Humans of Crimson Regime
Registered Free Humans
Registered free humans are those who have proven themselves loyal to the Crimson Regime and possessed of skills that make them valuable to have around. Proving one's loyalty, however, is no easy task and almost always requires a demonstration of willingness to turn on your own. The exception to this being the families of those humans who stood with the Crimson Regime during the course of the war and continue to do so. While this buys them a certain measure of security, all humans are aware of the fact that one missed step, one carelessly uttered word, could end with their freedom, and likely that of their families, taken away. From youth, human children are taught in school that to fail inform on those who seek to stand against the Regime is both treason and the surest way to condemn both themselves and their families. The surest way to assure that one's loyalty is proven, thereby securing some measure of safety, is to inform on those who are engaging in behavior that might be viewed as questionable or treasonous in nature.
Registered Free receive a stipend, commiserate with the worth of the services they provide, from the government on a monthly basis. Bonuses, of course, are provided to those who have turned in traitor to the Regime.
Like all humans, registered humans have no voice in Government.
Owned Humans
Owned humans are those who have been chosen to serve the Regime as blood dolls, mates, bonded Witches, servants and those being groomed to become Vampires. Generally speaking they are drawn from the Wasteland, those Free Humans found guilty of Treason, and farms upon which they are bred.
Owned humans have no rights beyond those granted by their owner.
Owned humans cannot own property of any kind.
Owned humans receive no Government Stipend. They can, however, be given an allowance, in the form of a credits card, by their owners.
* Both Registered Free Humans and Owned Humans are chipped. Chips contain all relevant data, name, age, sex, weight, status, stipend and Owner, if owned.
Unregistered Free Humans
Wastelanders are those humans who have not sworn allegiance to the Crimson Regime.
Wastelanders receive no stipend from the Government and must rely on Barter and scavenging to get what they need.
Wastelanders are often subject to hunts and rounded up by the ISF. Those who attract the attention of Vampires find themselves chipped and stripped of their freedom.
While many cities do not allow Unregistered Humans within the city, San Taurio is one of those that permit them to enter the city to trade#. The checkpoint, however, is heavily guarded and weapons, of any kind, are not allowed through. On the same token, Wastelanders are not permitted to trade for weapons, or ammunition, of any kind.
#Any Unregistered Human venturing into the city is at risk of being taken either by the Government for public auction, or by catching the eye of a supernatural creature.
Wastelands
Wastelands Information [NOTE: Life in the wasteland is NOT easy. Every day brings a new danger or concern.]
-- There are drones flying over the wastelands at all times. Generally speaking they are equipped with Infrared and Thermal sensors. Upon occasion (Story teller use ONLY there are magictech drones that can sense the presence of magic being used.)
-- There is an abundance of dangerous wildlife up to and including giant bears, raptors, zombies, mutant animals.
-- Any construction IC of significant locations-- training areas, buildings (store houses, forges, bunkers et al), caches, weapons, traps, potions, wards, poisons, REQUIRE a ticket to be filed and approved. Depending on what it is, it will take time and RP scenes/logs to gather the necessary equipment and successful construction. Characters MUST have the appropriate skills listed in their applications.
-- Gathering supplies (Scavenging), Hunting for food, reagents and the like, require a ticket to be filed if they are above a reasonable amount for personal use.
-- Cross training skills is fine. However, one cannot assume they have a skill without significant RP logs to demonstrate actively learning. A ticket, along with the logs, must be submitted and approved if the skill is not already in your application.
-- While there is likely to ISF raids, they will only rarely be without cause and there will be OOC Warning given. Using OOC warnings to hide things or people, however, will be considered cheating.
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Wastelander Groups:
Wasteland Camp: [PCs have to abide by the rules of the current leader or risk being cast out. As with the rest of the sim, rogues are not allowed on Crimson Regime. This does NOT mean you cannot do sneaky things outside of the rules, but ICAICC]
There is a clean water well in the wasteland camp.
Camp Leader:
Camp Second:
Wasteland Bazaar: [PCs have to abide by the rules of the current leader or risk being cast out/ Banned from the Market IC. As with the rest of the sim, rogues are not allowed on Crimson Regime. This does NOT mean you cannot do sneaky things outside of the rules, but ICAICC. Generally speaking, the Merchant Bazaar has a cooperative relationship with the San Tuario Government to avoid being constantly raided. The leader will need to maintain this IC.]
There is a clean water well in the Bazaar.
Bazaar Merchant Leader:
Black Market: [ The black market deals hand in hand with the Bazaar, the camp and the rebels. However, be aware that engaging in this course of action comes with consenting to the consequences of being caught.]
Ordo Solus: [This group is NOT public knowledge and CANNOT be apped for. Entry must be RPed. Characters who betray Ordo Solus are accepting whatever IC repercussions come from such an act. Be aware of the protections on Ordo Solus and what breaking them means for your character. Use of Magic on ISF is a death penalty and will rarely be waved off to lessor consequences. ]
Solarus:
Lucifer Lux:
Rebels:
Not all wastelanders are rebels. Some are simply trying to live their lives outside of Regime control for as long as they can. Individuals, on either side of the wall, engaging in Rebel activity are automatically consenting to the consequences of their actions if they are caught. For city dwellers, there is a good chance of character death depending on their actions. Play smart.
Things to be aware of:
- Attacking ISF is auto-consenting to consequences up to and including death.
- ISF will NOT be held back from retaliating. Given the nature of the world, retaliation against Rebel activity can include - Raiding the wasteland camp and taking prisoners, raiding the Bazaar and taking supplies. No, it is not fair that the camp and bazaar have to pay for Rebel activity. Again, this the world we live in. The MOST EFFECTIVE means of dealing with rebels is, and has always been, turning the populace against them.
- Coming into the city and throwing attitude at ISF and/or vampires is pointedly unwise. Engage at your own risk.
- San Tuario is a SMALL Cog in a very large machine making up the Regime. Right now, the only thing one has to worry about is the local ISF. Actions have consequences that can include drawing the presence of the Legion to San Tuario and worse.
- Actively engaging in avoiding ISF consequences of one's actions-- Meaning map evasion and having to persistently log out when cornered will be considered cheating. On the same score, ISF coming directly to you without having valid cause shall be, as well..