range of activity in the surrounding lands than we originally believed, and may travel as far as the Old Canadian Empire and the Magic Zone. They also raid Arkansas and the western Coalition States.
"Never in my life have I seen such a diverse collection of cultures, societies and people. Virtually every group, whether they be bandits, Indians, or D-bees — tribe, clan, town or gang — each and every one seems to have a different culture, with a different set of laws, morals, and leadership. Of course, many are similar, but even many of the smallest bands represent an independent organization. I have also found many of the non-bandit groups to be more self-sufficient, civilized and friendly than I had originally imagined. Most are extremely low-tech, mainly peasant farmers and raisers of cattle or other livestock. Others are nomadic hunters and gatherers with some farming thrown in for good measure. Only the bandits and tribes or clans who survive by raiding others, and some of the D-bee communities, are truly barbaric and deadly. Some of the Psi-Stalker and Simvan tribes are among the most feral, aggressive and violent I have encountered; much more so than their cousins east of the Mississippi. Generally speaking, the highest levels of technology are found among the bandits, particularly when it comes to vehicles, weapons and combat.
"The fact that most people east of the Mississippi believe that the so-called 'Pecos Empire' is nothing more than an insignificant band of barbarians forced to live in the Badlands of Lone Star by the CS military is testament to the Coalition propaganda machine at Chi-Town. From what I have seen, the Pecos Empire is composed of dozens, perhaps hundreds of savage and barbaric tribes and clans of Native American Indians, Psi-Stalkers, Simvan and other mixed communities of D-bees and humans, as well as gangs of human outlaws, Mexican Banditos, and Gunslingers. True cities or kingdoms/nations as we think of them in the East, are a rarity, although some of the tribes and a few of the gangs can number into the thousands. Instead, the Pecos Empire is dotted with tiny towns, villages and temporary camps of nomadic tribes, typically ranging from fifty to a few hundred. Still, from what I have seen and heard, the Coalition States has virtually no influence or control over these people. Nor does the CS have any military presence in the Badlands, other than occasional ground patrols and SAMAS or Sky-Cycle fly-bys.
"Although pre-Cataclysm books and films would suggest otherwise, I found the Indians to be the most peaceful and "civilized" members of the Pecos Empire. Most other bands of people reminded me of stories I've read about the ancient barbarians of Europe. They are savage, cruel and wild. Their bases of operation seem to be small farms and sheep raising areas. They have no industry that I saw, and subsist with low technology, perhaps equal to the American 18th or 19th Century. Those who engage in banditry, which is the majority I am told, steal what they want or need, plundering neighboring communities, travelers, and even the Coalition Military. The Pecos Empire will attack as a mass army, but more typically sends out much smaller raiding bands of 10-60 members. The raiders are a wide mix of mutants, monsters, D-bees, and humans (less than 40% are human). Juicers, Crazies, Headhunters, rogue Dog Boys, Psi-Stalkers, and brutes of all races ride among those of the Pecos Empire. The overall empire has been estimated at over a million people, but only about a third are barbarian raiders. Pecos Raiders have been known to travel as far north as Iowa, as far east as Alabama, and as far west as Nevada. They seldom travel beyond the Rio Grande River because there is nothing to steal and it is the domain of vampires.
"The Coalition States may have claimed all of Texas for itself - renaming it the 'Coalition State of Lonestar' - but it has yet been able to rout the Pecos bandits..."
Population
There is not a great deal of information about the Pecos Empire that is common knowledge to the outside world. What little is available can only be found in the classified CS files at Chi-Town and Lone Star itself, and in the excellent book, Traversing Our Modern World, by famed historian Erin Tarn.
According to the CS, an estimated 60% of the overall Pecos population actively participates in banditry and crimes against the Coalition States and its people, particularly those located in Lone Star and at border towns and military operations around the State. They further estimate that 90% of the people support and harbor these criminals. Both estimates are exaggerations born from the CS's prejudice toward non-humans and to paint a terrible picture of lawlessness and vice so nobody will question the military's extreme actions to "contain and eradicate" the Pecos Barbarians — the CS considers them all to be savage, chaotic barbarians incapable of civilized thought or action.
According to Erin Tarn, approximately 25% to 30% of the people in the Pecos Badlands are professional bandits, thugs and mercenaries (approximately 550,000 people), while roughly another 30% are peace-loving people who occasionally engage in theft of supplies, vandalism, and comparatively petty crimes against the CS because they are regarded as hostile enemies and invaders. At least 60% of the inhabitants of the Pecos Bandit territory, and 80% of the communities, are regularly victimized by one to two dozen roving gangs, and do not support the bandits or the commission of crimes in or outside the territory. However, most are helpless to defend themselves and have come to accept living at the mercy of the gangs. Still, many of these good people prefer the abusive rule of the bandits than to face enslavement by human supremacists or genocide at the hands of the Coalition States. Thus, when push comes to shove, most of the inhabitants of the disputed Pecos Empire will grudgingly support the very brigands who rob and molest them.
Accurately estimating the true numbers of these outlaws is virtually impossible for Ms. Tarn, the Coalition States and most outsiders. The reasons are that 70% of the self-proclaimed Empire's population is nomadic, and the numerous gangs and clans are frequently joined by other outlaws, mercenaries and refugees for short periods of time. For example, after the Juicer Uprising, the number of "freelance" mercenaries, bandits and displaced people caused the Empire's numbers to swell by 50%, but eight months later, the numbers had dropped back down to only slightly higher than average (about 10% higher). Similarly, when a number of the outlaw groups engage in banditry or other exploits outside of the State of Lone Star (typically Mexico, New Mexico, Arizona, Utah, Colorado, Oklahoma, Kansas, Arkansas and Louisiana), their overall numbers in the State can drop by as much as 50%! Thus, their population waxes and wanes unpredictably.
Most leaders of the Pecos Empire prefer things this way because it confounds their enemies and helps to create an aura of mystery and fear around them. Consequently, some deliberately lie about their numbers and strengths, sometimes exaggerating high to impress or terrorize, and other times low, to mislead and entrap. This being the case, it is quite possible that Ms. Tarn was deliberately led astray by her guides. Although the Pecos Empire is a melting pot society where customs may vary from one tribe, clan, gang and community to another, overall they are known for their wild ways, acts of villainy and tolerance toward D-Bees. Since 60% of the Empire's population are D-Bees, the latter is hardly surprising.
According to the CS, an estimated 60% of the overall Pecos population actively participates in banditry and crimes against the Coalition States and its people, particularly those located in Lone Star and at border towns and military operations around the State. They further estimate that 90% of the people support and harbor these criminals. Both estimates are exaggerations born from the CS's prejudice toward non-humans and to paint a terrible picture of lawlessness and vice so nobody will question the military's extreme actions to "contain and eradicate" the Pecos Barbarians — the CS considers them all to be savage, chaotic barbarians incapable of civilized thought or action.
According to Erin Tarn, approximately 25% to 30% of the people in the Pecos Badlands are professional bandits, thugs and mercenaries (approximately 550,000 people), while roughly another 30% are peace-loving people who occasionally engage in theft of supplies, vandalism, and comparatively petty crimes against the CS because they are regarded as hostile enemies and invaders. At least 60% of the inhabitants of the Pecos Bandit territory, and 80% of the communities, are regularly victimized by one to two dozen roving gangs, and do not support the bandits or the commission of crimes in or outside the territory. However, most are helpless to defend themselves and have come to accept living at the mercy of the gangs. Still, many of these good people prefer the abusive rule of the bandits than to face enslavement by human supremacists or genocide at the hands of the Coalition States. Thus, when push comes to shove, most of the inhabitants of the disputed Pecos Empire will grudgingly support the very brigands who rob and molest them.
Accurately estimating the true numbers of these outlaws is virtually impossible for Ms. Tarn, the Coalition States and most outsiders. The reasons are that 70% of the self-proclaimed Empire's population is nomadic, and the numerous gangs and clans are frequently joined by other outlaws, mercenaries and refugees for short periods of time. For example, after the Juicer Uprising, the number of "freelance" mercenaries, bandits and displaced people caused the Empire's numbers to swell by 50%, but eight months later, the numbers had dropped back down to only slightly higher than average (about 10% higher). Similarly, when a number of the outlaw groups engage in banditry or other exploits outside of the State of Lone Star (typically Mexico, New Mexico, Arizona, Utah, Colorado, Oklahoma, Kansas, Arkansas and Louisiana), their overall numbers in the State can drop by as much as 50%! Thus, their population waxes and wanes unpredictably.
Most leaders of the Pecos Empire prefer things this way because it confounds their enemies and helps to create an aura of mystery and fear around them. Consequently, some deliberately lie about their numbers and strengths, sometimes exaggerating high to impress or terrorize, and other times low, to mislead and entrap. This being the case, it is quite possible that Ms. Tarn was deliberately led astray by her guides. Although the Pecos Empire is a melting pot society where customs may vary from one tribe, clan, gang and community to another, overall they are known for their wild ways, acts of villainy and tolerance toward D-Bees. Since 60% of the Empire's population are D-Bees, the latter is hardly surprising.
Notable Leaders
- Warlord Sabre Lasar - Leader of the Sabre Warriors
- Warlord Allen Grange - Leader of the Pecos Riders
- Warlord Don Marco - Leader of the Silver Dagger Gang
- Warlord Carlos Arroyo - Leader of the Night Raiders
- Chief Zimchex - Leader of the Pervic Simvan Tribe
- "King" Victor Macklin - Leader of the Kingdom of Worth & the Pecos Raiders
- Warlord Sundance - Leader of the Wild Bunch
- Warlord Jahuul - Leader of the Long Knives Psi-Stalker Tribe
- Lianna the Wild - Leader of the She-Devils
- Lord Mayor Orpheus - Leader of the City of Houstown
- Gray Fox - Leader of the Pecos Badlands Apaches
Who Rules?
The Pecos Empire is an "empire" in name only. The Coalition States refuse to accept it as a political entity of any kind, let alone as a nation, and even most independent kingdoms fail to recognize it as a nation. This is fair, because the so-called Pecos Empire is actually a loose-knit conglomeration of a dozen independent kingdoms, scores of villages and towns, and over a hundred roving bands, clans, tribes and gangs of bandits, outlaws and nomadic scavengers. There is no one, central government, or even one leader, but hundreds! Generally, most bandit clans and organizations defer to the might of Sabre Lasar, Warlord of the largest, most powerful and aggressive gang. It is Warlord Lasar who has proclaimed himself "Emperor," coined the name, "Pecos Empire," and who has actively promoted the notion of one large, united force, but even he does not pretend to speak on behalf of all the Pecos Bandits.
In truth, the various gangs constantly bicker and clash. A few have ongoing feuds that have spanned generations. There is often dissension even within the same organization, with individuals vying for greater power or unwilling to cooperate fully with the current gang leaders.
The Pecos bandits are united only when a serious danger threatens their existence as a whole, such as a military campaign from the Coalition States or other kingdom. In the past when this occurred, one Central War Chief would be chosen from the warlords among them (most bandit gangs are led by a "warlord"). The War Chief serves as a General to command the united gangs as one army. Having one supreme leader/General to coordinate such campaigns allows the various other leaders to work together without losing face by having to obey one of their peers or rivals. The creation of a War Chief also creates one voice of the people to offer focus and direction in combat and to make quick decisions. The remaining warlords serve as the commanding officers of their respective gangs or clans.
As there is no set period of office, the authority of this General and the union of the gangs usually only lasts until the crisis is over. At that time, the bandit army splinters back into small, unallied groups and old rivalries are renewed. Of course, heroics and luck during the conflict may elevate one or more gangs or individual gang members in power or garner them greater respect; reputation often means everything to these warlike factions. Likewise, misfortune in war will inevitably devastate some gangs, opening opportunities for newcomers, or for old gangs to absorb leaderless survivors to increase their strength and standings in the community.
As for the General, he can either step down and retain his dignity, or attempt to assert himself as the master of all. The latter has never
worked, and the fool who tries to do so becomes somewhat of a laughingstock as he sees his former "subjects" ignore his commands and go back to their former lifestyles (often even his own men will only halfheartedly try to enforce his will over the other gangs). In the past, a different War Chief was selected for different conflicts, however Warlord Sabre Lasar has become the man of the hour during periods of crisis. He has been chosen War Chief six out of the last seven times. He is so charismatic, capable and respected that Lasar has successfully earned the "title of Emperor" (grudgingly from some rival gangs). "Emperor" Sabre Lasar keeps his title because of his phenomenal success as a Central War Chief (a superb military mind), his status as a war hero, the power of his gang, the Sabre Warriors (strong enough to rebuff incursions by the CS Military), the reputation of fear and power his exploits has garnered for all the Pecos Bandits, his self-appointment as unofficial spokesman for the Pecos Bandits, and the fact that while he calls himself Emperor, he has never tried to force any of the independent gangs (no matter how small) to officially join his gang — he could easily crush 90%. Consequently, Emperor Lasar's magnanimous and heroic conduct has won him the respect and favor of most (80%) bandits who call the Empire their homeland. This means that few challenge his authority or title, usually back down to his "requests" and grant him "favors" when they are asked. Furthermore, if Emperor Lasar calls for the gangs to unite against a common threat, most will come running. Likewise, most (80%) will support, help, hide, etc., the famous Warlord and his bandit minions in any way they can, even when it is not a time of unity. He has become the bandits' hero and most treat him with the respect deserving of an Emperor. Perhaps needless to say, this has earned the powerful bandit leader the hate and enmity of some other gang leaders who envy him or seek such power for themselves.
In truth, the various gangs constantly bicker and clash. A few have ongoing feuds that have spanned generations. There is often dissension even within the same organization, with individuals vying for greater power or unwilling to cooperate fully with the current gang leaders.
The Pecos bandits are united only when a serious danger threatens their existence as a whole, such as a military campaign from the Coalition States or other kingdom. In the past when this occurred, one Central War Chief would be chosen from the warlords among them (most bandit gangs are led by a "warlord"). The War Chief serves as a General to command the united gangs as one army. Having one supreme leader/General to coordinate such campaigns allows the various other leaders to work together without losing face by having to obey one of their peers or rivals. The creation of a War Chief also creates one voice of the people to offer focus and direction in combat and to make quick decisions. The remaining warlords serve as the commanding officers of their respective gangs or clans.
As there is no set period of office, the authority of this General and the union of the gangs usually only lasts until the crisis is over. At that time, the bandit army splinters back into small, unallied groups and old rivalries are renewed. Of course, heroics and luck during the conflict may elevate one or more gangs or individual gang members in power or garner them greater respect; reputation often means everything to these warlike factions. Likewise, misfortune in war will inevitably devastate some gangs, opening opportunities for newcomers, or for old gangs to absorb leaderless survivors to increase their strength and standings in the community.
As for the General, he can either step down and retain his dignity, or attempt to assert himself as the master of all. The latter has never
worked, and the fool who tries to do so becomes somewhat of a laughingstock as he sees his former "subjects" ignore his commands and go back to their former lifestyles (often even his own men will only halfheartedly try to enforce his will over the other gangs). In the past, a different War Chief was selected for different conflicts, however Warlord Sabre Lasar has become the man of the hour during periods of crisis. He has been chosen War Chief six out of the last seven times. He is so charismatic, capable and respected that Lasar has successfully earned the "title of Emperor" (grudgingly from some rival gangs). "Emperor" Sabre Lasar keeps his title because of his phenomenal success as a Central War Chief (a superb military mind), his status as a war hero, the power of his gang, the Sabre Warriors (strong enough to rebuff incursions by the CS Military), the reputation of fear and power his exploits has garnered for all the Pecos Bandits, his self-appointment as unofficial spokesman for the Pecos Bandits, and the fact that while he calls himself Emperor, he has never tried to force any of the independent gangs (no matter how small) to officially join his gang — he could easily crush 90%. Consequently, Emperor Lasar's magnanimous and heroic conduct has won him the respect and favor of most (80%) bandits who call the Empire their homeland. This means that few challenge his authority or title, usually back down to his "requests" and grant him "favors" when they are asked. Furthermore, if Emperor Lasar calls for the gangs to unite against a common threat, most will come running. Likewise, most (80%) will support, help, hide, etc., the famous Warlord and his bandit minions in any way they can, even when it is not a time of unity. He has become the bandits' hero and most treat him with the respect deserving of an Emperor. Perhaps needless to say, this has earned the powerful bandit leader the hate and enmity of some other gang leaders who envy him or seek such power for themselves.
Pecos Culture - Life as a Bandit
The life of a bandit is not the glamorous one. The typical bandit, whether he is a Pecos bandit or a western outlaw, part of a gang or a loner, is basically a drifter and a fighter. The terms "bandit" and "banditry" are reserved to describe a group of people engaged in criminal activity, typically armed attacks and raids against towns, villages, merchant caravans and travelers, as well as armed robbery of all kinds, cattle-rustling and so on. When not actively engaged in banditry, most bandits, and even gunslingers, will take whatever "work" seems challenging or fun, pays well, and utilizes their skills as fighters and thieves, or in some cases, a job that simply utilizes their daring and/or meanness. Thus, they often take work as mercenaries for hire, bodyguards, spies, smugglers, wilderness scouts, vampire hunters, and even as (corrupt or brutal) lawmen. Many also "take time off" or temporarily "retire" after a big score (make a lot of money), during which the outlaw may spend his time gambling, working at or investing in and running a casino, saloon, brothel, gunshop, ranch, farm, or take on other, even more respectable, work.
When times are lean, or when on the run, even famous and truly powerful desperadoes may find themselves forced to take shelter among a larger gang and follow orders like the rest of them, or conceal their true identity and work sweeping out stables, as a shop clerk, or common laborer. Of course, individual bandits may draw the line at some types of jobs.
Despite these layoff periods and temporary sidelines, a bandit is typically a member of a gang or clan of outlaws who regularly engages in criminal activity, fighting and killing. In fact, the bandit might be considered a criminal mercenary of a selfish or evil alignment. Whether the bandit fancies himself (and has training as) a thief, card shark/gambler, assassin, soldier, spy, scout, Juicer, or whatever, the character is ultimately a person (male or female, human or not) who supports himself by fighting and the commission of crimes. The degree of viciousness and the types of crimes committed will depend largely on the alignments and disposition of the gang members, as well as taking advantage of opportunities and chance when they come along. Some bandits will specialize in only a couple types of crimes, usually because they're easy for them or something they like to do, while others will say and do anything.
Although modern yarns paint some of these bandits as "Robin Hoods" who steal from the evil Coalition or inhuman monsters, or as bloodthirsty madmen so mean that they'll shoot somebody for snoring, these extremes are a rarity, with the truth usually somewhere in between. Generally, most bandits are bullies who get what they want through force and by striking fear into their victims (robbery at gun point, beating up somebody and threatening to do worse to anybody who stands in their way, etc.). Many are antisocial and some are downright psychotic or schizophrenic. The most vile and despicable will bully and abuse others (verbally and physically) for fun and self-gratification, and engage in brawling, battery, robbery, smuggling, blackmail, arson, vandalism, rape, torture, murder and anything else that will earn a buck, get them revenge, or make them feel powerful. The vast majority (95%) are illiterate, uneducated and come from impoverished wilderness people or D-bees. Many see few options for themselves (a narrow view that is seldom the case), and have little value for life (especially their own), law, art and personal freedom. Thus, many live by the credo, "Ride hard, live fast and die a good looking corpse." The average age of a Pecos Bandit is 16-35 years old.
It is important to remember that the Pecos Empire is not a single entity and is divided by a hundred political, cultural, social and racial differences. Thus, there is almost always some degree of visible internal fighting going on. Most of this fighting is in the form of blood feuds, vendettas, or small wars between the scores of different gangs, clans and factions. Because of the many differences (sometimes extreme differences) in the customs, laws, morals and racial composition of the many people, groups and communities in the Pecos Empire, there are often misunderstandings and contained clashes (typically rivalries, vendettas and blood feuds) between them, as well as with outsiders. In fact, some groups will consider a blood feud or vendetta as legitimate grounds to slay a foe and/or seize his possessions without punishment, whereas other groups will consider the slaying of an opponent because of a vendetta or blood feud as murder, and taking his property as robbery.
Furthermore, each group may have different and often extreme measures of punishment or restitution to right a wrong — cash or trade
of goods is usually not satisfactory. Psi-Stalkers, Simvan and some American Indians settle disputes in combat, often to the death, and/or scar, disfigure or cripple the perpetrator for wrongdoings, such as amputating a hand for stealing from the tribe or clan, or castration for the rape of a group member. For example: Among the Simvan, someone who slays a Simvan in fair and honorable combat may find other family or clan members coming after him either to avenge their fallen comrade or for the honor of battle. However, if the slayer makes amends (sometimes as simple as showing sincere respect to his slain opponent and regret for having to have kill such a great warrior), the Simvan will usually accept it. If at some later date, this person becomes an ally of the Simvan, he will be accepted as a fellow warrior. On the other hand, any outsider (non-Tokanii) who kills a brutish Tokanii for ANY reason, including self-defense, is likely to find himself as the target of a vendetta or blood feud with all the Tokanii of that clan! Since the Tokanii have a such a strong clan mentality, any friends and associates of the outsider responsible for the crime are likely to be perceived as part of his "clan" and also subject to the vendetta. Unlike the Simvan and most other cultures, the animalistic Tokanii cannot be appeased with apologies, valuables or punishment — they will settle for nothing less then that person's (or people's) death.
When times are lean, or when on the run, even famous and truly powerful desperadoes may find themselves forced to take shelter among a larger gang and follow orders like the rest of them, or conceal their true identity and work sweeping out stables, as a shop clerk, or common laborer. Of course, individual bandits may draw the line at some types of jobs.
Despite these layoff periods and temporary sidelines, a bandit is typically a member of a gang or clan of outlaws who regularly engages in criminal activity, fighting and killing. In fact, the bandit might be considered a criminal mercenary of a selfish or evil alignment. Whether the bandit fancies himself (and has training as) a thief, card shark/gambler, assassin, soldier, spy, scout, Juicer, or whatever, the character is ultimately a person (male or female, human or not) who supports himself by fighting and the commission of crimes. The degree of viciousness and the types of crimes committed will depend largely on the alignments and disposition of the gang members, as well as taking advantage of opportunities and chance when they come along. Some bandits will specialize in only a couple types of crimes, usually because they're easy for them or something they like to do, while others will say and do anything.
Although modern yarns paint some of these bandits as "Robin Hoods" who steal from the evil Coalition or inhuman monsters, or as bloodthirsty madmen so mean that they'll shoot somebody for snoring, these extremes are a rarity, with the truth usually somewhere in between. Generally, most bandits are bullies who get what they want through force and by striking fear into their victims (robbery at gun point, beating up somebody and threatening to do worse to anybody who stands in their way, etc.). Many are antisocial and some are downright psychotic or schizophrenic. The most vile and despicable will bully and abuse others (verbally and physically) for fun and self-gratification, and engage in brawling, battery, robbery, smuggling, blackmail, arson, vandalism, rape, torture, murder and anything else that will earn a buck, get them revenge, or make them feel powerful. The vast majority (95%) are illiterate, uneducated and come from impoverished wilderness people or D-bees. Many see few options for themselves (a narrow view that is seldom the case), and have little value for life (especially their own), law, art and personal freedom. Thus, many live by the credo, "Ride hard, live fast and die a good looking corpse." The average age of a Pecos Bandit is 16-35 years old.
It is important to remember that the Pecos Empire is not a single entity and is divided by a hundred political, cultural, social and racial differences. Thus, there is almost always some degree of visible internal fighting going on. Most of this fighting is in the form of blood feuds, vendettas, or small wars between the scores of different gangs, clans and factions. Because of the many differences (sometimes extreme differences) in the customs, laws, morals and racial composition of the many people, groups and communities in the Pecos Empire, there are often misunderstandings and contained clashes (typically rivalries, vendettas and blood feuds) between them, as well as with outsiders. In fact, some groups will consider a blood feud or vendetta as legitimate grounds to slay a foe and/or seize his possessions without punishment, whereas other groups will consider the slaying of an opponent because of a vendetta or blood feud as murder, and taking his property as robbery.
Furthermore, each group may have different and often extreme measures of punishment or restitution to right a wrong — cash or trade
of goods is usually not satisfactory. Psi-Stalkers, Simvan and some American Indians settle disputes in combat, often to the death, and/or scar, disfigure or cripple the perpetrator for wrongdoings, such as amputating a hand for stealing from the tribe or clan, or castration for the rape of a group member. For example: Among the Simvan, someone who slays a Simvan in fair and honorable combat may find other family or clan members coming after him either to avenge their fallen comrade or for the honor of battle. However, if the slayer makes amends (sometimes as simple as showing sincere respect to his slain opponent and regret for having to have kill such a great warrior), the Simvan will usually accept it. If at some later date, this person becomes an ally of the Simvan, he will be accepted as a fellow warrior. On the other hand, any outsider (non-Tokanii) who kills a brutish Tokanii for ANY reason, including self-defense, is likely to find himself as the target of a vendetta or blood feud with all the Tokanii of that clan! Since the Tokanii have a such a strong clan mentality, any friends and associates of the outsider responsible for the crime are likely to be perceived as part of his "clan" and also subject to the vendetta. Unlike the Simvan and most other cultures, the animalistic Tokanii cannot be appeased with apologies, valuables or punishment — they will settle for nothing less then that person's (or people's) death.
The Ways of the Nomad
Most of the Pecos Empire is open territory. Cities and large towns are few and far between. Since many of the bandit groups are nomadic, the tendency is toward temporary quarters that can be quickly disassembled for travel and transient hang-outs like saloons, gambling halls, brothels and boarding houses.
The most nomadic are constantly on the move, travelling, hiding, engaging in robbery or other crimes, and moving on again. Even if their activities are localized to one comparatively small region, the typical bandit group will continue to move around to avoid getting caught off-guard by rival gangs, outsiders, the CS, or those seeking retribution — what passes for the law in the Pecos Empire is seldom a threat to most Pecos Bandits. The typical nomadic bandit will rarely spend more than a few weeks in any one place, settling down for a month or two at one locale only during the most inclement weather.
Meanwhile, even the most nomadic bandits will have favorite places to victimize, as well as "hide-outs" and "watering holes." The latter two will include favorite (usually lawless, helpless or submissive) towns and villages, as well as wilderness sites selected because of particular benefits (a good water supply, an ample amount of game for hunting, concealed or secluded location, easily defensible, good for ambushes, or the group just thinks it's pretty and quiet, etc ).
The migratory nature of the nomadic life gives the bandits a good lay of the land and allows them to respond quickly to changing conditions and dangers in their current area or territory of activity. Many gangs frequently travel to places beyond the State of Lone Star in search of victims to plunder, and can be gone for a few weeks, months or years. Opportunists in the extreme, most raiding gangs and clans will stay wherever there is "easy pickings" (resources easy to plunder) and/or is fun for them. When resources dwindle, or their victims begin to put up too much of a fight, they will move on in search of greener pastures and easier plunder. However, sooner or later, they are almost certain to return, be it months or years later, fun times and easy pickings are never forgotten.
It is important to note that most Pecos Bandits operating outside the borders of the Lone Star State regard the territory known as the Pecos Empire as a safe haven, and flee to it for sanctuary when pursued by outsiders they can't handle. The Empire is so rife with villains, D-bees and monsters that many lawmen and pursuers will not travel deep into the territory and seldom stay longer than a few days — it's just too dangerous. A big deterrent is that most bandits are hostile toward "outsiders looking to stir up trouble," which includes most lawmen, CS soldiers and other military troops. Even rival and feuding gangs may intercede and attack interlopers in pursuit of a gang they hate. This is not done out of any sense of camaraderie or twisted loyalty, but simply because all bandits see the Pecos Empire as "their (communal) land" and no outsider, especially officers of the law, or stooges of the military, better dare to trespass, start a fight, or tell them what to do. Another deterrent is the frightening number of inhuman D-bees, vampires and other monstrous beings that inhabit the land.
The most nomadic are constantly on the move, travelling, hiding, engaging in robbery or other crimes, and moving on again. Even if their activities are localized to one comparatively small region, the typical bandit group will continue to move around to avoid getting caught off-guard by rival gangs, outsiders, the CS, or those seeking retribution — what passes for the law in the Pecos Empire is seldom a threat to most Pecos Bandits. The typical nomadic bandit will rarely spend more than a few weeks in any one place, settling down for a month or two at one locale only during the most inclement weather.
Meanwhile, even the most nomadic bandits will have favorite places to victimize, as well as "hide-outs" and "watering holes." The latter two will include favorite (usually lawless, helpless or submissive) towns and villages, as well as wilderness sites selected because of particular benefits (a good water supply, an ample amount of game for hunting, concealed or secluded location, easily defensible, good for ambushes, or the group just thinks it's pretty and quiet, etc ).
The migratory nature of the nomadic life gives the bandits a good lay of the land and allows them to respond quickly to changing conditions and dangers in their current area or territory of activity. Many gangs frequently travel to places beyond the State of Lone Star in search of victims to plunder, and can be gone for a few weeks, months or years. Opportunists in the extreme, most raiding gangs and clans will stay wherever there is "easy pickings" (resources easy to plunder) and/or is fun for them. When resources dwindle, or their victims begin to put up too much of a fight, they will move on in search of greener pastures and easier plunder. However, sooner or later, they are almost certain to return, be it months or years later, fun times and easy pickings are never forgotten.
It is important to note that most Pecos Bandits operating outside the borders of the Lone Star State regard the territory known as the Pecos Empire as a safe haven, and flee to it for sanctuary when pursued by outsiders they can't handle. The Empire is so rife with villains, D-bees and monsters that many lawmen and pursuers will not travel deep into the territory and seldom stay longer than a few days — it's just too dangerous. A big deterrent is that most bandits are hostile toward "outsiders looking to stir up trouble," which includes most lawmen, CS soldiers and other military troops. Even rival and feuding gangs may intercede and attack interlopers in pursuit of a gang they hate. This is not done out of any sense of camaraderie or twisted loyalty, but simply because all bandits see the Pecos Empire as "their (communal) land" and no outsider, especially officers of the law, or stooges of the military, better dare to trespass, start a fight, or tell them what to do. Another deterrent is the frightening number of inhuman D-bees, vampires and other monstrous beings that inhabit the land.
The three favored modes of travel among the Pecos Raiders are by hover vehicles, motorcycles, and horseback, or in the case of Simvan Monster Riders and Psi-Stalkers, an animal mount that may be a dinosaur or beast from another dimension. Although cars, especially jeeps, trucks, and all terrain vehicles are very useful and popular, there is something about the favored three that appeals to the temperament of most Pecos bandits. If offered a choice between driving a motorcycle or a tank, the vast majority of raiders would willingly sacrifice the superior firepower and protection of the tank for the speed, maneuverability, and overall feeling of freedom inherent to the motorcycle, hover vehicle or horseback. The advantages and disadvantages of them will greatly determine how tribes or raider bands are equipped.
Hover vehicles are the fastest, have mega-damage protection, and (with the ability of limited flight) can often bypass defenses and get into places insurmountable by other means of travel. Unfortunately, hovercraft are also the hardest vehicles to obtain and the hardest to maintain. Also, it is not uncommon for the pilots of hovercraft to find themselves the primary targets in a fight.
Motorcycles are also fast and often have mega-damage protection They are much more plentiful than hover vehicles and, in some respects, the most maneuverable of the trio. However, unless a fuel supply is available, they have the shortest range (in the long-run) and are the noisiest of the three, making stealth a virtual impossibility.
Horses and other animals are typically the slowest and most vulnerable of the three. However, they are the easiest to care for, they can
keep going as long as there is land to graze on and water to dnnk, and they are by far, the most quiet when stealth is required. In addition, a riding animal provides some measure of companionship and can alert the rider to dangers beyond his notice or senses. For example, horses are keen to recognize vampires and werebeasts, whining and rearing up when one is within 200 yards/meters. Horses can also sense many types of demons, faerie folk, mutant animal predators, and flares of magic energy (same range as vamps). Dragons, Changelings and most D-bees are not among the creatures a horse can sense.
Power armor, robot vehicles and other high-tech apparatus are desired but not readily available in this low-tech environment. Furthermore, most of the uneducated people of the Pecos Empire don't have the skill or knowledge to pilot complex vehicles or operate advanced equipment.
Hover vehicles are the fastest, have mega-damage protection, and (with the ability of limited flight) can often bypass defenses and get into places insurmountable by other means of travel. Unfortunately, hovercraft are also the hardest vehicles to obtain and the hardest to maintain. Also, it is not uncommon for the pilots of hovercraft to find themselves the primary targets in a fight.
Motorcycles are also fast and often have mega-damage protection They are much more plentiful than hover vehicles and, in some respects, the most maneuverable of the trio. However, unless a fuel supply is available, they have the shortest range (in the long-run) and are the noisiest of the three, making stealth a virtual impossibility.
Horses and other animals are typically the slowest and most vulnerable of the three. However, they are the easiest to care for, they can
keep going as long as there is land to graze on and water to dnnk, and they are by far, the most quiet when stealth is required. In addition, a riding animal provides some measure of companionship and can alert the rider to dangers beyond his notice or senses. For example, horses are keen to recognize vampires and werebeasts, whining and rearing up when one is within 200 yards/meters. Horses can also sense many types of demons, faerie folk, mutant animal predators, and flares of magic energy (same range as vamps). Dragons, Changelings and most D-bees are not among the creatures a horse can sense.
Power armor, robot vehicles and other high-tech apparatus are desired but not readily available in this low-tech environment. Furthermore, most of the uneducated people of the Pecos Empire don't have the skill or knowledge to pilot complex vehicles or operate advanced equipment.
Relations
Each Other:
The relations between the various tribes, clans, gangs and factions of the Pecos Empire are an ever changing and mercurial thing. The fact that each small organization or community has its own set of rules, laws, ethics and leaders is a constant source of friction, misunderstandings and clashes. Furthermore, their alliances and loyalties frequently shift, so today's friend may be tomorrow's enemy (and vice versa). Many of the gangs (and to a lesser degree, clans and tribes), frequently prey upon each other (some more than others), and often engage in bloody feuds and vendettas. Since resources such as energy weapons, vehicles, high-tech and magic equipment are generally in high demand within the Empire, there are frequent raids and clashes over such booty.
However, all and all, the Pecos bandits have a reasonably good understanding of where each other stands and how to avoid crossing one another (unless they want to). In addition, don't forget that the bandits see the territory they call the Pecos Empire as all of theirs', and will band together to defend and keep it.
Emperor Sabre Lasar and his Sabre Warriors gang continues to make subtle moves and overtures to win the respect, admiration and support of the smaller bands. Approximately 80% of gangs, 60% of the clans and 30% of the tribes consider the man an outlaw hero and a military genius who they can turn to in times of crisis. Inevitably, Emperor Lasar should be able to unite a large number of the smaller factions under his leadership and begin to build a strong nation. However, this is years away and may never come to pass, unless some outside danger or events push the smaller bands to turn to him (something the CS recognizes and hopes to avoid).
The Coalition States & the Pecos Empire:
The Pecos "Badlands" (the CS refuses to use the term "Empire") has been a thorn in the Coalition's side for over 40 years, and has become increasingly irritating and sometimes painful, since the bandit warlord and self-proclaimed Emperor, Sabre Lasar, stepped to the forefront of the damnable barbarian society, 10 years ago.
Generally speaking, the Coalition States is the number one enemy of the Pecos Empire (vampires are number two). The bandits (and heroes) of the Pecos Badlands frequently raid CS outposts, military bases, settlements, and troops in the State of Lone Star, as well as the surrounding States and territories. Only the expansive, fortified and heavily defended Lone Star City and military complex is left unmolested (the few attacks leveled against it have failed miserably, with the attackers suffering huge numbers of casualties).
Some might wonder why the CS doesn't just send in its army and wipe out the Pecos Bandits. Well, the situation is more complicated and touchy than it may appear at first glance.
First, compared to other hot spots like Tolkeen, Free Quebec, and the Federation of Magic, the Pecos Empire is low priority.
Second, the so-called "Pecos Empire" is so fragmented and divided that they currently pose no serious threat to the Coalition States or their outposts and possessions in the State of Lone Star. The Coalition's most valuable resource, the Lone Star Genetics facility and military complex, is an impregnable fortress that even the Sabre Warriors have been unable to scathe. On the other hand, any obvious push to eradicate the Pecos Empire might actually serve to unite the many tribes, clans and gangs into a formidable nation of warrior bandits. This kind of development is something the CS would like to avoid, especially when they currently have their hands full with Tolkeen and Free Quebec.
Third, the CS sees Emperor Sabre Lasar and his Sabre Warriors as the only serious force in the Pecos Badlands with a chance of uniting the people of that region into a genuine nation. Thus, the CS Intelligence at Chi-Town plan to "remove" Sabre Lasar at the first opportunity. To this end, CS spies try to collect valuable information and get close to the infamous "Emperor" (three previous assassination attempts have failed and the spies currently know very little of value about Emperor Lasar or his top men).
Fourth, a military campaign into the Pecos Badlands would raise awareness of the true level of the vampires' presence, while the eradication of the Pecos Bandits would drop the vampire problem right into the Coalition's lap. Currently, the CS is using the bandits as a buffer between the vampires of Mexico and the Coalition States and Territories in the North. The Pecos bandits regularly engage in battles and purges against vampires.
Los Alamo & the Pecos Empire
Although Los Alamo has traditionally been an enemy of the Pecos Empire, recent diplomatic tensions between Los Alamo and the Coalition States has caused some Empire leaders to rethink their earlier attitudes. Los Alamo is known for its high technology and large number of Juicers. Not only do these two factors generally make it a difficult adversary to overcome, but also makes it a natural target for the Coalition's inevitable expansion attempts. The events surrounding the Juicer Uprising of 103 P.A., and the Emperor's declaration of war against Free Quebec, the Tolkeen Campaign, and the launch of his new military offensive known as the Campaign of Unity (focused upon military aggression and the genocide of non-humans) has prompted Los Alamo to take action to protect itself. Sharing a possible common enemy in the Coalition States has forced the Kingdom of Los Alamo into a dangerous unofficial alliance and treaty with numerous factions of the Pecos Empire.
This has been done by declaring itself a neutral country and opening its doors to any Pecos faction, bandit and otherwise, who agrees to a truce, abide by Los Alamo law, behave peacefully, and ignore old gang rivalries while within its borders. Several gangs and clans have accepted their offer. So far, this has worked amazingly well — the bandits and other Pecos groups desperately need a link to the high-tech world. For these reasons, most members of the Pecos Empire are making a special effort to get on good terms with Los Alamo.
Emperor Sabre Lasar has accepted an offer to personally visit the "enlightened" Kingdom of Los Alamo and is expected to acknowledge their neutrality, welcome their free trade agreement, and acknowledge their friendship on behalf of the Sabre Warriors and encourage the other Pecos factions to do likewise. His approval will win over a huge number of the other groups, along with his/their protection. In exchange, Los Alamo will be the first notable kingdom to officially recognize the Pecos Empire as a sovereign nation! In addition, the kingdom will sing the praises of Emperor Lasar and that only through his cooperation and support are they able to remain a neutral country. As a "friend" of the Pecos Empire, the Sabre Warriors will pledge their protection and support of Los Alamo and encourage others to do the same, "lest they fall to the tyranny of the Coalition States."
The factions of the Pecos Empire are encouraged to trade raw materials, furs, precious metals, and stolen goods acquired as booty in raids in exchange for Los Alamo's technology and manufactured goods. Los Alamo's sales of weapons, armor, vehicles, and electronics has already increased by 80% and Juicer technology by 20% — these numbers are expected to quadruple when Emperor Sabre Lasar announces his support of Los Alamo's neutrality. This increased income will help the Kingdom to build better defenses and increase the size of its army, in addition to the protection afforded by becoming a member in the brotherhood of bandits of the Pecos Empire.
Mexico & the Pecos Empire:
Except for a few notable places like Ciudad Juarez, there isn't much worth stealing and there's always an abundance of vampires looking for prey to feed upon. The country south of the border is generally considered a desolate, vampire infested hell-hole that is avoided, unless some unique opportunity arises, the reward is worth the danger, the group is out to kill vampires, or someone is so desperate that he'll take his chances. Thus, few gangs, clans or tribes travel more than a hundred miles or so into Mexico. Of course, some fool is always lured to take his chances by stories of gold, lost treasure, and other opportunities for the acquisition of wealth or power.
Meanwhile, the vampires regard the Pecos Empire and the Lone Star State in general, as a dangerous place filled with beings dedicated to their destruction — Reid's Rangers, tribes and bands of Psi-Stalkers, and Psi-Hounds/Dog Boys (and other mutants) among the most notable.
The reputation of these vampire fighters is such that Reid's Rangers are regarded as heroes even by the worst bandits and are generally left alone to pursue their own business. In fact, members of clans, tribes and even bandits and raiders (usually young ones out to make names for themselves or to extract revenge) have joined these famous Rangers in the pursuit and destruction of vampires. On one occasion, a vendetta between two warring tribes was put on hold to allow a number of raiders from both tribes to accompany the Rangers on one of their quests. Reid's Rangers are so respected (and in some cases, feared) that most gangs give them a wide berth, and most communities welcome them. Vampire hunting in the Pecos Empire is a necessity that many consider a common pastime and some do for fun and sport.
The relations between the various tribes, clans, gangs and factions of the Pecos Empire are an ever changing and mercurial thing. The fact that each small organization or community has its own set of rules, laws, ethics and leaders is a constant source of friction, misunderstandings and clashes. Furthermore, their alliances and loyalties frequently shift, so today's friend may be tomorrow's enemy (and vice versa). Many of the gangs (and to a lesser degree, clans and tribes), frequently prey upon each other (some more than others), and often engage in bloody feuds and vendettas. Since resources such as energy weapons, vehicles, high-tech and magic equipment are generally in high demand within the Empire, there are frequent raids and clashes over such booty.
However, all and all, the Pecos bandits have a reasonably good understanding of where each other stands and how to avoid crossing one another (unless they want to). In addition, don't forget that the bandits see the territory they call the Pecos Empire as all of theirs', and will band together to defend and keep it.
Emperor Sabre Lasar and his Sabre Warriors gang continues to make subtle moves and overtures to win the respect, admiration and support of the smaller bands. Approximately 80% of gangs, 60% of the clans and 30% of the tribes consider the man an outlaw hero and a military genius who they can turn to in times of crisis. Inevitably, Emperor Lasar should be able to unite a large number of the smaller factions under his leadership and begin to build a strong nation. However, this is years away and may never come to pass, unless some outside danger or events push the smaller bands to turn to him (something the CS recognizes and hopes to avoid).
The Coalition States & the Pecos Empire:
The Pecos "Badlands" (the CS refuses to use the term "Empire") has been a thorn in the Coalition's side for over 40 years, and has become increasingly irritating and sometimes painful, since the bandit warlord and self-proclaimed Emperor, Sabre Lasar, stepped to the forefront of the damnable barbarian society, 10 years ago.
Generally speaking, the Coalition States is the number one enemy of the Pecos Empire (vampires are number two). The bandits (and heroes) of the Pecos Badlands frequently raid CS outposts, military bases, settlements, and troops in the State of Lone Star, as well as the surrounding States and territories. Only the expansive, fortified and heavily defended Lone Star City and military complex is left unmolested (the few attacks leveled against it have failed miserably, with the attackers suffering huge numbers of casualties).
Some might wonder why the CS doesn't just send in its army and wipe out the Pecos Bandits. Well, the situation is more complicated and touchy than it may appear at first glance.
First, compared to other hot spots like Tolkeen, Free Quebec, and the Federation of Magic, the Pecos Empire is low priority.
Second, the so-called "Pecos Empire" is so fragmented and divided that they currently pose no serious threat to the Coalition States or their outposts and possessions in the State of Lone Star. The Coalition's most valuable resource, the Lone Star Genetics facility and military complex, is an impregnable fortress that even the Sabre Warriors have been unable to scathe. On the other hand, any obvious push to eradicate the Pecos Empire might actually serve to unite the many tribes, clans and gangs into a formidable nation of warrior bandits. This kind of development is something the CS would like to avoid, especially when they currently have their hands full with Tolkeen and Free Quebec.
Third, the CS sees Emperor Sabre Lasar and his Sabre Warriors as the only serious force in the Pecos Badlands with a chance of uniting the people of that region into a genuine nation. Thus, the CS Intelligence at Chi-Town plan to "remove" Sabre Lasar at the first opportunity. To this end, CS spies try to collect valuable information and get close to the infamous "Emperor" (three previous assassination attempts have failed and the spies currently know very little of value about Emperor Lasar or his top men).
Fourth, a military campaign into the Pecos Badlands would raise awareness of the true level of the vampires' presence, while the eradication of the Pecos Bandits would drop the vampire problem right into the Coalition's lap. Currently, the CS is using the bandits as a buffer between the vampires of Mexico and the Coalition States and Territories in the North. The Pecos bandits regularly engage in battles and purges against vampires.
Los Alamo & the Pecos Empire
Although Los Alamo has traditionally been an enemy of the Pecos Empire, recent diplomatic tensions between Los Alamo and the Coalition States has caused some Empire leaders to rethink their earlier attitudes. Los Alamo is known for its high technology and large number of Juicers. Not only do these two factors generally make it a difficult adversary to overcome, but also makes it a natural target for the Coalition's inevitable expansion attempts. The events surrounding the Juicer Uprising of 103 P.A., and the Emperor's declaration of war against Free Quebec, the Tolkeen Campaign, and the launch of his new military offensive known as the Campaign of Unity (focused upon military aggression and the genocide of non-humans) has prompted Los Alamo to take action to protect itself. Sharing a possible common enemy in the Coalition States has forced the Kingdom of Los Alamo into a dangerous unofficial alliance and treaty with numerous factions of the Pecos Empire.
This has been done by declaring itself a neutral country and opening its doors to any Pecos faction, bandit and otherwise, who agrees to a truce, abide by Los Alamo law, behave peacefully, and ignore old gang rivalries while within its borders. Several gangs and clans have accepted their offer. So far, this has worked amazingly well — the bandits and other Pecos groups desperately need a link to the high-tech world. For these reasons, most members of the Pecos Empire are making a special effort to get on good terms with Los Alamo.
Emperor Sabre Lasar has accepted an offer to personally visit the "enlightened" Kingdom of Los Alamo and is expected to acknowledge their neutrality, welcome their free trade agreement, and acknowledge their friendship on behalf of the Sabre Warriors and encourage the other Pecos factions to do likewise. His approval will win over a huge number of the other groups, along with his/their protection. In exchange, Los Alamo will be the first notable kingdom to officially recognize the Pecos Empire as a sovereign nation! In addition, the kingdom will sing the praises of Emperor Lasar and that only through his cooperation and support are they able to remain a neutral country. As a "friend" of the Pecos Empire, the Sabre Warriors will pledge their protection and support of Los Alamo and encourage others to do the same, "lest they fall to the tyranny of the Coalition States."
The factions of the Pecos Empire are encouraged to trade raw materials, furs, precious metals, and stolen goods acquired as booty in raids in exchange for Los Alamo's technology and manufactured goods. Los Alamo's sales of weapons, armor, vehicles, and electronics has already increased by 80% and Juicer technology by 20% — these numbers are expected to quadruple when Emperor Sabre Lasar announces his support of Los Alamo's neutrality. This increased income will help the Kingdom to build better defenses and increase the size of its army, in addition to the protection afforded by becoming a member in the brotherhood of bandits of the Pecos Empire.
Mexico & the Pecos Empire:
Except for a few notable places like Ciudad Juarez, there isn't much worth stealing and there's always an abundance of vampires looking for prey to feed upon. The country south of the border is generally considered a desolate, vampire infested hell-hole that is avoided, unless some unique opportunity arises, the reward is worth the danger, the group is out to kill vampires, or someone is so desperate that he'll take his chances. Thus, few gangs, clans or tribes travel more than a hundred miles or so into Mexico. Of course, some fool is always lured to take his chances by stories of gold, lost treasure, and other opportunities for the acquisition of wealth or power.
Meanwhile, the vampires regard the Pecos Empire and the Lone Star State in general, as a dangerous place filled with beings dedicated to their destruction — Reid's Rangers, tribes and bands of Psi-Stalkers, and Psi-Hounds/Dog Boys (and other mutants) among the most notable.
The reputation of these vampire fighters is such that Reid's Rangers are regarded as heroes even by the worst bandits and are generally left alone to pursue their own business. In fact, members of clans, tribes and even bandits and raiders (usually young ones out to make names for themselves or to extract revenge) have joined these famous Rangers in the pursuit and destruction of vampires. On one occasion, a vendetta between two warring tribes was put on hold to allow a number of raiders from both tribes to accompany the Rangers on one of their quests. Reid's Rangers are so respected (and in some cases, feared) that most gangs give them a wide berth, and most communities welcome them. Vampire hunting in the Pecos Empire is a necessity that many consider a common pastime and some do for fun and sport.