Plague | Lore

Kuno

Django Jane
Original poster
FOLKLORE MEMBER
Posting Speed
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Genres
Fantasy, Sci fi, Romance, Historical, Modern, Supernatural
NEW AMERICA


2021

Not much is left of the old society. Much of the world has succumbed to the plague, and what remains of the population have built tiny cities on the bones of the old. Surprisingly enough, the Internet remains available to those with access. Many have used it to try and find lost loved ones, although the instances of this strategy working out are almost nonexistent. Within the walls, these infant towns struggle to carry on life as it once was before. Over 80% of all major power sources were lost when mankind retreated behind city walls; thus, people-Americans especially-have resorted to using windmills and other natural sources of power. In order to conserve precious fuel for the campers, people no longer drive their vehicles. Properties previously used to sell cars have been converted into storage space for military supplies or turned into farm land for crops. As far as politics, every semblance of a village has seemed to elect some sort of governor of their own. It is currently of great debate whether or not to reinstate a president over the shambles of America. In other parts of the world, they have regressed back to ancient, native ways of living off the land. Some parts of the world have no survivors.

THE DISEASE

Definition: August 29th, 2013 was the first dated discovery of Armis. Named after the doctor who died from it, Armis is a highly contagious auto-immune disease spread as a viral infection. Although it is considerably dangerous, it is not recognized as lethal, due to the fact that it forces its victims to stay alive in a state paralleling a zombie-like condition. The process of this virus is as follows: the virus attaches to lymphocytes and slowly suppresses the immune system. Later on, pathogens travel into the brain and damage several parts of the brain, including the frontal cortex. This results in hallucinations, memory loss, and emotional and behavioral abnormalities. Slow to act and hard to see under a microscope, Armis is rarely caught until the third stage of its development. Where this disease was birthed is still unknown; the amount of victims it has consumed is innumerable. For now, scientists can only make the cure, and perhaps in the future, when society has managed to stand upright once more, they can hope to investigate future causes for Armis.

Armis is transmitted in a similar manner to other viruses. While it is not airborne, it can be contracted through any bodily fluids or through an open wound on the skin. Adults have more tolerance built up against this virus than the elderly and children do; however, when they do contract Armis, it progresses more quickly in them. The reason for this accelerated development is unknown. The stages for Armis are as follows:


STAGE ONE


This stage is known as the sleeper stage. The virus has yet to take on a malignant form, thus giving the host none to mild symptoms, these including: coughing, sneezing, runny noses, etc. It imitates the common symptoms of a cold or allergies, thus making it hard to catch it early on. Patients are prescribed medication and advised to get plenty of rest.

⇨ Chances of cure working: 100%


STAGE TWO


This is the trickiest of the stages, and it is sometimes skipped over in the disease progression. By this point, Armis is still hard to detect, although symptoms have grown to include: sweating, paranoia, slight nausea, small rashes, and sometimes early signs of stage three are present, although this is rare. Patients are less likely to go in to the doctor due to increased paranoia, making it harder to diagnose. These individuals are strongly advised to go to the hospital.

⇨ Chances of cure working: 95%


STAGE THREE


There is no longer any doubt that this person has Armis. There are both physical and mental factors pointing towards infection, and the symptoms have escalated into: abscesses, leprosy, strong insanity and/or paranoia, as well as various problems that develop on their own. Infected ones are forcibly taken to hospitals the moment they are seen by soldiers or other officials. If noticed by civilians, they must be reported immediately. The cure is administered at the hospitals. In Stage Three, the cure enables damaged skin and brain cells to restore itself and heal. Depending on how long they've been in Stage Three, patients could lose the function to move certain limbs and/or need them amputated. They could also have changed bone structures.

⇨ Chances of cure working: 65%


STAGE FOUR


This is the stage dubbed as TFG or "Too Far Gone". When left to their own devices, a victim of Armis will quickly advance to the worse condition possible. These include but aren't confined to: skin lesions, permanent brain damage, insanity, and sometimes even full-blown necrosis. Chances of victims remaining alive in this condition are one in ten. Many attempts were made to save such individuals until it was finally realized that they were beyond saving. Reapers are instructed to kill and burn TFGs on sight, as even the dead ones remain vectors of infection. Caution: TFGs have projectile vomiting. There are also some TFGs who look like stage two or three from afar, but turn out to be stage four at close range.

⇨ Chances of cure working: 0%

REAPER CORPS.

They arrived on the cusp of a new era. Male, female, young, old, ex-soldier to retired teacher—they became one and the same in the armor-clad ranks of the Reaper Corps. Anyone was welcome to join, and based on skills and physical capacities, you would either be placed in the field or work with training recruits, as well as helping with the production of cure serums. The ones in the field (these being the ones who actually bear the name Reaper) were up against a colossal task. Each unit of Reapers—made of six to eight persons each—would be assigned a large region to "canvass", this roughly translating to: "clearing the land of all infection". Whether this be by extermination or through the cure depended on who or what lived in each territory. But it was always stressed that saving a life was the ultimate goal.

A new development in the Reaper Corps. has resulted in role classifications. In addition to any combat training, Reapers are given the additional opportunity to specialize in one field of duty. The roles are as follows:
  • Squad Leader - A typical assignment for a Reaper unit takes anywhere from three months to a year. Over such a long period of time, it would be nearly impossible to achieve without some needed leadership, and this leadership is provided by The Squad Leader. While presiding over the unit, she is expected to make the final decisions on various matters, as well as direct them for the next course of action. She is expected to have a general knowledge of all personalized skills in case there is unexpected personnel deficiencies.
  • Containment Operative - Everyone knows that the ultimate goal of the Reapers is to cure and save as many people as they can. But it would be unrealistic to assume that everyone in the world can be saved. For the times when reality hits hard, The Containment Man is there. His job is to make sure that the territory is clear of infection, as well as clearing out dead bodies and torching incurable areas. He also makes the final call on whether a region is cleared yet, a job he is incredibly adept at.
  • The Catcher - One of the hardest parts of clearing out areas is tackled by The Catcher. Armis victims are known to be insane and extremely paranoid, making them difficult to administer the cure to. It is the Catcher's job, then, to root them out and deliver them for their treatment. This job varies in difficulty depending on the patient. The lower stages can usually be reasoned with to get their cure; others are more violent and must be forcibly restrained or even trapped like animals (thus dubbing this position the nickname "human tamer").
  • The Executioner - The Reaper Corps. handbook states that The Executioner is tasked with "ensuring the safety of all present." However, there is more included with that. This person must enforce the security of the team and secure the perimeter, making sure that there are no surprises from TFGs or savages. Not everyone is up for this job. This position is often filled with ex-soldiers who can endure the physical and mental strain.
  • Tech Expert - This position was the last one to be added to the Reaper unit. Originally, the director was in charge of manning the camper--a large, armored vehicle that the Reapers travel in-- but that all changed with the arrival of The Tech Expert. They are charged with camper repairs, navigation, occasionally going out to canvass the area with the rest of the team, and most importantly, mapping out the territories, which often requires the aid of the Containment Operative.
  • Nurse - There is currently a high demand for Reapers to fill this position. Patients often come into the camper on the brink of becoming TFG, and proper care and administration of the cure is needed for them. On top of that, it is generally expected that at least two Reapers will need some form of medical care over the course of a mission, although it might not be serious. That is why The Nurse is required to have a well-equipped knowledge of medical treatments and the cure. Previous medical experience before the Armis outbreak is not required, though it is requested.

All Reapers must wear a general uniform consisting of solid black army fatigues and thick rubber boots. Military-grade weapons are provided to those with the skill to use them. Any further supplies needed are retained on the camper (See - "Territory | Technology - Modes of Travel")
 
TERRITORY


NEW AMERICA

Little remains of the former United States. What hasn't been reduced to rubble by enemy artillery has been occupied by one of the numerous factions warring for control over territory. Notable locations are as follows:
  • Springfield, IL - Current Reaper headquarters and base of operations.
  • Nashville, TN - An ally to Springfield. Run by a fiercely militant civilian force.
  • Anaheim, California - Though confessing to pacifism, many of its survivors provide needed supplies to Springfield and Nashville.
  • Dallas, Texas - Half the city lies in rubble. The other half is still committed to the country, and has proved a formidable ally in times of need.
  • Naperville, IL - Just North of Springfield, Naperville was once a Reaper outpost until savages came and wrestled control. It is understood that the citizens are being held as slaves.

The rest of New America is considered the Badlands - a wild, lawless land ravaged by savages and Armis victims. It is unknown the exact borders of the clan territories. Reapers are expected to proceed with caution once outside ally city limits.

TECHNOLOGY

Surprisingly, much of the technology from before the pandemic continues on in select cities, thanks to combined efforts of engineers and scientists all over the remaining world. The internet is the globe's prevailing asset - though a far cry from its former glory days, it is still enough to connect Reaper commands across the country.

Much of America's innovation lies towards military pursuits. In order to combat the growing insurgency of savages and anarchy, the former U.S. Army has funneled much of its research into upgrading weapons, armor, and artillery for Reaper utilization.

MODES OF TRANSPORT

Electricity still runs through select major cities. Within, functioning trains are the chosen mode of transportation, though use is heavily geared towards medical professionals and army officials. The use of cars is stringently restricted; scientists strive to save as much gas for Reaper expeditions as possible. Civilians who make unauthorized journeys via motor vehicle face the threat of being jailed, or worse: ousted entirely into the Badlands.

A significant contribution to Reaper travels has been campers. Once used as tour buses for celebrities in the old days, these large, rectangular vehicles have since been revamped into armored military-grade travel trucks. Space is limited onboard. They can carry anywhere from six to ten persons comfortably, although Reaper protocol dictates that no more than eight persons travel at one time. Campers are equipped with the following compartments: four bunk beds, a back storage room for extra weaponry, a small Sick Bay, and the Navigational Room, where the main computer and grid for territory maps lie.

ANTAGONISTS

ANARCHISTS

Neither diseased nor savages, the Anarchists are a culture of Americans committed to independence of mind, action, and possessions. The power vacuum that exists has done nothing but allow them to thrive. They have grown too used to the lack of a government and will oppose any attempts to reinstate, even going as far as attacking fellow survivors and Reaper envoys. Some factions are able to be reasoned with; others are brutishly militaristic in nature, immovable in their solidarity. Reaper protocol dictates that those who fall follow this creed be momentarily ignored for the greater good. Any violent attacks initiated by them, however, must be repaid in full. All enemies will be brought to heel.

SAVAGES

When the mass exodus of humans behind the city walls occurred, not everyone made it. Hundreds of people were left stranded in the ruins with no heat, power, food, or water, and only the infected to keep them company. It was no surprise, then, when they regressed back to the savagery once denounced in the world. Splitting up into tribes, the savages only know one code: kill or be killed. If you're not them, you're a threat, and threats must be eliminated. These tribes range in size anywhere from five to thirty members. The savages are marked by their odd, multi-layered clothes and various tattoos; most of them have full-face paintings. Some tribes are cannibals, while the others have been known to kidnap Reapers as slaves, trophies, or ritualistic offerings to their pagan gods. Recently, one of the larger tribes of savages have acquired armed weapons from an abandoned army base, making them extremely lethal. This tribe currently resides in Unit 14's new assignment. Their leader Nero is known to be fiercely territorial.
 
HISTORY

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REAPER PROTOCOL


1.) Primum non nocere. - First, do no harm. Saving the lives of fellow Americans will always be prioritized.

2.) Infected ones must be effectively contained before being allowed entry onboard a camper.

3.) Reapers must check themselves for infection after every trip outside the camper. Reapers who have picked up the infection will be detained in the Sick Bay immediately.

4.) Reapers must do a daily video diary with a personal camera. This is mandatory.

5.) Personal turmoil between fellow Reapers must be handled immediately. If a conflict between Reapers continues for over two days and/or interferes with the mission, the squad leader will find a solution to the problem. If the squad leader is the cause of such a conflict, the director will be reviewed before the Board of Health & Safety, whereupon a decision will be made.

6.) Located between every major city is a checkway point, which is usually in a church or cathedral. These checkway points are where Reapers deliver patients and finished Territory Cards. Reapers also stop here to replenish food, supplies, and the cure.

7.) Reapers receive Territory Cards at checkway points and/or headquarters. These Territory Cards outline the areas where missions will take place; they also hold the estimated amount of infected ones in the area. These areas must be returned when finished and clearly labeled by color (Green means "All infected ones recovered", Blue means "Not affected by infection", and Red means "Burned/Cleared of infection").

8.) Reapers must complete at least three missions before returning home for vacation and/or retirement. Those who have been infected are allowed to stop postpone or quit their service as a Reaper.