Organization Name: Confederation Red Mercenary Co.
Profession: Arms hiring, assassination, escorting, small-scale smuggling, terrorism, seek and destroy, etc. . .
Affiliation: Bad Brains, FunV, Razor Eaters, Hearonnog, Tantulum Black
Species: Human, Vesper, Cro, Ragaru
Persons of Importance:
The Bad Brains are a tribe of Human and Cro origins that master at guerrila warfare. Residing between vally's, this tribe establishes small outposts that periodically extort money out of anyone who tries to pass through them. Technologically primitive, the Bad Brains know the landscape to an extent that survivability is never a problem and their gritty nature keeps them competitive with other tribes.
The culture of the Bad Brains centralizes around an ambigious religion focused on “guru leaves”, requiring a coming-of-age initiation trial through the ingestion, chewing or inhalation of the processed drug. “Guru Leaves” are for all purposes stimulants and mild psychadelics. Practically the whole tribe of the Bad Brains are addicted to it, and the production of this drug is closely monitored.
While the Bad Brain’s arsenal will always vary (especially given no standard equiptment), they often balance between being poorly and extremely well equipt. Bad Brain snipers are a threat to anyone trying to dwell in the valley without permission; visitors are given special bright orange clothing to give them safe passage.
In addition, the Bad Brains have been known to cause mud slides, dig pits of spikes, dig pot holes, plant mines, trip wires, hooks on plants (Especially guru leaves) and an assortment of other traps.
The Bad Brains usually travel around in buggy-like vehichles, primarily because their main camp is an abandoned depot for light motorized vehicles called Drof. After jerry-rigging the Valkurian machines and patchworking a society back together, the Bad Brains cut corners to survive in the dangerous wasteland of a world.
FunV (Fuck United Nations of Valkur)
FunV is a group of miscreants, peddlers and chemists that are known for spending their free time at ‘raves’. This group has utilized a purpose for drug production which far exceeds others on Yith. Providing an uncanny amount of amphetamines and sedatives, FunV functions as a medical facility in many cases for anyone willing to pay. While variagated in species, a large chunk of FunV’s are Humans and Vespers.
The production of drugs brought money, and money can buy protection and the best arms around. While FunV usually hires mercenaries for basic protection and lacks a standing army, the wild nature of FunV’s city (renamed Ellis Dee) has caused most attacks from any other bandits to go awry. The atmostphere of Ellis Dee is so contaminated with drugs that gas masks are nearly required in order to enter, let alone breathe; this causes mass disorientation for enemies, and most groups found conquering them no longer worth trying.
The party culture of FunV is extremely prominent. To an outsider it may seem silly, but the club life is practically the only life that can be found here (besides the labs where the drugs are processed). Ranging from psytrance to hardcore gabber, most of FunV’s partygoers grow up with an incessent and obsessive compulsion to move and react impulsively.
Technologically FunV ranges from dirt poor to highly sophisticated, depending on the person you’re talking to. Low quality drugs are so common that they’re left on the street and given out for free. Ultra High quality drugs are only provided through a long range of dealers as to hide the true source of production; it has been speculated that underground facilities have been built to accomidate the producers of these drugs.
The Razor Eaters are a primarily human organization of raiders, looters and terrorists. While their determination for survival is a blessing, much of the group found itself forming in a non-militarized zone forcing them to scavenge weapons and armor from civilian spaces. With low quality gear, scarcely any firearms and a propensity to act irrationally, the Razor Eaters solidified into a group of highwaymen that indiscriminately looted and raided abandoned cities.
Often donning athletic masks and helmets of ancient recreational games, the Razor Eaters patchworked an otherwise peaceful society into one of massive coercion. Rivaling tribes that dared to threaten them were looted to the bare bones—and the very objects of their protection were used against them. So skillful at stealing, myth states that the Razor Eaters looted an entire city in a single night—and that the bandits controlling the city never seemed to noticed.
While most of the Razor Eaters lack a defensible home base, their quasi-nomadic status and propensity to discard what they’ve stolen has left ambiguity as to what is actually theirs and what constitutes as ‘stealing’ in general. Their loosely-held city is called “The Trashbin”, appropriately.
The Hearonnog is a tribe of Ragaru’s that were initially part of a super-soldier project. The Hearonnog now inhabit the laboratory that their inception began, and while many speculate thatey were created in Dacyira others believe that their origins extend beyond the stars and that their ancestors were specifically chosen for the destiny living now.
Technologically the Hearonnog’s are advanced, however their inability to function on certain devices (fingers too big for many fire arms or keyboards) stunts their ability to use them to their advantage. Their remarkable strength and raised pain tolerance makes up for this shortcoming.
The laboratory contains numerous secret experiments that the UNV had developed. There are depths underneath Hearonnog lands that are left unexplored, for fear of the monstrosities that await. The Ragaru supersoldiers often commit troops to the Red Confederacy for a primary source of income because traders seldom brave to visit and trade with the Ragaru themselves.
The Tantulum Black is a raider group composed strictly of Cro’s. This group is a result of an experimental attempt to segregate soldiers during the Valkuri war days. Known for their fearsome war tactics, Tantulum Black is held back by it’s propensity to mutinize leadership in a massive struggle to claim dominance. The constant struggle for dominance sets up an environment that irritates the Cro’s naturally aggressive state.
Highly organized, the Tantulum Black occupies an abandoned military camp turned fortress named “Eukaryote”. While they maintain a status of racism against any species not Cro, it is not often that a the primary Warlord will send off their toughest soldier to the Confederate Red in hopes of eliminating competition.
Technologically, the Tantulum Black holds an arsenel of heavy weaponry, able to equipt soldiers with armor, uniforms, weaponry and training for skills in the battle field. Tanks and other military vehicles are often donned by the Tantulum Black. The primary quandary is instability in ranks; a system that deems when you can kill your squad leader you become the squad leader.
As of recently, connections with the FunV have provided a massive supply of performance enhancement drugs. This further drove the potential of Tantulum Black into the ground, with the majority of soldiers addicted.
The Jackal Skins are a ruthless band of cutthroats and pirates, known for their no-mercy approach and propensity to burn everything in sight. The Jackal Skins take an amphibious approach to life, living on the coast and at sea for extended periods of time. Their ‘home base’ is a port city that was heavily defended by Valkurian troopers; a long siege resulted in the eventual capture and usurpation after the military disaster.
Being equipt with army-grade weaponry, the Jackal Skins also inherited a small portion of the UNV’s navy and has converted several civilian vessels into warcraft. In-fighting exists, however, mainly between ranks; the Warlord reigns supreme and most of the Jackals respect that. Those who don’t are either weeded out are too scared to try anything.
The big feature of the Jackals are their naval prowess. Their bands of pirates are often freelance, however they do communicate smartly when approached with an enemy. The solidification of their naval forces is a serious threat to any navy, especially since their ships are geared to board others and are probably rigged to explode. The ships themselves can often be identified as Jackals because of the bugs that swarm its sides; some speculate it's because they rub 'their enemies blood on their hull'. Other forms of intimidation and brutality are used as to render a ship too frightening to board let alone occupy.
The Jackals operate in the port city by letting a former UNV system run, allowing citizens to raise families-- but on occasion gangs of soldiers will go out and kidnap anyone they can get their hands on in order to forcefully recruit them into their ranks. After weeks at sea, most people break down and become a part of the gang. Those that don't are either offed by gang members or by self-termination.
The Foreign Massive excels at being hired in bulk and to some extent, engineering. Their home base is found in a crater that used to be a city; uniquely they've established an underground base where the majority of their population manifests. The underground sewer-metro system (Named "The System") half-built by the Valkurians is now adapted as a hub of illegal trade and smaller gangs which create the Foreign Massive. The result of their extended time from natural light has resulted in a sickly pale skin in nearly all of the Foreign Massive.
Constantly in struggle, society is divided by warriors and engineers. The 'warrior' class works on confirming turf in The System and on The Surface so that Engineers have places to actually work. Engineers work on projects that range from subway systems to automatic turret systems. Revitalizing the subway through a grutesque form of renovation is often a hobby of the Foreign Massive, but their in-fighting has often prevented them from making a unified effort in re-establishing The System to full functionality.
If a certain person wanted to get into The System, they would most likely have to go through Foreign Massive to get there. They offer passage for a toll and may provide escorts for an additional fee.
The P3 is a hacker organization within the city of Praven. Starting out as a small scale group of casual hackers, it has now expanded as a radicalist group that conciously disrupts the UNV's survellience systems and commits acts of cyberterrorism. Hidden in the folds of society, P3's base of operations are spread all over the underground. They conglomerate in the mess of sewers, metro station, caves, air raid shelters and nuclear shelters underneath the city.
P3 works in a tier system; the deeper you go the more serious the hackers inside take the group. Those on the surface are superficial hackers that generally toy with the system; go into some basement and they might be preparing someone to become smuggled; go down that basements secret door and you might find a group of hackers dissecting a UNV Agent.
The P3 is also highly engaged in blackmarketeering, being prime investors in the Red Mercenary Corp. considering they scarcely commit people to the organization.
The International Deadline is a secret society composed of those born under the pr3v4n 1337 without citizenship to the UNV. Hiding in the deepest areas of the underground, their society is built on opposing the weak rule of the UNV and to cherish in the things that the UNV otherwise despises. International Deadline recieves funding from P3, but has recently gained a new source of revenue by creating the charter for the Confederate Red Mercenary Company.
Where P3 lacks physical prowess, the ID picks up on. The lowest members with the least amount of potential are often encouraged to remain as coyotes (human smugglers) and grunts; the next level is encouraged to be officers and librarians and the highest tier is encouraged to be organization leaders, writers and scientists. Those with the highest potential are often put through rigorous, variagated training programs. The risk of death is evident in all areas.
Field agents in the International Deadline are known for their combat superiority, however, the source of this superiority comes from their academic programs. The niche of common sense is filled and soldiers tend to have a higher education about the world around them, and remarkably, this allows them to have an advantage over other soldiers. Out of many of the gangs they associate with, the ID explores to find a golden medium between discipline and individual ability.
Equipt with medium-to-high technology, the Broken Star is a gang of snow pirates that often disturb the northern territories. While many of them work in packs, they generally associate well with one another because of the harshness of the environment and the nature of the authorities. Once and a while they occasionally herd together as many kidnapped citizens as they can and try to ransom them to the government in bulk.
The Broken Star coordinates from and occupies abandoned science posts, truck stops and caves. They often maintain communication with eachother using stolen or left-behind radios.
While it's true that the Broken Star has laser weaponry and weapons considered advanced technology, many of its users lack the actual skill to use them too their full effectiveness. Additionally, it's not too often that they find themselves in firefights because they target mostly civilians.
Vehicles in the Broken Star are an important part in understanding their role. Many times gangs of snowmobiles will go to hunt out an unfortunate prey. An economy of smugglers and black marketeers can also be found among the Broken Star, bringing the goods of the developed north to the not-quite-developed southern region.
The Red Legion
The Red Legion is composed primarily of Cro's, Vespers, Varusch, and Human. Working as a heiarchical society, the Red Legion is composed of psychopaths, murderers and any shade of brutally malignant idealist imaginable. Petty criminals do not reside in the Red Legion; it is an army of cold, merciless soldiers.
Race in the Red Legion is a matter of 'how well their flesh tastes'. Gender, on the other hand, is defining for position in society. Women are among the highest 'commodity' in their society. In Red Legion fortresses, all women are the warlords concubines, and in the Red Legions overarching turfs in all lands and fortresses they are the Ultra Warchief King's concubines. Since the women are generally unregulated and are left to the strets without sustinence, they are usually kidnapped or coerced into relations with the lesser heiarchy, which is the mildest "crime" one can commit in Red Legion territory.
Children survive because they aren't marked for manhood; the sign of coming into adult life comes at a ritual in which the nose is removed. Surviving from any infection shows strength and the severed nose often serves for purposes of intimidation. However, severing the upper lip or being marked on the face with a specific symbol are both considered signs of weakness. It is called "the scarlet letter" and is used as a form of societal punishment. Retaining the nose isn't as drastic as the Scarlet Letter, but it does mean that a person is still weak and in their adolscent stage.
In their capital VHF, which used to be the forward vanguard fortress against the Zeltros, is a disguisting pile of carcasses, barbed wire and gore. Inside is a messy beaurocracy of the worst of the worst, and as such the Ultra Warchief King resides here. The technology found inside the base had been requisitioned, ranging from mech walkers to anti-aircraft defenses to tanks and fighter jets. Despite their caustic nature, the senior members make a point that these tools are not to be used for internal warfare (which is so common) and only for that of warding off external forces.
A nearby feature is the 'The Refrigerator'. It is a giant open fridge filled to the brim with cadavers and other organic products; victims of recent gang wars and internal strife often end up here. Besides being the main source of food for the cannibalistic society, it is also the final training camp senior members attend in order to become part of the professional high-tier army.
All numbers are approximate.
Confederate Red Personnel: 1,500
Combined Active Personnel: 960,000
Number of terminals: 850,000
Number of tanks: 7,800
Number of Aircrafts: 2,500
Number of Cruisers: 4
Number of Destroyers: 6
Number of Frigates: 15
Number of Corvettes: 72