Hazers
The Hazers thrive where laws are strictest, because prohibition is their best advertisement. In large settlements with heavy governance, where councils ban addictive substances and regulate entertainment, the demand for forbidden experience does not disappear. It goes underground, and the Hazers are waiting there with open arms and a menu of things that will ruin you.
They operate in small cells scattered across the wasteland, each embedded in a population center large enough to sustain their business. The structure is simple. Main sellers handle the social side, building relationships with customers and making them feel welcome. Drug craftspeople produce the inventory. Money handlers coordinate bribes to local officials and manage the flow of currency. At the lowest tier, customers are prey. Employees are employees. Those who prove indispensable earn the designation of family, and family is who you die for.
All drugs offered by the Hazers are addictive. This is not a side effect; it is the business model. Repeat customers are the foundation of profitability, and the Hazers ensure that first experiences are pleasant enough to guarantee a second, and a third, and as many as it takes until the customer cannot stop.
The most distinctive offering is the Mortis trip: a guided death experience using drugs that allow the user to briefly enter the Mortis Amaranthine. For some, it is a spiritual experience. For others, it is a thrill unlike anything the living world can provide. For an unlucky few, it fractures something in the psyche that never quite heals. The Hazers do not advertise this last possibility.
Underground parties serve as recruitment events: music, atmosphere, attractive hosts who make new arrivals feel as though they have found something exclusive and important. By the time the customer realizes what they have found is a dependency, the Hazers have already moved on to the next prospect.
They operate in small cells scattered across the wasteland, each embedded in a population center large enough to sustain their business. The structure is simple. Main sellers handle the social side, building relationships with customers and making them feel welcome. Drug craftspeople produce the inventory. Money handlers coordinate bribes to local officials and manage the flow of currency. At the lowest tier, customers are prey. Employees are employees. Those who prove indispensable earn the designation of family, and family is who you die for.
All drugs offered by the Hazers are addictive. This is not a side effect; it is the business model. Repeat customers are the foundation of profitability, and the Hazers ensure that first experiences are pleasant enough to guarantee a second, and a third, and as many as it takes until the customer cannot stop.
The most distinctive offering is the Mortis trip: a guided death experience using drugs that allow the user to briefly enter the Mortis Amaranthine. For some, it is a spiritual experience. For others, it is a thrill unlike anything the living world can provide. For an unlucky few, it fractures something in the psyche that never quite heals. The Hazers do not advertise this last possibility.
Underground parties serve as recruitment events: music, atmosphere, attractive hosts who make new arrivals feel as though they have found something exclusive and important. By the time the customer realizes what they have found is a dependency, the Hazers have already moved on to the next prospect.
Structure
The Hazers operate in small cells scattered across large settlements with strict governance. Their internal hierarchy runs from customers (treated as prey) to employees (main sellers and social operatives), drug craftspeople, and financial handlers who coordinate bribes and money flow. Those who climb high enough face expectations of professionalism, and the upper ranks are referred to as family: the people you die for. Beautiful, sociable party people serve as the public face, making customers feel special while drawing them into dependency.
Public Agenda
The Hazers exist to provide forbidden entertainment where it is most forbidden. Their mission is to run underground parties, distribute addictive drugs, and offer guided death experiences through the Mortis Amaranthine in settlements where strict laws create the highest demand. Every substance they offer is designed to create dependency, every party is designed to recruit new customers, and every guided death trip carries the risk of a fractured psyche. The Hazers thrive on the gap between what people are told they cannot have and what they are willing to pay for.
History
The Hazers established themselves within the Vices and Violence pillar of the Black Market as underground party promoters and drug dealers who thrive specifically in settlements with strict laws. They recognized that prohibition is their most effective advertisement: the more a settlement forbids something, the more its residents will pay for access to it.
The organization grew into one of the most profitable Black Market groups by combining entertainment, addiction, and exclusivity. Their offerings expanded beyond conventional drugs to include guided Mortis Amaranthine death experiences, where customers use specialized substances to enter the realm of the dead for recreational purposes. These trips can leave psyches fractured, but the addictive nature of the drugs ensures customers return regardless. The Hazers' business model is built on dependency: customers burn out over time as addiction spirals, but there are always new clients to replace them.
The organization grew into one of the most profitable Black Market groups by combining entertainment, addiction, and exclusivity. Their offerings expanded beyond conventional drugs to include guided Mortis Amaranthine death experiences, where customers use specialized substances to enter the realm of the dead for recreational purposes. These trips can leave psyches fractured, but the addictive nature of the drugs ensures customers return regardless. The Hazers' business model is built on dependency: customers burn out over time as addiction spirals, but there are always new clients to replace them.
Underground party promoters and drug dealers thriving where laws are strictest. All products addictive by design; Mortis death trips available at premium.
