Reborn

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Redistan, my Beloved

Interstation 12: Reborn is the roleplay focused IS12 codebase. Set in a Redistani bunker decades after the 'eternal' Redistani-Blusnian war ended, Reborn focuses more on player agency to develop the world and characterization rather than strictly sticking to 50000 word lore articles. That being said, the following is a little primer to help get you ready to jump in without feeling out of place.


GREAT LEADER brought upon Redistan a glorious triumph. A society stuck entirely underground for all of recorded history, unable to face the shame of the blue sky above, finally triumphing over nature itself by blocking out the disgusting skies above with thick layers of ashen smoke. The people of Redistan could finally marvel at the wonders of the surface without distress. This short period of surface colonization was quickly ended by the calls of war. Blusnia could not bare to see the sky so opaque. All out war was waged over the surface. This was the beginning of the Great War for the Surface, a 10 year period that ended in a crushing defeat for Blusnia, a 46% loss rate. Attrition had taken its toll and Blusnia retreated back to its core territories.

A period of 'peace' followed, as both nations rebuilt their militaries and begun designing their own weaponry instead of using ancient surplus. Roughly 40 years passed without major conflict, although small violent encounters were often. With so little sun reaching large regions of the planet, an increasing winter began to set in. Redistan saw this period as a time to send some of its troops further north, to the warmer jungles of Greence, a pacifistic jungle nation not seeing the point in the dividing of colours. Its clear Blue waters, bright Blue skies and lush Green plant life were simply too much for the Redistanis to bare. Blusnia saw this as a good time to begin a second invasion of New Redistan, officially beginning the Cold Hot War.

The Cold Hot War only lasted 3 years until a total Blusnian surrender. Although neither side had taken or lost ground, simply retaking and relosing the same territory over and over, the establishment of the Warp Corps and the subsequent loss of fifty thousand Redistani Warp Corps 'volunteers' the very next day managed to land a small detachment of Warp Corps soldiers inside the Blusnian National House of Government forced President Obluma's hand. Blusnia retreated as everyone prepared for the next few decades of small border conflicts.

The very next day, nuclear missiles rained down upon New Redistan. It is said the first Blusnian missile didn't even detonate, it simply crushed an orphanage. Redistan, of course, retaliated with what little nuclear arms they could find across their newly conquered territory, but it was too little too late. What was left of the surface was evacuated underground again and the surface was written off as unlivable. Over the coming weeks soldiers stationed in newly conquered Blusnian territories found their way back to 'old' Redistan, although many never made it.

Although New Redistan was lost, the Blusnian menace could once and for all be considered extinct. This was christened the Great Triumph, a momentous occasion signalling the end of Eternal War with Blusnia.

This brings us 39 years later, to the time of Reborn. GREAT LEADER lives, ruling Redistan righteously from THE CAPITAL in the western reaches of Redistan. Redistan still stands, but it finds itself in a state of turmoil. Without an external threat such as the Blusnians, a small minority of people find themselves questioning the harshness of GREAT LEADER's rule. These people are collectively known as Separatists. Most simply want to separate themselves from GREAT LEADER, form a Redistan of their own. Others reject their Red identity entirely, pronouncing themselves to be the successors of the Blusnian state. Infighting is common amongst Separatists as they all have differing ideas on what they want to achieve. While small uprisings were common over the past four decades, it is only now that it has become problematic. A large scale uprising was attempted in Eastern Redistan two years ago and although it was extremely bloody for all sides involved, it ultimately failed. Just recently one of the 'big five' cities, Redlin, was reduced to rubble after months of fighting. Although it was thought the destruction in Redlin would have an adverse affect on many Redistani people, pre-existing conceptions about the city made most write it off as 'inevitable'. Regardless, the Separatist threat in Redistan is very much still alive and not to be underestimated.

A little about each city:

THE CAPITAL - A sprawling, stacked mess of a city. Endless, heaped slums hug the coasts and ports of the city with some of them, such as the Spaghetto, becoming what is essentially a self contained city. Gargantuan elevators transport cargo and people to the upper levels, housing the hundreds of Ministries and other organisations keeping the necrotic bureaucratic heart of Redistan pumping. The majority of Redistan's nobility lives here, enjoying a life of joyful ignorance and endless entertainment. A particularly popular pass time here is show business. Nobles love their matinees.

Redlin - Formerly the industrial heart of Redistan, located smack dab in the middle of the P. Sea. Always seen as a den of villainy and general crime. A large drawn out battle between Separatist and Redistani forces concluded here recently, leaving the city in a mostly unusable state. Rather than rebuild it, it was decided that the city would be easily converted into the world's largest prison, perfect for incarcerating all the surrendering forces who miraculously survived the Battle of Redlin.

Redbourne - Known as the Great Red Jewel of the East, Redbourne is the closest city to the bunker Reborn takes place in. It's a lesser developed city than the others, but it finds itself filling a niche, having the second largest port in all of Redistan. Although it is the closest, it is still a two hour trip by boat from the Bunker, so don't expect any quick visits.

Redbury - The second most populous city in Redistan, Redbury is known as the party capital of the planet. Strips of casinos and a strange, balmy micro-climate from its northern location make it easy to understand why. Mr. Redz officially lives here.

St. Redersburg - The quietest big city in Redistan, St. Redersburg is seen as a giant retirement home more than anything else. This city is located close to THE CAPITAL and as such, has no slums. It evicts all its poor people to the Spaghetto. Most people from here are the children of nobles, grew up servicing them or were taken in as apprentices by bored retirees.


There are no more blues. The Blusnians are all dead. Anyone who says they are a blue will be shot. Don't try to say you're a blue.

Proud Redistanis

Role Slots Description Notes
Scrungudant.png The Nobility - Pompous assholes, living in fantasy land. Expect them to blame you when reality comes knocking.
Commandant.png

Commandant

1 Your Commandant is your lifeline. In this time of civil war they have purchased this defensible bunker and fully expect to reap the rewards of it. High taxes and free lunches are a given. They typically enjoy having their subjects perform their every whimsy. Best listen up. As Commandant, your underlings will manage most tasks for you. Adjust the tax rate as you see fit, make pointless announcements and perform corrections where needed, otherwise your time is yours to torture enlighten your subjects.
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Consort

1 You're the Commandant's dear partner. Throw your nobility around, you've earned it. You have as much authority as the Commandant, given you're not going against them. Commoners might not like to listen to you, getting a Peacekeeper's truncheon to the face is a quick fix.
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Scion

2 You're one of the Commandant and Consort's pride and joy. You're a spoiled brat with far too much power, although you're a weak child with little ability to exercise it. Try to abuse your parents goodwill to get what you want. They have plenty to share.
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Servant

1 More of a pet than a noble, you're a prisoner shipped in from THE CAPITAL, given another chance at freedom through unending indentured servitude! The Commandant's palace is filthy and their children are very hungry. Best get to work soon. A good servant is one who is seen as little as possible. Try to assume what your Commandant wants and have it done before they have time to ask for it.
Avodant.png The Gatewatch - Good morning inspector. Refuse all Italians entry. Glory to Redistan.
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Advocatus

1 A Bureaucrat from back West, sent to this backwater to assure it doesn't become a den of separatists, occasionally reporting back to senior Advocatii in THE CAPITAL. The Redistani Civil War makes mistakes unacceptable. Do not be afraid to be cruel. Glory to Redistan. You have the same amount of authority as the Commandant, although you do not own his land. Do not be afraid to challenge his orders if they are unreasonable, and make your men hold steadfast.
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Inspector

1 Giddy volunteers to the A.A.M., encouraged to keep their full attention through the retroactive punishment of their family. Some inspectors are in it for the Patriotism of keeping their country safe from those disgusting Separatists. Others just like to see the look on a child's face as they bar them from getting medical attention inside the bunker. Glory to Redistan. Your Advocatus is likely unhappy over their assignment to such a small settlement. Corruption is widespread this far East for a reason. Use that to your advantage.
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Watchdog

2 A grunt of the Gatewatch. Although you may often be made to keep in shape with drills or mop up the floors around the checkpoint, you have plenty of downtime too. If only you got a comfy chair to sit in as well... Not having to move much means a much closer eye can be kept on those in the line. Be sure to remind them with the megaphones what restrictions are in place.
Pkudant.png The Peacekeepers - KEEP THE PEACE, DAMNIT!!!
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Head Peacekeeper

1 A noble, with a small litany of disorganised but (usually) loyal troops at your disposal. Coordinate your Cadets and Peacekeepers well. Your equipment may be outdated, but it is plentiful. Do not be afraid to organise your men strongly. Your men may be called for occasional raids beyond the gate, into the slums. Keep them close, there's no shortage of unfriendly faces out there.
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Peacekeeper

3 You might be schlubby, you might be unfit, but you're here and that's all that really counts. Your main jobs are going to be pest control and abusing what little power you have. You can always make up any charge you like, it's not like whoever you're accusing has a book of laws. Maybe if you suck up enough, the Head Peacekeeper will bother with outfitting you with some nicer gear. Make sure to follow his words to a T. Be glad you're not back West, fighting Separatists on the front lines.
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Cadet

1 Merely a child, your tendency to bully others and throw your weight around made you a prime pick for the Peacekeeping forces. You might not be on the front lines, but you're sure to make your country and parents proud. While you're more proficient with weapons than most children, you are still rather weak. You make for a strong scout, as well as a keen accompaniment to adult peacekeepers. They're sure to teach you well if you ask.
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Cave Ranger

1 You were born into the caves, molded by them. You didn't see civilisation until you were already an adult. The caves are your home and you're sure to treat them and all their inhabitants well. Keep poachers away from the wildlife, give litterers the death penalty and patch up any idiots who end up bleeding out in the caves. The caves are your home. Treat them like you would a family member.
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Bellhop

1 As a young child, you were crushed in a not-so-freak elevator accident. Ever since, you've been terrified of the world outside the Elevators. If they do this to their friends, imagine what they do to enemies! You're disgusting, deformed, and slow, but you like it that way. You never have to get up and move! Manage the elevator well. The spirit of the Great Transporter demands it. The elevator is the lifeline of Eversmile. Get people to where they need to go, useless Bellhops are not taken well.
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Scab

2 You fucked up and now you're out on your ass, kicking it in the Slums. You've copped slum duty after fucking up bad and now you have to maintain order in what you're pretty sure is a literal cess pit. Make sure Mr. Redz is happy with the security of his factory, he's sure to hand you a little bonus if you do a good job. Power in numbers. Just having your partner nearby is likely to scare most opportunists off.
Scrungtitioner.png The Practitioners - Let's go practice medicine.
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Head Practitioner

1 The head honcho. You have the longest beak, so you are in charge. You might not have ever actually seen a bird, but you know how to lead your flock to glory. Remember, if the power goes out, it's not just the Undertaker they're going to blame. Always assume your underlings are incompetent. Demonstrate to them the art of practicing medicine.
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Practitioner

3 One of the Head Practitioner's flock. Your beak size may vary, but it'll never be bigger than the Head's. You're so dedicated to the art of practicing medicine that you voluntarily had your garments stitched into your skin. Best take a shower before heading out of the clinic. Absolutely no beakfighting allowed in the clinic. Try to remember your schooling.
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Apprentice

2 You're a young apprentice to the Birdmen, freshly sent from one of the western Academies. Yet to get a worthy beak of your own, it's up to you to prove yourself and truly take in the words of your superiors. You'll get that beak yet, sonny. Schooling is all well and good, but it doesn't compare to practical experience. Do not be afraid to ask your superiors for help.
Chemist.png

Chemist

1 You're a contractor under the Birdmen, not as dedicated to medicine as they are. Too bad they stitched the clothing into your skin anyway. At least you'll be left alone most of the time. Chemists are most useful when they spend time making premixed chemical combinations or ship chemicals off to the C.C.M. for profit.
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Undertaker

1 Secretly the most important person in the entire clinic. You love to hang around corpses, so you got the wonderous duty of hacking up bodies and feeding their limbs to The Beast. There is sure to be no shortage of dead people in the bunker. Undertakers are very versatile. Who's to say that person wasn't already dead when you caved their skull in?
Scrungissary.png The Customary and Commercenary Ministry - Turn a profit, damn the expense!
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Commissariat

1 The economic heart of the bunker, supposedly. You know what things are worth. Never pay full value, you have to turn a profit as well. Your men are loyal, as long as you pay them well. As long as there's a profit to be made, ANYTHING is justifiable to the C.C.M..
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Crate Pusher

2 You push crates. You also break legs and kidnap people, if the Commissariat needs it done. Work hard. Set goals. Invest. C.C.M. mindset.
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Cargo Kid

2 You're a young entrepreneur, starting that grind early. Your older colleagues are sure to have some tips for you. A great learning role with very little responsibility.
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Salvage Miner

4 You're a miner. You mine. Bring anything especially valuable to the Commissariat, dump the rest onto the Blacksmith. Great for spelunking or fighting mobs. Cave drip is not real.
Redzgus.png The Factory - No union? No worries!
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Mr. Redz

1 You're the fattest fuck in all of the bunker. You won ownership of a factory here in a backroom game and it's turning you a tidy profit. Your Foreman will typically have the factory under control, so feel free to go commiserate with your fellow fatass nobles. Always have food at hand. It's always time for a Cheeseburger. NO ONE FUCKS WITH MR. REDZ.
Foreman.png

Foreman

1 You're Mr. Redz's trusted assistant. Do whatever he asks of you. This will typically be yelling at his workers to work harder. Mr. Redz has a lot of money and you work oh so hard for him. Perhaps a bonus is in order?
Factory.png

Factory Worker

6 You're true working class, real brown collar shit. Whittle down the hours until the whistle blows so you can get off shift and blow your meagre paycheck at the Italian's place on cigarettes and pasto. Keep a steady pace. Work too fast, you never know what might happen.
Kidfactory.png

Child Worker

2 Workers are getting harder to come by in Redistan as more and more people are sent to the front during the Civil War. Thank GREAT LEADER child labour is encouraged for proper childhood development. Don't be afraid to ask for help. No one expects anything of you, you're a child!
Scrungchef.png The Civillians - What, no food?
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Cook

1 Not quite experienced enough to be a proper chef, you at least know enough to run your own hash house. Cook whatever you like, just don't get too Italian with it, it doesn't mix well with the local palate. Don't give your child tap water. Food service has very thin margins. Mark up everything you can. The vending machines are far too expensive to be worth it.
Asscook.png

Assistant Cook

1 You're the cook's apprentice. You're not going to do much cooking, but he should be able to teach you the art of crying in the walk-in between orders. Cooking is best for visual learners. Pay attention to what the cook does if you want to learn.
Smith.png

Blacksmith

1 You're the local Blacksmith. Even further East, you're the lifeline of a developing town. In an established bunker you're mostly an arms merchant. Smith hard, smith well. You are sure to make a tidy profit. You have a strong position, servicing both the outside and inside of the bunker. Just be careful to not get too shady, the Watchdogs like to keep an eye on you.
Janitor.png

Janitor

2 Sweep it up, janny. The bunker is filthy and you control the mops. A clean bunker is an orderly one. You have good justification for getting into other people's workplaces. Try not to have sticky fingers.
Mullen.png

Mullen

1 A private dick. This bunker is a festering pit of darkness and hyper realistic blood, angels weeping, dead inside, fucked up shit and thick skin. You get the idea. Try to offer your services, there's sure to be someone who has a case. When a bum sees a dick coming, he don't stick around.
Scrungiminal.png The Underbelly - Woah mama mia cunt
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Caporegime

1 The head of the local branch of Post-Italian troublemakers. You're here representing your Godfather back West in the Spaghetto. There's a multitude of ways to get things done down here, it's just a matter of picking which one. Pure violence is typically a poor choice for the mafia. Try to keep your exploits well thought out and executed. Do not play this role if you're bad at leading people.
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Associate

3 Your standard Post-Italian grunt. Follow your Caporegime's orders, it's not like you have anywhere else to go. Post-Italians are naturally intimidating. Their patterns of speech strike fear into even the most stalwart Carnifexes. This is a Wildcard role. Talking will quickly give you away, but you can blend in fairly well if you keep quiet.
File:Bocco.png

Bocconcino

1 The Mafia's very own orphan to boss around. Although you're not Italian, they've accepted you as one of their own. The fact that you're not Italian makes you far less suspect than the rest of the Mafia. This is a Wildcard role.
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Smuggler

2 You're a smuggler. You specialise in Black Market affairs. This is a Wildcard role. You can give people forgable passports. Just try not to get strip searched at the border.
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Drifting Mercenary

2 You're a mercenary. You might have no money to your name but you're sure to find work somewhere. Try your local nobles. This is a Wildcard role. DISPERSE IN THE NAME OF MR. REDZ'S FRIENDLY ORDINANCE COMPANY!
Scrungus.png

Wildcard

>20 A pool of special roles that you can't get normally, ranging from noble tourists, to Post-Italian Mafiosos and everything in between. Most wildcard roles are not listed on this page. Follow your instincts and you will do well.