SATURDAY January 4, 2025
Check in starts at 9am. Game runs from 10:30 to 4:30
Artic Reign is an immersive role-playing airsoft event series. This game will test your ability to fight the elements, strategize, outthink, outwit, and create alliances with your fellow players. This game is NOT for the timid or weak. Arctic Reign isn’t like other games—set in a post-apocalyptic world after a global nuclear fallout in 2035, it challenges players to survive in a harsh wasteland. There are no fixed teams—only factions and small groups you can choose to join, or not. You can form your own alliances before or during the event, but no BBs are provided; you’ll need to earn in-game currency to purchase them from vendors, who also sell other valuable items.
Arctic Reign : The Fallout of 2035
By 2024, the Earth was on the brink. Overpopulation, climate change, and resource scarcity had pushed humanity to the edge. Nations scrambled to secure food, water, and energy, and tensions rose worldwide. Amidst the chaos, the elite one percent of the world’s wealthiest and most powerful individuals formed a secretive group known as The Ascendants. Disillusioned with the world’s governments and fearful of losing their privileges, they sought to take matters into their own hands. In 2035, The Ascendants staged a covert coup, seizing control of nuclear silos across North America. Their plan was to drastically reduce the population and preserve resources for themselves, but their actions spiraled out of control, leading to a devastating nuclear fallout.
The world as it was known came to an end. Nuclear winter set in, plunging the Earth into an unending cold, and society collapsed into anarchy. Survivors scattered, forming factions to secure what little remained in this harsh, frozen wasteland. Civilization as we knew it was over. From the ashes rose new powers—each with their own vision for the future. What Makes Arctic Reign Special?
- Over 40 NPCs, including ruthless Red Raiders, faction leaders, and vendors, bring the world to life.
- Complete missions to earn currency, which can be spent on essentials like heals, mercenaries, fortifications, intel, and more.
- Choose to play solo, with a team, or as part of a faction. Over 10 combat mini-games and challenges offer in-game rewards, including currency and free airsoft weapons.
- Test your skills in the John Wick Time Trial for a chance to win a FREE Tippmann Basic Training AEG or battle in the 1v1 melee weapon Cage Tournament.
- Tune into an in-game radio station with a host who announces events, awards, and ads.
- Visit the wasteland marketplace to engage in gambling activities like Texas Hold’em and purchase various items using in-game currency.
- Engage in faction vs. faction PvP quests where teams battle for in-game currency.
- Experience an innovative survival-focused main objective, with two unique ways to win, offering an unorthodox game format that keeps the gameplay fresh and exciting.
Ways to win Arctic Reign
Faction vs. Mutant Defense (1st Way to Win)
One path to victory is defending your faction’s flags from relentless mutant attacks during the final 45 minutes of the game. In the lead-up, you must complete missions and activities to earn currency for fortifications, ammo, and support items. Each faction begins with five flags, and if the mutants capture all of them, the faction loses. Use earned currency to buy bunkers, reinforce defenses, and develop strategies to withstand the assault.
Lone Wanderer/Minor Faction Path (2nd Way to Win)
Players who opt to join a minor faction or play solo have a unique objective: survive the mutant horde and make it to the safe house in the woods. If you’re shot, you can respawn and continue fighting for the remaining 45-minute endgame. Surviving the journey to the safe house without being eliminated will secure a win.
Create Your Own Faction (3rd Way to Win)
Another way to win is by saving up enough in-game currency to purchase the right to establish your own faction. Each purchase allows up to five players of your choosing to join your custom faction. You’ll also receive a flag, which becomes your faction’s main objective to defend during the final mutant horde. Successfully holding your flag through the endgame ensures victory for your team.
Types of Activities and Challenges
To prepare for the endgame, players can earn currency, resources, and support through a variety of engaging activities:
Combat Events
- Compete in fencing, pistol 1v1 arenas, sniper practice, and firing range drills.
- Participate in timed shooting challenges, with tournaments and best times announced over the in-game radio.
- Sniper PvP challenges let you wager currency for high-stakes rewards.
Gambling Activities
- Test your luck in Texas Hold’em, Blackjack, and dice games to earn more currency.
- Arm wrestling stations (The Iron Grip) reward strength and strategy.
Bounties & Quests
- Join faction missions to attack rival factions, steal resources, and secure supplies for the endgame.
- Over 50 unique missions, including rescue operations, retrieval tasks, hunting challenges, and scavenger hunts (e.g., assembling a skeleton from hidden bones).
- Engage in guessing games like “Guess the BBs in the Jar” for bonus rewards.
Timed Challenges
- Participate in firing range trials and timed obstacle courses, with the fastest player winning a FREE Tippmann Basic Training AEG.
- Race to neutral bunker stashes to secure fortifications for your team.
Winning Conditions
- Faction Victory: Protect your faction’s five flags from mutants and survive the endgame.
- Lone Wanderer/Minor Faction Victory: Survive the mutant horde and reach the safe house.
- Custom Faction Victory: Defend your faction’s flag and survive the mutant assault.
Special Rewards
Winners receive custom dog tags as a badge of honor, while all participants earn an Arctic Reign patch. Thanks to Scott’s airsoft expertise, the game offers dynamic scenarios, diverse missions, and innovative gameplay, ensuring an exciting and challenging experience for every player.
To Sign Up For Arctic Reign
Click HereInteractive Map of Arctic Reign
Map Key
Yellow = Radiation Zone
Blue = Neutral No shooting Zone
Red = New American Republic
Purple = Commerce Militia
White = Federal Remnants
Orange = Oil Drummers
Arctic Reign
Learn about the game factions below
Our game has group (factions) that are a nuetral NPC group designed to enhance the game.
The Commerce Militia
The Commerce Militia
Things to do here:
1. Explore the wasteland Bazaar (neutral zones) They sell Mercenaries, heals, bounties, airsoft guns, ammo, gear, fortifications, radio ads, quest items, and intel.
2. Thunderdome pistol 1v1 small arena where players wager 1v1s for currency and there will be an in game tournament announced through the radio during the event for currency.
3. The Splintered Bullseye (Player Axe Throwing Challenge) The Splintered Bullseye is a thrilling axe-throwing challenge in Burnout Valley, where competitors test their skill and precision for fame, fortune, and respect.
Brief Faction Overview:
Born from the ashes of capitalism, the Commerce Militia is a loose alliance of traders, scavengers, and mercenaries who believe in the power of the free market. Their motto is “Trade is Life,” and they see themselves as the glue holding the fractured world together through commerce and barter.
Backstory:
As the world fell apart, those with a knack for trade and resourcefulness banded together to form the Commerce Militia. Operating out of the bustling settlement built out of tire fortresses called Burnout Valley, they serve as the primary hub for all trade and commerce in the wasteland. This faction is less concerned with ideology and more focused on profit. However, their neutrality and lack of centralized leadership make them unpredictable allies—or enemies.
Territory & Key Locations:
- Wasteland Bazaar Once a luxury ski resort, now a thriving marketplace where anything and everything can be bought and sold, for a price. They sell Mercenaries, heals, bounties, airsoft guns, ammo, gear, fortifications, radio ads, quest items, and intel.
- Radiation Road A dangerous but lucrative trade route patrolled by heavily armed merchant convoys. Control over this route is a key strategic advantage.
- Thunderdome a pistol 1v1 small arena where players wager 1v1s for currency and can challenge our npc
Objective & Philosophy:
They aim to control the flow of resources, becoming indispensable to the other factions. The Commerce Militia believes that whoever controls trade controls the future. They thrive in the gray areas of conflict, selling arms, information, and supplies to the highest bidder.
Deep Lore Back Story
The Oil Drummers
Things to do here:
1. The Iron Grip Station PVP and NPC arm-wrestling challenges for reputation, rewards, and bragging rights
2. The Cage (players fight PvP with melee weapons) ( tournaments will be announced throughout the radio for a small in game currency fee)
3. Machine/Engineering Parts scavenger hunt
4. Quests OIL Main Fortification Quests, Side Quests, Bounty Missions, PvP, faction vs faction quests and more,
5. The Guessing Game (how heavy is a co2 tank you can feel it and guess for rewards)
Faction Overview
The Oil Drummers are a brutal, nomadic faction of raiders and engineers, driven by an insatiable obsession with fuel and machinery. Believing in the survival of the fittest, they wield their knowledge of old-world technology to dominate the frozen wastelands. Their motto, “No Fuel, No Life,” dictates their relentless quest for energy resources in a world where fuel is as precious as life itself. To them, fuel is power, and power is survival.
Backstory
When the nuclear fallout of 2035 began, those who controlled the last remaining oil rigs, refineries, and heavy machinery banded together for survival. The Oil Drummers were born from this coalition of refinery workers, engineers, and hardened mercenaries. As society collapsed, they became a roving force of raiders, traversing the icy wastelands in convoys of heavily armored vehicles. Their mission was clear: control the dwindling supplies of oil, gas, and other energy sources, no matter the cost.
Their rise to power was cemented when they discovered a hidden, abandoned oil refinery deep within a dense pine and bamboo forest. This remote and heavily forested area became the perfect stronghold for their operations, shielded from the prying eyes of rival factions and scavengers. This refinery, now known as Black Gold Haven, became their fortified headquarters—a sprawling, rusted maze of pipes, towers, and oil drums that stands defiantly amidst the dense foliage.
Territory & Key Locations
1.Oil Refinery
The heart of the Oil Drummers’ power is Black Gold Haven, a once-forgotten oil refinery nestled in the midst of a vast pine and bamboo forest. The surrounding trees have been reinforced with walls of oil drums, turning the settlement into an impenetrable fortress. Inside, the Oil Drummers have repurposed old equipment to distill fuel, craft makeshift weapons, and build deadly traps to ward off invaders. Black smoke rises from the refinery’s stacks, a signal to all who dare approach that the Drummers are in command.
- The Cage
On the outskirts of Black Gold Haven lies The Cage, a brutal PvP arena where Players settle disputes and prove their worth in one-on-one combat with melee weapons, there will be in game currency bets on this Surrounded by towering walls of stacked oil drums, the arena is a pit of sand and steel where the only rule is survival. Here, players can fight with melee weapons like swords, axes, and makeshift blades, all while an eager crowd of Drummers and settlers cheer from the stands. It’s a place where players can bet on fighters, challenge others for honor or resources, and rise in the ranks of the Oil Drummers’ hierarchy. The Cage serves as both entertainment and a test of strength, where only the fiercest survive.PVP players will play for melee combat wagers. - The Iron Grip Station (PVP and NPC arm-wrestling challenges for reputation, rewards, and bragging rights)
In the lawless expanse of the Roaring Flats, where the roar of engines and the clash of steel dominate, strength is the ultimate currency. The Oil Drummers, a faction that thrives on brutal displays of power, needed a way to resolve disputes, test the mettle of newcomers, and reward the strongest among them. Thus, The Iron Grip Station was born.
The Iron Grip Station began as a simple repurposed fuel drum, flipped on its side to serve as a table for arm wrestling. Over time, it evolved into a dedicated arena—a reinforced steel table bolted into a platform surrounded by cheering Drummers. Positioned just outside The Cage in Black Gold Haven, this station became a hub for quick, brutal contests of raw strength.
Drummers gather here to settle arguments, prove their worth, or simply entertain the crowd. It’s not just about strength; technique and grit matter just as much. New recruits are often tested here, with matches determining their standing in the faction hierarchy. Victors walk away with caps, fuel rations, and sometimes rare prizes scavenged from the wasteland. Losers? They might walk away with a bruised ego—or not at all if they cross the wrong Drummer.
The New American Republic (NAR)
The New American Republic (NAR)
Things to Do in NAR Territory
John Wick Timed Trial Compete in this dynamic challenge for a chance to win a free AEG. The fastest time during the event takes the prize.
Faction Quests
Side Quests: Engage in smaller missions to support the NAR.
Bounty Missions: Pursue high-value targets for currency.
PvP and Faction vs. Faction Quests: Engage in combat against rival factions.
Main Fortification Quests: Strengthen NAR’s defenses.
Scavenger Hunt for Legendary Weapons Search for rare and powerful weapons hidden throughout NAR territory.
Gun Tech Repair Puzzle Solve intricate mechanical puzzles to repair guns and earn rewards.
The Guessing Game Test your skills in guessing how many BBs are in a mason jar for prizes.
Faction-Exclusive Spawn Point NAR members can respawn at Concordia, the faction’s reclaimed trading hub.
Faction Overview
The New American Republic (NAR) was founded by patriotic idealists and high-ranking military officers who survived the nuclear fallout. With the dream of restoring democracy, they aim to rebuild America through authoritarian methods, believing a centralized government is the only path to stability. Preaching liberty and justice, their strict enforcement includes conscription, curfews, and the presence of their elite Patriot Guard.
Backstory
Following the nuclear catastrophe, surviving military leaders regrouped at Fort Freedom, a heavily fortified bunker nestled in the ruins of Riverhead. Under their leadership, the NAR rallied survivors, declaring themselves the rightful government of the wasteland. Their vision of a “free” America often involves heavy-handed policies, justified by their mission to prevent further chaos and establish order.
Territory & Key Locations
- Fort Freedom: The NAR’s fortified headquarters, serving as the command center for their operations.
- Liberty’s Watch: A legendary sniper tower known for its elite sharpshooters.
- Concordia: A reclaimed town turned trading hub for loyal citizens, where NAR members spawn under constant surveillance.
- The Proving Ground: A dynamic, moving firing range challenge designed to test recruits with timed shooting and weapon-switching drills. This challenge selects the NAR’s strongest soldiers.
Objective & Philosophy
The NAR seeks to expand its influence by recruiting survivors and reclaiming territory, enforcing their laws and vision of a restored America. Offering protection in exchange for unwavering loyalty, their ultimate mission is to build a structured, orderly society, no matter the cost.
The Federal Remnants
The Federal Remnants
Things to Do Here:
- Deadeye Saloon: A high-stakes wagering ground where elite players compete in target practice, PVP combat, NPC duels, and old-school Western showdowns for currency, rare items, and glory.
- Quests: Main fortification quests, side quests, bounty missions, PVP challenges, faction vs. faction quests, and more.
- Scavenger Hunt: Search for dangerous virus capsules scattered throughout the wasteland.
- Celo Dice Game: A gambling station where players wager currency in a thrilling dice game.
- The Guessing Game: Test your luck by guessing how many paintballs are in a bucket for a chance to win prizes.
- Faction Member Only Spawn Point: Access the hidden Old Testament Vault, a secure location for faction members.
Faction Overview:
The Federal Remnants emerged after The Ascendants’ coup failed. When many of their top scientists, politicians, and officials went underground, they formed a faction with the goal of rebuilding a new world order. Shadowy, highly organized, and ruthless, the Federal Remnants will stop at nothing to control what’s left of civilization.
Backstory:
Originally the masterminds behind the failed coup that led to the nuclear fallout, the Federal Remnants retreated to hidden underground bunkers such as Vault Aegis. Equipped with state-of-the-art technology, these sanctuaries allow them to manipulate the surface world from the shadows. Using spies and mercenaries, they gather resources and intelligence, working toward their ultimate goal—controlling the remnants of humanity.
Territory & Key Locations:
- Old Testament Vault: A shipping container turned vault, hiding military biochemical secrets. This location serves as a spawn point for the Oil Drummers.
- Dodge City: A high-stakes gambling area where elite players wager currency in target practice, PVP, and NPC combat challenges.
- Deadeye Saloon: The centerpiece of the Federal Remnants’ territory, this high-stakes hub is where players test their skills in Western-style shootouts and duels. Packed with adrenaline-fueled challenges, players can win rare rewards, in-game currency, and bragging rights.
Objective & Philosophy:
The Federal Remnants believe that control is key to survival. Their philosophy holds that only a select few are fit to rule, and they use a blend of technological prowess, espionage, and manipulation to bend others to their will. Their ultimate goal is to finish what they started: controlling the remnants of humanity from the shadows.
Arctic Reign
Arctic Reign Lore
Arctic Reign: Genesis and Division
fallout of 2035.
Arctic Reign: Genesis and Division
Prologue: The Precipice of Collapse
By 2024, the Earth groaned under the weight of humanity’s excesses. Overpopulation had turned sprawling cities into teeming hives of desperation. Climate change drowned coastlines and seared deserts into lifeless expanses. Resources—water, food, and energy—became treasures fought over in shadows and open conflict alike. Nations, fractured by internal strife, descended into chaos. Leaders spoke of hope, but their words rang hollow.
Amidst this backdrop of decline, whispers of a shadowy organization, The Ascendants, began to surface. Comprised of the wealthiest and most powerful individuals, these elites believed they were humanity’s last chance—or its grim reaper. They saw the world’s governments as corrupt and ineffective, incapable of preserving the planet or their privileges. If survival meant rewriting the rules of civilization, then so be it.
Act I: The Year of Reckoning
By 2035, the strain on Earth reached a boiling point. In regions where rivers once flowed freely, now cracked earth told tales of drought. Famine gripped the Global South, while protests erupted in the affluent North. The Ascendants moved in silence, their operatives infiltrating key military installations, securing control over nuclear arsenals, and sabotaging global efforts toward sustainable energy.
Their plan was monstrous in its simplicity: release targeted nuclear strikes to cull humanity, leaving only the elite and select survivors to rebuild a utopian society. But their calculations did not account for humanity’s chaos. As nuclear warheads ignited across continents, the world spiraled beyond their control. Firestorms consumed cities; fallout blanketed fertile lands in ashen death. The Earth plunged into a nuclear winter.
Act II: The Ashes of Civilization
The first months after the fallout were an apocalypse. Temperatures plummeted as sunlight was choked out by ash clouds. Crops withered. Billions died of radiation sickness, starvation, and exposure. Cities became tombs. But humanity proved stubborn, clinging to life with ferocity.
As the fires waned, survivors began carving out new orders from the wasteland’s chaos. Factions rose—each a reflection of the ideologies and ambitions born of this brutal new world.
The Factions of the Wasteland
Chapter 1: The Commerce Militia – Trade is Life
Born from the capitalist instincts that once drove the pre-fall world, the Commerce Militia emerged as a loose collective of scavengers, traders, and mercenaries. They banded together out of necessity, believing that survival hinged not on ideology but on barter and resourcefulness.
Burnout Valley, their hub, was a testament to this philosophy. Once a desolate truck stop lined with discarded tires, the settlement transformed into a fortress of trade. Its towering walls of rubber and metal protected the Wasteland Bazaar, where merchants traded in everything from medical supplies to mercenaries for hire.
Neutrality was their creed, but profit their gospel. They sold weapons to the Oil Drummers even as they brokered peace deals with the New American Republic. Their motto, “Trade is Life,” reflected their belief that in a fractured world, commerce was the only unifying force.
Chapter 2: The Oil Drummers – No Fuel, No Life
The Oil Drummers were born in the smog and fire of the apocalypse. Engineers, refinery workers, and scavengers of old machinery joined forces, united by an unyielding obsession: fuel. To them, oil was life itself, the key to mobility, power, and survival.
They made their home in Black Gold Haven, an oil refinery hidden deep within a bamboo forest. The refinery’s sprawling pipes, rusted towers, and black smoke stacks stood as a defiant declaration of their dominance. Their convoys, armored with steel and bristling with weaponry, roamed the wasteland, pillaging fuel depots and crushing opposition.
For the Oil Drummers, survival was a zero-sum game. Their brutal raids and relentless expansion left little room for diplomacy, and their motto—“No Fuel, No Life”—was both a warning and a promise.
Chapter 3: The New American Republic (NAR) – Restoring Order
The New American Republic rose from the remnants of the U.S. military, rallying around the dream of restoring the lost world. Their leaders, once high-ranking officers, believed that the chaos of the wasteland could only be tamed through discipline and authoritarian rule.
Fort Freedom, their heavily fortified headquarters, became the heart of their operations. Patriot Guards patrolled their borders, enforcing strict laws with military precision. Curfews, conscription, and public trials became the norm in territories under their control. Yet their message of hope—of rebuilding America—resonated with many desperate survivors.
Their ideals clashed with their methods, but for those who accepted their rule, life was safer than in the lawless wasteland. They preached liberty and justice, but their iron grip betrayed the darker reality of their vision.
Chapter 4: The Federal Remnants – Control the Future
While other factions fought in the open, the Federal Remnants operated in shadows. Once the masterminds of The Ascendants’ failed coup, these scientists, politicians, and operatives retreated to underground bunkers like Vault Aegis. From these fortresses of steel and concrete, they manipulated the surface world through spies, technology, and propaganda.
Their central hub, the Old Testament Vault, housed secrets of pre-fall bioweapons, advanced AI, and experimental medicine. They used this knowledge to secure alliances, blackmail rivals, and eliminate threats. To the Federal Remnants, the wasteland was not a new beginning—it was a game to be mastered.
Their ultimate goal was clear: rebuild the world in their image, controlling its remnants from the shadows. Their methods were ruthless, their power insidious, and their ambitions unmatched.
Epilogue: A World Divided
The fallout of 2035 reshaped Earth into a frozen wasteland, but humanity endured—fractured, desperate, and unrelenting. Each faction held its vision for the future, from the ruthless capitalism of the Commerce Militia to the authoritarian rule of the NAR, the brutal survivalism of the Oil Drummers, and the manipulative schemes of the Federal Remnants.
The question remained: would these factions forge a fragile peace, or would the wasteland’s frost be stained red with further conflict? In Arctic Reign, survival is more than a battle against the elements. It’s a fight for power, influence, and the right to define humanity’s future.
Life Before the War
Daily Life Before the War
The Working Class
For most of the population, life was a grim cycle of labor and survival. In sprawling urban centers, workers toiled in crumbling factories or overcrowded tech hubs. Automated systems had replaced many jobs, leaving millions unemployed and reliant on government-issued ration cards. In rural areas, megafarms dominated, staffed by desperate migrants who lived in tent cities and subsisted on meager wages.
Energy and clean water were luxuries. Rolling blackouts became common, and water rationing sparked riots. Public services—healthcare, transportation, education—crumbled under the weight of demand, while private companies offered exorbitantly priced alternatives to the wealthy. Survival hinged on adaptability: knowing where to find resources, how to barter, and when to flee.
The Elite
For the top one percent, life before the war was a gilded cage. The wealthy lived in fortified smart cities like Nova Terran, enclaves equipped with climate-controlled domes, automated defenses, and vertical farms. They dined on lab-grown meat and hydroponic produce, their lives insulated from the chaos outside.
Many in this class were members of The Ascendants, a shadowy cabal that manipulated global politics to secure their wealth and power. While the rest of the world burned, The Ascendants plotted their “solution”: a controlled culling of the population. They built underground bunkers stocked with luxury amenities, believing they could outlast the collapse.
The Fringe
On the fringes of society, people carved out desperate existences. Scavengers roamed the ruins of industrial zones, hacking old machines for scrap. Nomadic tribes formed in the deserts and tundras, surviving on hunting and trading. Underground markets flourished, selling everything from black-market antibiotics to stolen tech.
These fringes would become the breeding grounds for the factions. Those who lived outside the system—engineers, scavengers, mercenaries—adapted fastest when the fallout came, their survival skills honed by years of hardship.
Tying It Together
When the bombs fell in 2035, life before the war defined the world that emerged after. Flint’s black-market network became the foundation of the Commerce Militia. Grace’s refinery team evolved into the Oil Drummers. Beckett’s Homeland Security troops transformed into the New American Republic, while Meredith’s underground facility birthed the Federal Remnants.
The pre-war world was one of division, where each individual’s path was shaped by the inequalities and crises of the time. When the fallout came, these paths converged into factions, each embodying a different response to the apocalypse: trade, conquest, order, and control.
The Red Raider lore (NPC Enemy)
Red Raiders: Origins and Philosophy
The Red Raiders are the brutal, chaotic embodiment of humanity’s darkest instincts in the post-apocalyptic wasteland. Born out of desperation, their rise traces back to a series of catastrophic events and ideological twists that shaped them into one of the most feared factions.
Origins: The Blood Pact
Before the war, many of the individuals who would form the Red Raiders were inmates in high-security prisons and members of underground militias. When the bombs fell, the prisoners overran their crumbling facilities, while militia members emerged from their bunkers. As society disintegrated, these two groups collided in a savage conflict over resources, eventually forming an uneasy truce. This truce was sealed with a macabre ritual known as the Blood Pact, which established their guiding philosophy: might makes right.
The group took on the name “Red Raiders” after their first victory over a fortified settlement, painting their armor and weapons with the blood of their enemies as a declaration of their brutality.
Philosophy: Strength Through Savagery
The Red Raiders believe in the law of the jungle: survival is a zero-sum game, and the strong must dominate. To them, societal norms and morality are relics of a failed world. Instead, they embrace violence, chaos, and a warped sense of freedom. They don’t just take what they need—they revel in destruction, viewing it as both a sport and a demonstration of power. Their creed is simple:
- The Strong Thrive: Leadership is decided through combat. Weakness is punishable by death or servitude.
- Everything is a Resource: People, settlements, and goods are all commodities to be exploited.
- Fear is Power: Spreading terror ensures submission and expands their influence.
Why They Attack: Goals and Motivations
The Red Raiders have no interest in rebuilding the world. They thrive in its ruins, viewing chaos as their playground. Their attacks are driven by three core objectives:
- Supplies: Raids provide food, weapons, and resources necessary for survival and expansion.
- Territory: They aim to establish dominance over trade routes, settlements, and rival factions.
- Control Through Fear: Every attack reinforces their reputation, ensuring enemies think twice before resisting them.
However, there’s a deeper, almost ritualistic aspect to their violence. Raiding is not merely a means to an end—it’s a declaration of their philosophy and a way to induct new members through bloodshed.
The Raider Outpost: A Testament to Chaos
The Raider Outpost is the heart of the Red Raiders’ operations. Once a Federal Remnants supply depot, it became a symbol of their victory after a weeks-long siege. They gutted its military-grade defenses, transforming it into a fortress of depravity.
- The Market: A thriving hub of stolen goods, including rare weapons, tech, and captives sold as slaves or gladiators.
- The Blood Games: A gladiatorial arena where captives fight for their lives, and even Red Raiders battle to settle disputes or prove their worth.
- The Leadership Circle: The Red Raiders are led by a council of warlords, each vying for dominance through shows of strength and cunning. Disputes are often settled in the Blood Games, ensuring that only the most ruthless rise to power.
Key Figures:
-
Kane “The Butcher” Renko
The de facto leader, Kane is a towering, scarred warrior known for his unrelenting brutality and charisma. Once a prison gang leader, he unified the early Red Raiders through sheer force and fear. -
Ivy “Blackthorn” Valen
A cunning and sadistic strategist, Ivy handles the logistics of raids and the market. She was once a black-market dealer who found new purpose in the Raiders’ anarchy. -
Twitch:
A deranged tinkerer responsible for crafting the Raiders’ signature crude yet deadly weapons and traps. His creations often feature grotesque trophies from past victims.
Red Raiders and the World
The Red Raiders are not just a band of marauders; they’re a reminder of what humanity can become when stripped of morality and hope. Their attacks on settlements and convoys keep the wasteland in constant fear, disrupting attempts at rebuilding civilization. While most factions view them as an existential threat, others see them as a useful tool—unleashing the Raiders on rivals can be a devastating, albeit risky, strategy.
The Red Raiders are an ever-present danger, their blood-red banners flying high as they spread chaos, terror, and death across the wasteland. To survive an encounter with them is to be marked—scarred physically or mentally, a testament to their savage creed.
The Creation of the Snow Mutant (enemy NPC for endgame)
Creation of the Winter Snow Mutants: A Tale of Science, Hubris, and Tragedy
Prelude: The Climate Crisis
Before the war, the world faced an escalating climate crisis. Extreme weather events became the norm, and entire regions were transformed into uninhabitable wastelands. Among the most dire issues was the rapid melting of polar ice caps, threatening catastrophic sea level rise. Desperate to halt the disaster, governments and corporations pooled their resources into Project ICEWARD, a bold experiment to reverse the thaw and stabilize global temperatures.
Project ICEWARD: Science Meets Desperation
Led by a coalition of scientists from various nations, Project ICEWARD sought to engineer a solution that could re-freeze melting glaciers and stabilize arctic ecosystems. At the heart of this endeavor was CryoGene-7, an experimental bio-agent designed to enhance the survival traits of arctic organisms, allowing them to thrive in rapidly changing environments. CryoGene-7 was a genetically engineered strain of extremophile bacteria, combined with human DNA and viral elements to promote rapid adaptability and spread.
The plan was twofold:
- Release CryoGene-7 into arctic ecosystems to accelerate ice regeneration.
- Test its potential to genetically modify humans, creating a new class of workers resistant to cold who could oversee arctic restoration efforts.
The Incident: A Cold Catalyst
Testing began in the isolated Arctic Nexus Research Facility, a massive underground lab deep within the frozen tundra. Early results seemed promising—CryoGene-7 enhanced cold resistance in test animals and appeared to stimulate regenerative growth in ice formations. However, unforeseen side effects began to surface:
- Rapid, uncontrollable mutations in subjects exposed to higher doses.
- Increased aggression and predatory behavior in test animals.
- A dangerous ability to spread between hosts via airborne spores in colder environments.
The team was ordered to halt human testing, but pressure from investors and governments—eager for immediate results—led to one last experiment. A group of volunteers, desperate refugees offered safe haven and compensation, were exposed to a refined version of CryoGene-7. At first, they exhibited superhuman cold resistance and strength, but within days, they began to mutate. Their skin grew thick, pale, and frostbitten, their eyes turned an icy blue, and their bodies swelled with muscle and grotesque features. Worse, their minds began to deteriorate, overtaken by primal instincts.
When the mutated subjects broke free, the Arctic Nexus descended into chaos. The CryoGene-7 agent was released into the facility’s air vents, spreading to researchers and animals alike. Within weeks, the entire region was overrun by mutated creatures—what would later become known as Winter Snow Mutants.
The War’s Role
When the bombs fell, the Arctic Nexus and its surrounding area were mostly spared from direct nuclear strikes but were consumed by the resulting nuclear winter. The extreme cold provided the perfect breeding ground for CryoGene-7 to thrive, spreading across the northern hemisphere. Snowstorms carried the spores into surrounding regions, infecting animals, scavengers, and anyone desperate enough to venture into the frozen wastelands.
The fallout further mutated CryoGene-7, creating horrifying new strains that could infect a wider variety of hosts. Over decades, the Winter Snow Mutants evolved into a diverse population of nightmarish creatures, ranging from feral, frostbitten humanoids to massive, lumbering behemoths coated in ice.
Characteristics of Winter Snow Mutants
- Frostborne Resilience: Their bodies are perfectly adapted to extreme cold, with thick, blubbery skin and enhanced healing in freezing temperatures.
- Hive Instincts: Although individual mutants are feral, they exhibit pack behavior, coordinating attacks and protecting their territory.
- Ice Spore Contagion: The most insidious aspect of CryoGene-7 is its ability to infect new hosts through spores, particularly in subzero climates. Survivors bitten or exposed often succumb to mutation within days.
- Varied Forms:
- Frostlings: Small, fast mutants that attack in swarms, often the remnants of infected children or small animals.
- Glacial Behemoths: Towering mutants with thick ice armor, capable of smashing through buildings.
- Wendigos: Agile, predatory mutants with elongated limbs, known for stalking their prey for days before attacking.
Survivors’ Accounts and Legends
Over time, the Winter Snow Mutants have become the stuff of legend, haunting tales told around campfires. Survivors claim the mutants are driven by a mix of primal hunger and lingering fragments of human memories, making them eerily unpredictable. Some even believe the mutants “remember” their lives before mutation, as evidenced by their tendency to gather around ruins or mimic human behaviors, like lighting fires or wearing scraps of clothing.
Modern-Day Encounters
The northern regions of the wasteland are now considered uninhabitable, known as the Frozen Deadlands. Those who venture too close to mutant territory risk more than death—they risk becoming one of them. However, the Frozen Deadlands contain invaluable pre-war technology, including remnants of Project ICEWARD. This has drawn scavengers, mercenaries, and desperate settlers into deadly confrontations with the mutants.
A Tragic Legacy
The Winter Snow Mutants are a grim reminder of humanity’s hubris. Project ICEWARD, once a beacon of hope for a dying planet, became a catalyst for a new kind of horror. The mutants embody both the physical and moral consequences of tampering with nature, their existence a cruel irony: they were created to save the planet but have become one of its most terrifying scourges.
Arctic Reign
Role-Playing Options
Pre-Made Role Playing Character templates
Customizable Playable Characters for Arctic Reign
In Arctic Reign, players can choose to embody one of the following pre-designed characters to enhance their immersive experience. Each character comes with a unique playstyle, gear setup, and personality to help you navigate the frozen wasteland. Alternatively, you’re welcome to tweak these templates and make them your own—add your flair, switch up the gear, or craft a backstory that fits your vision. The wasteland is yours to conquer.
1. The Lone Scavenger (“Rook”)
- Playstyle: Stealth and resourcefulness. Excels at finding loot and avoiding conflict when possible.
- Tactical Gear: Lightweight chest rig with plenty of pouches for carrying loot. A tattered cloak or poncho for blending into the terrain, paired with goggles for a scavenger vibe.
- Weapons & Accessories:
- Suppressed SMG or pistol for silent takedowns.
- Tactical knife for close combat.
- Crowbar or lockpick set for accessing hidden loot.
- Motto: “Anything left behind is mine to find.”
- Backstory: Rook grew up in the shadow of the nuclear fallout, learning early that survival means taking risks and trusting no one. They’ve become a master at scavenging the wasteland, always searching for the next cache of supplies or hidden treasure. Though quiet and unassuming, Rook has an iron will and a sharp mind for making snap decisions.
- Pet Peeves: Loud players who ruin stealth missions or scare off potential loot.
2. The Nomadic Hunter (“Hawk”)
- Playstyle: Long-range precision and ambush tactics. Thrives in setting up sniper nests and striking before enemies realize they’re there.
- Tactical Gear: Snow-camo poncho or a lightweight ghillie suit. Slim backpack for tracking tools, binoculars, and supplies.
- Weapons & Accessories:
- Bolt-action sniper rifle with a high-power scope.
- Compact pistol for close encounters.
- Compass and tracking tools for navigating the wasteland.
- Motto: “One shot. One chance. No mistakes.”
- Backstory: Once a wildlife tracker in Alaska, Hawk turned their hunting skills to survival when the fallout came. They rely on patience, precision, and their knowledge of the terrain to gain the upper hand. Though they prefer solitude, Hawk has a deep respect for those who prove themselves in the wild.
- Pet Peeves: Players who move into their line of fire or blow their carefully set ambushes.
3. The Relic Collector (“Doc”)
- Playstyle: Knowledge-driven and tech-savvy. Ideal for players who enjoy solving puzzles, repairing equipment, or unlocking lore.
- Tactical Gear: Tool belts, gloves, and a tactical vest covered in wires and spare parts. Wears old-world glasses or a headlamp.
- Weapons & Accessories:
- Compact carbine or shotgun for close-quarters defense.
- Toolkit for hacking or repairing.
- Tablet or rugged laptop strapped to their arm for accessing old systems.
- Motto: “Everything we lost can still be found.”
- Backstory: A former archaeologist, Doc became obsessed with preserving the remnants of the old world. They wander the wasteland, piecing together the past and creating crude gadgets from forgotten technology. Though not a fighter by nature, Doc will defend their discoveries fiercely.
- Pet Peeves: Players who ignore lore clues or fail to appreciate the story elements of the game.
4. The Mercenary (“Viper”)
- Playstyle: Aggressive and efficient. Excels in head-on combat and quick decision-making.
- Tactical Gear: Full combat outfit with reinforced tactical vest, visor helmet, and knee pads. Custom patches from “jobs” they’ve completed.
- Weapons & Accessories:
- Fully automatic assault rifle with under-barrel grenade launcher.
- Sidearm with extended mags.
- Grenades, flashbangs, and smoke bombs for tactical advantage.
- Motto: “Everyone has a price—and I’ll name it.”
- Backstory: A former military contractor, Viper learned to thrive in chaos long before the fallout. They now operate as a hired gun, taking on high-stakes missions for anyone who can afford their services. Ruthless and calculating, Viper doesn’t trust easily but commands respect in the wasteland.
- Pet Peeves: Players who hesitate during combat or don’t follow orders in critical situations.
5. The Wandering Medic (“Patch”)
- Playstyle: Support and survival. Focuses on healing and reviving teammates while managing limited resources.
- Tactical Gear: Compact medical kit strapped to a lightweight chest rig, with a backpack full of makeshift supplies. Hood or scarf for protection against the elements.
- Weapons & Accessories:
- Compact SMG or pistol for self-defense.
- Full medical kit with bandages, syringes, and antibiotics.
- Signal flares to call for help or distract enemies.
- Motto: “As long as you’re breathing, there’s hope.”
- Backstory: Patch was a field medic who never left anyone behind, even in the darkest days of the fallout. Haunted by those they couldn’t save, Patch now roams the wasteland offering aid to anyone in need. They’ve become a symbol of hope, though their compassion sometimes puts them in danger.
- Pet Peeves: Players who don’t protect their medics or misuse revival rules.
6. The Raider Turncoat (“Slash”)
- Playstyle: Chaotic and fast-paced. Excels at ambushing enemies and creating confusion on the battlefield.
- Tactical Gear: Raider-style armor with a mix of leather and scavenged tactical gear. Chains and spikes add an intimidating flair.
- Weapons & Accessories:
- Semi-auto shotgun or sawed-off variant.
- Machete or spiked bat for melee combat.
- Smoke grenades and tripwires for setting traps.
- Motto: “Freedom’s a messy thing—but it’s worth the blood.”
- Backstory: Once a loyal Red Raider, Slash grew tired of the faction’s brutality and broke away. Now a lone wolf, they use the same ruthless tactics they learned as a raider to survive and protect those they care about.
- Pet Peeves: Players who take too long to plan attacks or refuse to engage in close combat.
7. The Survivor (“Ash”)
- Playstyle: Balanced and adaptable. A jack-of-all-trades, they can handle scavenging, combat, and negotiation.
- Tactical Gear: Patchwork tactical vest, heavy coat, and sturdy boots. Carries a rugged backpack for tools and canned food.
- Weapons & Accessories:
- Mid-range rifle for versatility.
- Multi-tool for crafting and repairing.
- Improvised traps for defensive tactics.
- Motto: “You don’t survive by being the strongest—you survive by being the smartest.”
- Backstory: Ash was an average person before the apocalypse, working as a mechanic in a small town. When the fallout came, they had no special skills or training—just an unshakable will to survive. Now they use their adaptability to thrive in the wasteland.
- Pet Peeves: Players who hoard resources or fail to share vital supplies.
8. The Reluctant Hero (“Blaze”)
- Playstyle: Supportive and selfless. Willing to take risks to help others, even when it puts them in danger.
- Tactical Gear: Minimalist outfit with a hoodie, tactical pants, and a simple vest. Knit hat or scarf for warmth.
- Weapons & Accessories:
- Pump-action shotgun or hunting rifle.
- Crowbar or bat for melee defense.
- Distraction tools like firecrackers or decoys.
- Motto: “I didn’t choose this fight—but I’ll finish it.”
- Backstory: Blaze never wanted to be a hero, but the wasteland doesn’t give you much choice. They stepped up when no one else would, and though they’re still finding their way, their courage inspires others to follow their lead.
- Pet Peeves: Players who give up too easily or don’t commit to team goals.
9. The Gunslinger (“Spade”)
- Playstyle: Precision and speed. Thrives in fast-paced shootouts and quick-draw scenarios.
- Tactical Gear: Slim chest rig with minimal gear for mobility. Wears a long duster coat and wide-brimmed hat for style.
- Weapons & Accessories:
- Dual pistols with revolver aesthetics.
- Sawed-off lever-action rifle.
- Bandolier for ammo.
- Motto: “Quick hands save slow lives.”
- Backstory: Spade was a sharp-shooting performer in a pre-apocalypse Wild West stunt show, and those skills now keep them alive in the wasteland. Their swagger hides a tragic past of losing their community.
- Pet Peeves: Players who refuse to call their hits, ruining the thrill of a fair showdown.
10. The Demolitionist (“Boomer”)
- Playstyle: Explosives and chaos. Prefers creating distractions and mayhem to gain the upper hand.
- Tactical Gear: Heavily armored vest with grenade pouches, a rugged helmet, and blast-resistant gloves.
- Weapons & Accessories:
- Grenade launcher or custom “thumper” rifle.
- Pistol for close encounters.
- Smoke grenades, flashbangs, and noise-makers.
- Motto: “When in doubt, blow it out.”
- Backstory: Boomer was a demolitions expert in a construction crew, making a name for themselves by repurposing leftover materials into devastating traps.
- Pet Peeves: Teammates who waste grenades without strategy or flair.
11. The Archivist (“Echo”)
- Playstyle: Lore-hunting and diplomacy. Focuses on uncovering hidden secrets and trading information.
- Tactical Gear: Utility vest loaded with notebooks, maps, and a voice recorder. Wears a vintage headset and a scarf.
- Weapons & Accessories:
- Compact SMG or a semi-auto rifle.
- Binoculars and a handheld scanner for detecting relics.
- Flashlight and multi-tool.
- Motto: “Every secret is worth more than a bullet.”
- Backstory: Echo spent years documenting the downfall of civilization. They wander in search of lost history and clues to prevent humanity’s final extinction.
- Pet Peeves: Loud players who break immersion and ruin atmospheric moments.
12. The Beast Tamer (“Fang”)
- Playstyle: Aggressive and unpredictable. Plays mind games with enemies by mimicking animalistic tactics.
- Tactical Gear: Fur-lined armor, clawed gloves, and face paint. Wears animal pelts for intimidation.
- Weapons & Accessories:
- Pump-action shotgun with a tactical grip.
- Machete or tomahawk for melee.
- Bear traps or tripwires for area control.
- Motto: “Civilization fell; instincts rose.”
- Backstory: Fang was abandoned in the wild during the fallout and survived by adapting to nature. They now seek vengeance on those who destroyed their home.
- Pet Peeves: Overly cautious players who refuse to take risks.
13. The Wandering Chef (“Chow”)
- Playstyle: Resource-focused and defensive. Cooks meals for allies and finds creative uses for scavenged items.
- Tactical Gear: Apron over tactical armor, a chef’s hat or bandana, and a pack filled with utensils and spices.
- Weapons & Accessories:
- Heavy cleaver or hatchet.
- Compact SMG or a simple hunting rifle.
- Portable stove for crafting food buffs.
- Motto: “Eat well or die trying.”
- Backstory: A master chef who lost their kitchen empire to the fallout, Chow now travels to keep the art of cooking alive while scavenging for rare ingredients.
- Pet Peeves: Players who raid snacks from the safe zone without asking.
14. The Smuggler (“Grin”)
- Playstyle: Fast and evasive. Masters of bartering, trading, and smuggling goods between factions.
- Tactical Gear: Slim-fit jacket with hidden pockets, lightweight boots for speed, and sunglasses for style.
- Weapons & Accessories:
- Compact carbine or folding SMG.
- Knife hidden in their boot.
- Lockpick kit and smoke bombs for escapes.
- Motto: “You need it? I’ve got it—or can get it.”
- Backstory: Grin made a fortune smuggling supplies across borders before the apocalypse. Now they use those same skills to survive the wasteland.
- Pet Peeves: Players who haggle too aggressively without proper in-game currency.
15. The Ice Fisher (“Reef”)
- Playstyle: Patience and adaptability. Thrives in water-based or snowy environments.
- Tactical Gear: Insulated coat, fishing gloves, and a rugged backpack for tools. Always carries a thermos.
- Weapons & Accessories:
- Harpoon gun or bolt-action rifle.
- Ice pick for melee and utility.
- Fishing net or traps for setting ambushes.
- Motto: “The cold doesn’t care; neither should you.”
- Backstory: Reef grew up ice fishing in the Arctic and adapted their survival skills to the harsh realities of the wasteland.
- Pet Peeves: Players who complain about cold weather without preparing for it.
16. The Engineer (“Wrench”)
- Playstyle: Utility and fortifications. Excels at creating makeshift defenses and repairing gear.
- Tactical Gear: Toolbelt, welding goggles, and a reinforced vest covered in spare parts.
- Weapons & Accessories:
- Semi-auto rifle with custom attachments.
- Wrench or hammer for melee.
- A portable toolkit for crafting and repairs.
- Motto: “If it’s broken, I’ll fix it—or break it more.”
- Backstory: A former mechanic turned wasteland tinkerer, Wrench builds everything from weapons to traps in exchange for food and shelter.
- Pet Peeves: Players who misuse props or damage game equipment.
17. The Preacher (“Shepherd”)
- Playstyle: Charismatic and supportive. Uses speeches and bartering to inspire alliances.
- Tactical Gear: Tattered robes over armor, a cross or religious symbol, and an old book strapped to their gear.
- Weapons & Accessories:
- Lever-action rifle or revolver.
- Walking stick with a hidden blade.
- Lantern or signal flares.
- Motto: “Even in darkness, there’s a guiding light.”
- Backstory: Shepherd once led a congregation in a peaceful town. After the fallout, they wander the wasteland, offering hope and guidance to the lost.
- Pet Peeves: Players who refuse to cooperate or break character.
18. The Musician (“Strings”)
- Playstyle: Distracts and entertains. Uses sound and rhythm to confuse enemies or boost morale.
- Tactical Gear: A patched-up jacket covered in music-themed patches, fingerless gloves, and an old guitar slung across their back.
- Weapons & Accessories:
- Compact SMG or pistol.
- Guitar or custom melee weapon.
- Portable speaker for sound-based distractions.
- Motto: “The beat goes on, even when the world stops.”
- Backstory: Strings was a street performer before the apocalypse, using music to bring people together. Now they play to survive and keep hope alive.
- Pet Peeves: Loud or obnoxious sound effects that drown out atmospheric immersion.
How to Create Your Own Role-Playing Character
Want to create your own unique character for Arctic Reign? You can make your own by submitting the same details we provide for our premade characters! Message Cousins Airsoft on Instagram with your character’s playstyle, tactical gear, weapons, accessories, motto, backstory, and even airsoft pet peeves. We recommend diving into our lore and Arctic Reign context first—check out the backstory and other key details on the Arctic Reign tab at CousinsAirsoft.com. Get creative and make a character that’s truly your own in the world of Arctic Reign!
How to Play as an In Game NPC
Looking to immerse yourself even deeper in Arctic Reign? Choose to play as a volunteer for one of our in-game NPC factions or even join the enemy teams! You can sign up to be part of these volunteer and staff squads by selecting the Play as an NPC option when purchasing your Arctic Reign ticket. Once you’ve signed up, message us on Instagram with the NPC character template you’d like to use or let us know about a custom character idea you’ve created. Whether you want to lead daring missions for the Federal Remnants or wreak havoc as a Red Raider, your NPC role is entirely up to you! Get started by heading to CousinsAirsoft.com.
Creating Your In Game Team
Want to take your Arctic Reign experience to the next level? You can create your own team or alliance, complete with its own lore and backstory, based on the Arctic Reign context. Submit your plots, backstory, and any creative details to Cousins Airsoft by messaging us on Instagram.
Alliances can even step it up by purchasing the rights to start their own in-game faction! This gives you one flag for the coveted “One Flag Defense” mechanic—check out the Arctic Reign rules for more info on how it works. Choose any area on the map to place your flag, build fortifications, and defend your territory. Whether you’re leading a militia of survivors or a team of renegades, the power is in your hands to shape your story in the frozen wasteland.
Visit CousinsAirsoft.com to learn more and get started!
Arctic Reign Videos
It’s Time to get out And Play
Airsoft
Airsoft is a military simulation sport where players participate in mock combat with authentic military-style weapons and tactics. Unlike paintball, airsoft uses 6mm round BBs made of hard plastic. The guns used are full-scale replicas of real-world weapons.
Airsoft Rules
Always wear goggles
Always use barrel blockers
Mags out when off field
Follow our FPS limits
Respect the advisors
Use Red Elimination Flags
Airsoft Conduct
Respect new players
Play with honor
No foul language
Assist others in need
Share your stories
Always have fun