IC
Twenty-seven years.
Time cares not of our calamity.
Of our demise.
We, a mere blip within the cosmos, our rise and our fall, our history, our struggle, it means naught once all has been said and done. Human civilization stands now in ruins, a relic of times since gone pass. A monument of our former glory as the masters of this planet; a monument to the sins of the world.
The Outbreak could not be stopped.
Could not be contained.
The world as we once knew it is no more, a slate wiped clean in a global pandemic unlike anything once before seen. Millions upon millions have fallen, and the rule of mankind has effectively come to a close. This is how humanity dies, not with a bang but in quiet whisper, consumed by plague and our own inner madness.
But even in darkness there is a light.
The human will to survive, to overcome, still lingers when all else has decayed. Survivors, holdouts to a dying world, stand firm against the inevitable. These select few press onward, moving forward when so many others have already crossed over and into oblivion, and though they continue to breathe, to live, they must do so in the twilight of human existence. Every passing day is a struggle more difficult than the last and tomorrow is never guaranteed. Fate is soon approaching and their time is running out.
And what of you? Will you accept the cold embrace of the end or will you claw at every second of life? Alone or with others? And if the chance remained to right what was so horribly wrong would you take it no matter the sacrifice?
But it does not matter as first you must survive in a world no longer meant for man.
No Man’s Land.
Time cares not of our calamity.
Of our demise.
We, a mere blip within the cosmos, our rise and our fall, our history, our struggle, it means naught once all has been said and done. Human civilization stands now in ruins, a relic of times since gone pass. A monument of our former glory as the masters of this planet; a monument to the sins of the world.
The Outbreak could not be stopped.
Could not be contained.
The world as we once knew it is no more, a slate wiped clean in a global pandemic unlike anything once before seen. Millions upon millions have fallen, and the rule of mankind has effectively come to a close. This is how humanity dies, not with a bang but in quiet whisper, consumed by plague and our own inner madness.
But even in darkness there is a light.
The human will to survive, to overcome, still lingers when all else has decayed. Survivors, holdouts to a dying world, stand firm against the inevitable. These select few press onward, moving forward when so many others have already crossed over and into oblivion, and though they continue to breathe, to live, they must do so in the twilight of human existence. Every passing day is a struggle more difficult than the last and tomorrow is never guaranteed. Fate is soon approaching and their time is running out.
And what of you? Will you accept the cold embrace of the end or will you claw at every second of life? Alone or with others? And if the chance remained to right what was so horribly wrong would you take it no matter the sacrifice?
But it does not matter as first you must survive in a world no longer meant for man.
No Man’s Land.
27 years ago the manufactured virus, T-13, devastated the world. Nations have fallen and the last few pockets of civilization are under constant threat, whether it be from bandits, the infected, or nature itself. Most of humanity has since died out and the world has given way to Darwin's Law. Resources are frighteningly scarce, a never-ending winter has settled across the globe, and extinction is a dawning certainty.
This is a Survival RP. That is your primary goal, and awaiting you is a challenging environment inhabited by dangerous creatures and less than trustworthy people. Our tale continues in Colorado in the dawn of Spring. You will need to band together if you wish to make it through the twilight of human existence. Will you fight for one last day on Earth, or will you sacrifice it all for the good of mankind? What is right and what is wrong in a world that knows only grey? The choice, ultimately, is yours to make.
There is no safety to be found in the wastes of America. Most settlements remain small with large towns becoming increasingly uncommon, a fact further worsened by the ever intensifying global winter. Bandits, slavers, and cannibals all lurk outside civilized society, and most cities have since become the homes of monstrosities that are barely recognizable as human. Resources have become scarce. Gasoline is no longer available and ammo is in short supply. Food, while once abundant, is now something to fight over. What technology remains is haphazard and held together through a mix of skill and blind luck, scavengers risking life and limb to pick clean the ruins of the world. Every scrap of junk now has purpose. Those who waste will not survive long.
In the weeks leading up to winter a great upheaval has taken place within central Colorado. The Vultures, a powerful gang of bandits and cutthroats, has lain waste to many settlements, razing all that would dare go against them. Aspen was the first to burn. Then came Grand Junction, and finally Salida. It was during the Battle of Salida that the Vulture emperor, Bill, was slain and a coup undertaken by Jennifer Paulson. Those who have since marched towards winter are now split between the growing power of Denver and the outskirts of the state. Peace was only a temporary promise of the seasons, and with the thaw of spring upon them all so to is the violence of man once more.
01: OP/Co-OP have final say. No exceptions.
02: OP/Co-OP reserve the right to deny any application for whatever reason.
03: No God-modding / Meta-gaming.
04: No directly controlling another player character unless given permission to do so. No directly controlling a faction unless given permission to do so. You may freely control any and all NPC's that are not central to any one player or any major plot line.
05: Factions will be considered any group with more than four people.
06: Posts must be a paragraph minimum. One-liners are unacceptable.
07: Try to use correct grammar. No walls of text that are not broken up into paragraphs. No sloppy writing. Use punctuation and try to spell most things correctly. Failure in attempting to improve will lead to removal from the RP.
08: Follow the established lore. What the OP/Co-OP dictates is law regardless of how you may feel otherwise. Ask questions if you must and answers will gladly be given. We will not cater to any one person should they disagree about how things work. Breaking/altering/ignoring the lore will result in removal from the RP.
09: Be courteous of one another in the OOC. Civil arguments are fine but should not devolve into shouting matches. Moderators should not have to visit the RP thread for whatever reason. Alternatively, feel free to be as much of a dick in the IC as you desire.
10: You may create multiple characters if they come as a set (husband/wife; siblings; friends; etc.). You will need permission to create any character that is not part of a set. Any side characters will be treated as NPC's and their fate will be at the complete discretion of the OP/Co-OP should they interfere with the story or present an unfair advantage to any one person.
11: You character should not be overpowered. You can die, and every challenge should be just that, a challenge. This means no unlimited ammo; no shrugging off bullets like the Master Chief; no unexplainable streak of good luck. Any overpowered characters will be dealt with, harshly.
12: Be active should you apply. No need to be online 24/7 (as I certainly will not be) but don't join only to not post anything. If you will be gone for any significant amount of time then please notify the OP/Co-OP or simply leave a message in the OOC. Those who do not risk having their characters killed off in violent and amusing ways.
13: Have fun.
NOTE: Be unique with your character (within reason). Military characters especially are highly discouraged and may be DENIED. Any returning characters are already ACCEPTED - so long as they're still alive - but will need to repost their app for record keeping.
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GREY is optional but recommended.
FULL
The virus cannot survive within these individuals.
PARTIAL / CARRIER (TD-13)
No harmful effects to infected individuals. Contagion can be spread.
GIFTED (TE-13)
Beneficial mutations have taken place within infected individuals that can grant benefits ranging from enhanced physical attributes to increased mental faculties. The contagion can be spread.
NONE
Individuals with no immunity can become infected with any strain of T-13.
NOTE: Most individuals at this point in time, 27 years after the initial outbreak, are either IMMUNE or CARRIERS of the virus. GIFTED are exceedingly rare and those with no immunity are virtually nonexistent.
A manufactured viral mutagen possessing a high rate of lethality. The virus quickly and often times destructively targets the DNA sequences of a living organism leading to abnormal cell growth, necrosis (cell death), and spontaneous recombination and mutation. The virus cannot survive long outside a living host and as such transmission is predominantly through direct contact with an infected individual via tainted blood or other bodily fluids, however, close proximity (coughing, sneezing, etc.) can potentially lead to infection in a handful of cases. Extreme heat can destroy the virus.
Once inside a host the virus mutates into one of several varying strains, a process that is influenced directly by the genetic makeup of the infected individual. Note that the virus will mutate regardless of the strain of initial infection. At this time there is no consistent method in which to determine which strain will form upon contamination.
TA-13
Infection Rate: High
Lethality Rate: Extremely High
The most common of the various strains, the virus embeds itself into the respiratory and circulatory system of a host, though other systems may be affected to a lesser degree. Flu-like symptoms are often present in the early stages of infection and generally worsen with time. The lungs specifically are often irreparably damaged, leading to breathing difficulties and, in the latter stages, internal hemorrhaging with death arriving shortly afterwards. Incubation periods and progression rates vary wildly between individuals, though the young, the elderly, and those with weakened immune systems often succumb to the virus within a matter of days if not hours. Healthy individuals can potentially survive for several weeks with proper treatment.
TB-13
Infection Rate: Low
Lethality Rate: Moderate
The virus predominantly targets the neural pathways of a host but can also cause mutations in both the skeletal and muscular systems. Though varying between individuals brain, nerve, and spinal damage can result, potentially leading to partial or full paralysis and brain death in extreme cases. Individuals who survive infection often suffer catastrophic brain damage leading to extreme aggression and a loss of reason. The incubation period is typically several days. Infected and Psychotics both suffer from TB-13.
TC-13
Infection Rate: Extremely Low
Lethality Rate: High
The most destructive of the various strains, the virus targets DNA sequences throughout the body, leading to uncontrollable recombination and mutation. Progressing in a similar manner to that of TB-13, given time an infected individual will undergo severe physical mutation which is often times fatal. Survivors are generally no longer human in terms of appearance and behavior, and are extremely dangerous vectors of the virus. Incubation period is typically several weeks. All Reaver variants suffer from TC-13.
TD-13
Infection Rate: Extremely Low
Lethality Rate: N/A
A neutral strain that causes no physical change within a host body, though flu-like symptoms may be present during the initial stages of infection. While not harmful in any way to the host the virus may still be transferred to other individuals via close contact or close proximity, after which mutation into another strain may occur.
TE-13
Infection Rate: N/A
Lethality Rate: N/A
The rarest of all the strains, the virus targets the DNA sequences of a host but with surprisingly beneficial results. Though greatly varying between individuals, those infected may see a boost in physical traits, immunity, perception, mental abilities, and other as of yet identified benefits. Though boasting positive results transmission among others is still possible, after which viral mutation may occur.
TM-13
Infection Rate: N/A
Lethality Rate: N/A
This strain has mutated to affect species other than Homo sapiens. A catchall term, progression variously wildly between species with either little to none or massive mutations present. Any creature can potentially be infected, however, those in greater contact with humanity are at a much greater risk. Mutts suffer from TM-13.
T-14
Infection Rate: N/A
Lethality Rate: N/A
A recent mutation, little is known of this variant save for the fact that it can override previous immunity.
Those suffering from infection typically retain some semblance of their former humanity, though have generally succumbed to acute brain trauma and range from feral husks to highly disturbed individuals.
BOAR
Occurrence: Uncommon
Danger: High
Not much different from their ancestors, wild pigs have undergone several distinct mutations that have made them a danger to not be underestimated. Long, razor sharp tusks are capable of tearing through flesh and even thin metal, and thick coats prevent all but the highest of calibers from piercing through. As big as any human, and oft times larger, Boars have spread across America, leaving a path of destruction in their wake. Despite this their meat is prized by hunters and will fetch a good price if one is willing to risk the hunt.
INFECTED
Occurrence: Rare
Danger: Moderate
Suffering from an advance state of brain damage, Infected have become little more than feral husks lashing out at anything that so much as moves. Typically congregating in hordes or small groups, Infected wander about aimlessly and with little purpose other than to consume what they can, including each other at times. Unfortunately time has not been kind to these poor souls and most have since died out due to starvation and exposure, meaning that any encountered are most likely recent conversions. Generally weak, Infected rely on numbers to overwhelm survivors. Most injuries will prove fatal to an Infected, however, damaged pain receptors allow for continued action even after suffering catastrophic damage. Some infected, however, do display capabilities of higher thought functions and can sometimes be found alongside Psychotics.
MUTT
Occurrence: Common
Danger: Moderate
Formerly a dog or some similar canid, mutations have little changed Mutts. Typically resembling a large coyote, Mutts are pack creatures that very much remain dog-like, though with an apparent aggression towards non-infected. Though wild many have been domesticated by Psychotics, and some have even formed mutually beneficial bonds with Lurkers. Their speed and size makes any Mutt a dangerous foe should it get close, after which the beast will target the neck and jugular for a killing bite, though it will lash out at any limb of opportunity. Otherwise a lone Mutt is easily dispatched. Packs will tend to avoid large groups of survivors unless desperate for food.
PSYCHOTIC
Occurrence: Uncommon
Danger: High
Warped by infection, Psychotics are little better than their Infected brethren, but unlike the shambling husks Psychotics are highly capable of abstract thought. Intelligent to a degree, Psychotics often band together in what could only be considered tribes, laying waste to any threat or potential meal they come across. Though originally having little purpose other than survival, over the years Psychotics have become organized to the point of rivaling humanity. Capable of using tools and weapons, as well as forming complex strategies, Psychotics are a major threat to any survivor and will blindly devote themselves to any cause. However, due to brain trauma, aggression is quick to give way to blind rage. More damning is that the strongest, not the most intelligent, often lead tribes.
STAG
Occurrence: Common
Danger: Low
A descendant of modern deer, Stags are much more capable of surviving in the cold landscape of post-Outbreak America and have since become a common enough sight. Dark in colour and with a thick, woolly coat, the most prominent feature are the great antlers found on both bucks and does, branch-like and incredibly sharp. In terms of behavior, a Stag is no different than any other deer but are much more aggressive and as likely to attack as they are to flee. Their antlers are capable of causing serious injury to the unwary. They can interbreed with other deer, the offspring of which will always be a Stag. They're meat is safe to consume after cooking, however, those with no immunity must take care when handling a fresh kill.
Reavers are any infected which have undergone severe physical mutations. While some retain a vaguely human appearance most have become something completely unrecognizable, and are aptly referred to as monsters. Similar to Infected, the brains of Reavers may or may not be adversely affected, though in most cases devolution in any form gives way to overt animalistic behavior.
BESERKER
Occurrence: Rare
Danger: High
Berserkers are Psychotics that have undergone physical mutation similar to that of a Brute, granting immense strength and heightened durability. Alternatively, Berserkers may be thought of as Brutes that have retained their minds to some degree. Regardless, these hulking beings are quite dangerous, perhaps even more so than a typical Brute. Found alongside Psychotics, Berserkers, whose intelligence may vary, tend to be the heavy hitters and are quite capable of tearing apart foes with their bare hands, though many tend to use heavy weapons that only they can lift. They are, however, quite slow and easily outmaneuvered. Beserkers are rare, existing along a fine line between Psychotic and Brute, the latter of which is actively killed with impunity by the former due to mental instability and aggression.
BRUTE
Occurrence: Extremely Rare
Danger: Extremely High
Having gained considerable physical mass, Brutes rely solely on their immense strength to see them through any conflict, cutting down anything, Infected or otherwise, that may so happen to stand between it and its target. Known to tear through metal, Brutes somewhat retain their human form, though in a twisted and disproportionate manner. Increased muscle mass and bone density grants an incredible strength as well as forming a thick armor against bullets, allowing this Reaver to withstand an absurd amount of abuse before showing any signs of physical wear. The skull in particular is capable of surviving against most small arms. While varying between individuals some Brutes possess claw-like protrusions along their arms, likely calcified growths, granting them an additional weapon in which to main and kill. Brutes possess next to no intelligence and can be outsmarted with relative ease, and though capable of short burst of speed, these behemoths are ultimately slow and lumbering. As dangerous as they are, Brutes have effectively died out due to starvation and exposure.
BUZZER
Occurrence: Common
Danger: High
Buzzers are thought to have originated from horse flies, infected and having mutated extensively over several generations. The size of a softball, Buzzers are primarily scavengers, swarming and feasting on carrion and being quite capable of stripping a body of its flesh within minutes. However, Buzzers have been known to attack living beings as well and have become a pest. A swarm can kill a large creature within seconds, sharp mandibles ripping flesh from bone with practiced ease, and though individual Buzzers are more annoyance than threat they rarely venture far from their fellows. Their speed and extremely small size makes them extremely dangerous and it is best to seek shelter or avoid infested areas entirely. These creatures are reluctant to approach fire and tend to avoid open flames of any size. Nests are typically burned because of this. They are aptly named due to the loud noise they generate when in flight.
LURKER
Occurrence: Uncommon
Danger: Extremely High
Hardly recognizable as human, Lurkers are pack creatures that move quickly on four legs, using their claws and sharp teeth to tear through flesh and bone alike. Showing an aversion to light, Lurkers are typically found in dark hideaways, such as dense forests or the ruins of cities, venturing out only in the cover of darkness or clouded skies. As a whole Lurkers have been hugely successful, becoming an apex predator in some areas of post-Outbreak America. Highly intelligent, Lurkers are rarely found alone and use their numbers to flank, feint, and corral targets into kill zones. A lone Lurker, however rare, are still a highly lethal threat in their own right. Boasting heightened senses, Lurkers are quick footed and capable of climbing through or over most obstacles. Bone growth, while not on the same level as that of a Brute, also grants them some enhanced durability. Their greatest strength, ultimately, is their stealth, often stalking prey for hours on end without being noticed. Aside from light, Lurkers also shy away from open flames. It is recommended to avoid areas with a known Lurker presence or to travel in the daytime, staying clear of any spot with suitable shade or cover. Recent generations show considerable devolution with only the barest trace of their human ancestry remaining.
SCREAMER
Occurrence: Extremely Rare
Danger: High
Mutations to the lungs and larynx allow a Screamer to produce a shrill, disconcerting scream - hence the name - at the cost of severe skull deformations that render this Reaver completely blind. These wails, and their powerful concussive shock, can prove fatal in close proximity and disorienting to those standing further out. Most dangerous, however, is the tendency of Screamers to draw in other infected, acting as a beacon that can be heard upwards of five miles away. These screams can rupture eardrums, blood vessels, and ultimately kill those who happen too close. A heightened sense of smell also helps to aid in locating prey. It is recommended to keep one's distance as other infected tend to linger near Screamers. Similar to Infected and Brutes, Screamers have largely died out.
SKEEVER
Occurrence: Common
Danger: Moderate
Skeevers are large, almost skeletally thin rats that are often found in sewers and other dark hideaways. As large as a dog, Skeevers are mostly hairless with long teeth and beady eyes that seem to glow in the darkness. They will actively attack anything they come across and their bites often succumb to infection and gangrene. Terribly afraid of fire they will avoid open flames entirely. Their meat can be eaten after cooking, but the taste leaves much to be desired.
WEEPER
Occurrence: Rare
Danger: High
Weepers are the progeny of Lurkers, though what makes them truly dangerous is their cry. Sounding like a human child, many unwary survivors have inadvertently been drawn into a Lurker den only to be ripped to shreds. Worse still it the Weeper's ability to mimic language, a skill that adult Lurkers do not display, either due to physical/mental limitations or for reasons unknown. Capable of causing severe injury on its own, Weepers are largely dependent on adult Lurkers to survive. Because many who stumble across Weepers are subsequently killed the world is largely ignorant to the danger they pose.
WENDIGO
Occurrence: Uncommon
Danger: Extremely High
Thought to have originated from chimps kept in American zoos, infection has terribly warped these creatures into something monstrous. Hairless, tall and with long, spindly limbs, thick torsos, and very sharp claws, Wendigos are adept at both climbing and tearing into flesh. Preferring forests over the ruins of cities, Wendigos are active primarily in the day, rarely form large groups, and are willing to brave open fire. They have been known to attack Lurkers and the two actively avoid one another. Intelligent, Wendigos will often torment their prey for hours, sometimes days on end, and often kill for no reason other than to sate their blood lust.
T-14 is a recent evolution of the virus and is capable of overriding previous immunity. Survivors, Infected, and Reavers are all susceptible to an advanced infection that is more contagious and oft times even more destructive than previous strains. Those who survive are referred to as Abominations and should be avoided at all costs.
BLEEDER
Occurrence: Rare
Danger: Moderate
Bleeders are survivors or Psychotics affected by the T-14 virus. Suffering massive brain trauma, Bleeders are essentially Infected that, in a cruel twist, produce an overabundance of red blood cells, leading to prolonged internal hemorrhaging that, while no doubt exceedingly painful, is not immediately fatal. This bleeding make them very capable of spreading the contagion and Bleeders should be avoided.
JUGGERNAUT
Occurrence: N/A
Danger: Lethal
Only rumored to exist, Juggernauts are like Brutes but much worse. Possessing a similar muscle and bone growth in the extreme, adrenal secretions have made these monsters near unstoppable forces of rage, capable of tearing through anything and anyone all the while remaining impervious to almost everything from high caliber rounds to high-grade explosives. Slow, it is best recommended to run if at all possible should a Juggernaut ever be encountered. Though only rumored to exist, they are also rumored to be unkillable.
SHRIKE
Occurrence: Rare
Danger: High
Shrike are true abominations. Undergoing uncontrollable stem-cell growth and mutation, Shrikes are a conglomeration of limbs and flesh upon a twisted skeleton. Relatively static, Shrikes are only able to crawl with their many useless limbs, preferring to lay in ambush for unwary prey to cross its path. Once captured, a Shrike will engulf its target and rip the poor creature apart from all directions. Shrikes prefer nooks and other suitable spots in which to lay in wait, using its gangling limbs to draw in prey that comes too close. There is no escape after being captured and death is almost immediate. Because of their reliance on ambush Shrikes are easily avoided should one pay attention to their surroundings. Shrikes are exceedingly difficult to kill but are vulnerable to fire, and unlike other Abominations, sightings have been made on several occasions.
STALKER
Occurrence: N/A
Danger: Lethal
Believed to be Lurkers affected by T-14, Stalkers are a mutation upon a mutation, being identified by some as an unholy mix between a Brute and a Lurker, a rough but apt description. Larger and far more lethal than any Lurker, Stalkers are thought to roam the derelict subway systems and sewers of ruined cities, feeding on anything foolish enough to venture deep into these dark underworlds. Insanely strong and with a high bone density, Stalkers can tear through most anything, are fast moving, and utilize stealth to move relatively unseen despite their large size. Stalkers are said to avoid light and fire even more so than Lurkers. Sightings have been unconfirmed and their existence is not entirely believed. It is recommended that you do not seek out the truth for yourself.
UPLIFTED
Occurrence: N/A
Danger: N/A
Unlike other Abominations, the Uplifted have gained many beneficial traits from infection, retaining their humanity and being akin to the Gifted but even more so. They are thought to possess heightened senses, increased strength, total immunity, and a capability to heal from most wounds including nerve/brain damage. Believing themselves to be the next step in human evolution, and with little to counter this claim, the Uplifted are not believed by everyone to exist, being thought of as little more than a myth to tell unruly children. If they do exist, however, their goals and motivations are unknown, and that alone is enough to make them dangerous.
ATLAS
Danger: N/A
A large biomedical corporation with the strength and power to rival that of a small country, Atlas was, at one point in time, the most powerful entity within the United States - and abroad - both before and after the Outbreak. Founded primarily on biomedical and genetic research, Atlas was rumored to have had some connection to T-13, conducting extensive research on the virus after its release. Atlas would later be forcibly disbanded by the Remnants after being made the scapegoat to calm an ever angry populace. All research relating to the virus was either destroyed or went missing in the purge.
BANDITS
Danger: High
A general term, Bandits are any persons who live outside of civilized society. Ruthless and living in the moment, bandits are criminals first and foremost, a plague amongst humanity and even to themselves, fighting over depleted resources and killing for the simply pleasure of spilling blood. Though various bandit gangs scour the wastes of post-Outbreak America, most are small and highly unorganized, relying on brute strength and intimidation to survive. Each gang is unique its its own way. Some only live to kill, some are cannibals and slavers, and a few have morals that may not be outwardly apparent. All in all, bandits should be avoided whenever possible.
the EASTERN COAST
Danger: Low
Centered in cities such as Boston and Richmond, the east coast of America has fought long and hard to become a bastion of human civilization, an uphill battle that has been a struggle since day one. Contending against bandits, infected, and at one point the Remnants, the east coast has become a somewhat stable location though with a small population. Due to the distances involved the various factions of the east coast rarely stray farther west than Pennsylvania.
CHOSEN
Danger: N/A
Roving bands of Psychotics have plagued humanity ever since the Outbreak. The Chosen are regarded to be far worse. Displaying an intellect and cunning unbecoming of their brethren, the Chosen are not widely believed to exist, being the stuff of legend and nightmares. Some would even claim that the Chosen are Uplifted. Regardless, it is recommended that all Psychotics be avoided at all costs.
CULTIST
Danger: Moderate
There are two main thoughts believed by the various Cultist found in the wastes: A) the Outbreak is a sign of God and akin to the Rapture or B) the Outbreak is the next step in human evolution. Regardless of their belief, all Cultist remain steadfast in promoting their own views, sometimes peacefully and other times with violence. Found anywhere with sizable populations, most Cultist are merely written off as mentally unstable and generally ignored, often treated as a pest or nuisance. Those who delve into violence are little better than bandits, using morals and twisted rationality to justify what they do.
the DOMINION of DENVER
Danger: High
A bandit gang that has gained considerable notoriety, the Vultures have become a plague far worse than the infection in post-Outbreak America. Controlling the city of Denver, this band of marauders has claimed vast amounts of territory while under the leadership of their self-proclaimed emperor, Bill, and have lain waste to much of central Colorado. Using slave labor to build a new utopia, the Vultures are perhaps the largest group west of the Mississippi, and likely the most dangerous. Recently a coup has been undertaken within Denver, Bill having been slain and a new leader appointed. Several smaller gangs - Amazons, Bullet Farmers, etc. - have since been assimilated into the Vulture hierarchy, hereby renamed as the Dominion of Denver.
LOUISIANA REPUBLIC
Danger: Low
Controlling territory in the state of Louisiana, the aptly named Louisiana Republic is a small slice of civilization that has done fairly well since its establishment. Though nowhere near the size of the Republic of Texas, the two share a common ambivalence to the other and both work towards the reestablishment of modern civilization. Like the Republic of Texas, the Louisiana Republic is unlikely to involve itself in situations outside its territory.
ORDER of the GOLDEN DAWN
Danger: Moderate
A religious cult headed by a man known only as Father Mackenzie, the Order claims to spread peace but has been involved in various underhanded tactics in their base of Salida, including fraud, deceit, and murder. Using a network of spies, the Order intelligence on most every faction within Colorado, and uses this to further its own ends. Following the Battle of Salida, the Order was shattered and its leaders having disappeared.
the PACIFIC NORTHWEST
Danger: Moderate
Similar to the east coast, the west coast has made strides in becoming a bastion of human civilization, but whereas the cities of Boston and Richmond have been adequately successful, the pacific northwest has been plagued with war and violence, something which is unlikely to improve in coming years.
REMNANTS
Danger: N/A
Formerly the government of the United States, the Remnants maintained control of the interior of the nation for several years following the Outbreak. A pseudo-fascist state, this government was extremely brutal when dealing with any potential threat, relying heavily on military strength to force outsider factions into submission all the while creating a safe haven free of infection. However, this final bastion of America was not to last. The virus eventually found its way into Remnants' territory and this final refuge of the United States fell within three months time. Years after its dissolution, the Remnants have become little more than legend, though rumors abound that a small fraction survived the second collapse, loyal to a defunct system and scouring the wastes of America on some unknown mission.
REPUBLIC of TEXAS
Danger: Low
A loose confederation of settlements within the former Texas territory, the Republic of Texas has become a sizable hub of civilization in post-Outbreak America. Cooperation between settlements united under a single flag allows for greater protection, production, and overall survival. To outsiders, the Republic of Texas stands as a valuable agrarian region, typically trading food for other needed resources. Trained militias have kept bandit attacks generally low. The Republic of Texas rarely, if at all, intervenes in situations outside its territory.
TRIBALS
Danger: High
Tribes of Psychotics are a very much real threat. Akin to bandits, tribals are extremely aggressive and territorial, attacking anything and anyone with little provocation needed. Rarely do multiple tribes cooperate amongst one another. Psychotics in general should be avoided.
ASPEN
Danger: N/A
Formerly a small settlement, Aspen was a peaceful town that was offered protection by the surrounding mountains and dense wood. The people of Aspen were largely reliant on trade in order to survive due to food production being limited by the cold climate. As such scavengers were generally held in high regard. However, after running afoul of the Vultures the settlement would be torched, any who remained killed. It has since been abandoned.
CHEYENNE MOUNTAIN
Danger: Moderate
A military installation near Colorado Springs, and formerly known as NORAD, Cheyenne Mountain was a major bunker during the Remnants' rule of Colorado. After the collapse of the Remnants the base was abandoned. The area has largely been unexplored due to the danger of nearby Colorado Springs. The true nature of Cheyenne Mountain is unknown though there is speculation that Atlas was once involved in the facility's conversion following the Outbreak. It has such become a topic of embolden scavengers and treasure hunters, but, as stated before, has yet to be breached.
COLORADO SPRINGS
Danger: High
South of Denver, Colorado Springs has been claimed by Lurkers and other infected. Having never been properly scavenged, the town is likely a scavenger's paradise, but the dangers posed make this location exceedingly dangerous.
DENVER
Danger: High
The largest city in Colorado, Denver has largely been overrun by infected who continue to maintain a firm grasp of the area. Despite this many scavengers have attempted to brave the city, seeking troves of untapped goods that could likely supply any settlement for months if not years. The dangers, however, greatly outweigh the benefits of any such endeavor. The Vultures have claimed large parts of the city and live in a precarious balance against the infected lurking in the shadows. Still, parts of the city remain too dangerous and are still inaccessible to this day.
ESTES PARK
Danger: Low
A small settlement northwest of Denver, Estes Park has remained unnoticed by the Vultures for years. Largely self sufficient, this settlement relies largely on avoidance rather than intimidation, having little to no militia save for a small defensive force largely meant to handle infestations. A bandit attack of any size would be devastating.
GLENWOOD
Danger: N/A
A small outpost sitting at the intersection of Interstate 70 and Highway 82, Glenwood rarely had a population exceeding 10, being more of a resting point than a permanent settlement. Most people heading to or from Aspen must pass through Glenwood if they wish to avoid Twin Lakes. Similar to Aspen, Glenwood was attacked by the Vultures and has been abandoned.
GRAND JUNCTION
Danger: N/A
A larger settlement west of Denver, Grand Junction was possibly one of the most successful settlements in Colorado in large part due to their isolationism. While not hostile, outsiders were generally looked down upon with mistrust. A trading hub, and having avoided undesirables, the settlement thrived for quite some time. However, it was later destroyed by the Vultures and has since been abandoned.
LIMON
Danger: Moderate
An abandoned town that has been scavenged extensively, there is little of note here save for the grave marker under a maple tree.
PITKIN
Danger: High
A small town hidden away in the mountains, Pitkin is believed to be the home of the Chosen. Likely only a tribe of Psychotics, the town is regardless a dangerous place and should be avoided.
RATON
Danger: Low
A modest settlement in northern New Mexico, Raton is a trading town and is one of the northernmost locations still associated with Republic of Texas caravans. A strong militia discourages bandit attacks and the settlement is largely friendly because of this with room for expansion. Many of those fleeing Salida made it to Raton before the winter.
SALIDA
Danger: N/A
A small, unassuming settlement, Salida was later taken over by the Order of the Golden Dawn. Though in a relatively exposed location, a trained militia kept Salida safe despite its proximity to both Denver and Twin Lakes. During the Battle of Salida the local defenders managed to defeat the Vultures and instigate a coup against Emperor Bill, however, despite the apparent victory the Vultures would manage to destroy the town less than a month later in a surprise assault in the dead of winter. The settlement has since been abandoned.
TWIN LAKES
Danger: Moderate
Further down Highway 82 and pass Aspen, Twin Lakes is a rural area where Lurkers have frequently been spotted. The area has little been explored because of this, but rumors persist that Atlas, or remnants of Atlas, once held a presence here. These claims have been unconfirmed.