TBNES1: Scraps and Slaves

thomas.berubeg

Wandering the World
Joined
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Messages
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Location
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TBNES1: Scraps and Slaves

siege_refugees.jpg

Introduction: Hi all, my name is Thomas, and I'm sure most of ya'll know me at least a little bit. I, unfortunately, recently became single :(, and have practically no job this summer, and so have found myself with alot more time than I know to do with. As such, I decided to run a NES, mostly to see if I could. I'll hopefully see this through the summer, and if possible, into Next Year.

Before I start, there are a number of people I need to thank, mostly EQandcivfanatic, from which much of the rules have been simply and shamelessly stolen. I also have to thank Nutranurse, who helped my very much finagle these rules into something workable in this setting. Additionally, all the folks over at #NESchat were a great help.

With that little bit of Introduction out of the way, I'd like to welcome you to Scraps and Slaves, a tale of death, destruction, snow, slavery, and swords.

The World:
Spoiler Background :

A week ago, Everything was simple. Everything worked perfectly. All the petty, little lives moved without so much as a thought that things could change. But Change they did. At midnight, Greenwich time, a blinding flash was seen by every thing with a nervous system, and a momentary excruciating pain was felt by them all. And in that moment, the laws of physics went mad. Every electrical device stopped working, all explosions stopped happening: In short, modern life was finished, thrown into disarray by something logic could not explain.

It is in this world that some have started to try to eck out a living. You lead one such group. Welcome.


Just because we've started, don't be afraid to join: There's still plenty of room in the British Isles.
 
Faction Name:
Faction Trait: Isolationist, Religious, Scavenger, Barbaric, Expansionist,
Starting Location: Anywhere within the confines of The Map
Leader Name/Type: (Government style/story based)
Leader Trait: Charismatic, Lucky, Fearsome, Noble
Capital Type: Castle, Village, Urban Ruin, Cave Network, Nomadic Encampent, Natural Port.
Background: Story

Spoiler :

Faction Traits:
Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait for the NES.

Isolationist: Reduced faction appeal to immigrants and refugees
Scavenger: Better at gathering scrap or finding goodies.
Expansionist: Non-capitol outposts’ populations grow at a faster rate, troops are stronger when attacking another outpost.
Religious: Outside events have little effect on loyalty.
Barbaric: lets just say that food will rarely be an issue for your people

Leader Traits:
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.

Charismatic: Increases available effort
Fearsome: Does hefty amounts of damage when in combat
Pragmatic: Reduced Loyalty changes.
Noble: Improves diplomacy with NPC factions
Lucky: Helps a little bit with everything

Capital Type:
Your Capital type is generally a product of the origin story for your faction. This means that a certain type of capital will provide a bonus, dependent on your background story and capital type.

Castle: Highly defensible, the available food production is highly variable, and dependant on location. The best kept castles, and so the most defensible will generally be within cities, with little food production. (available fields: Rural Castle: 4 fields. Urban Castles: 2
Village: Villages are the largest settlements that really have a chance to survive unscathed through the change. Many are fairly self sufficient, and have some fields with which to produce food. (available fields: 5)
Urban Ruin: These settlements are built in the depths of the ruins of the Old Cities, and as such, while a great source of scrap, are not good food producers (Available Fields: 3)
Cave Network: Highly defensible Caves are Ideal hiding holes, but not the best food locations: As such, caves are Nigh impregnable, but have an awful food production capability (Available fields:1)
Nomadic Encampment: Not an actual settlement per say, but your entire population moves where you decide it does, within reason. You Likely have very little food production, unless I am very nice to you, so will likely have to depend on others, be it via trade or more unsavory methods. (Available fields: 0)


You May place your faction Anywhere within the British Isles.
 
The Rules:
Spoiler Sample Faction Stats :

St. Paul's
Bishop Dean (Noble)/ Thomas.Berubeg
Faction Trait: Religious
Spoiler Settlements :

Capital = St. Paul's Cathedral (Urban Ruins)
Population: 207 Free, 3 slaves
Fields:
2 Grassland
1 Marsh

Food Produced: 440
Food Stocks:
Loyalty: 100%
Scrap Parts: 500
Military Equipment: 100 bows, 125 melee, 3 suits of Armor, 6 untrained horses.



Spoiler Rules :


Population and Slaves:

Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of the NES. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.

Unlike previous NESes, the Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is.

Slaves tend to stay with the faction they are at, though not necessarily happily, simply because it's much safer there than out in the wild. (However, should slaves have the opportunity, some may escape.)

Food and Fields:

Food is arguable the most important aspect of the game, as your people cannot survive without food. Food is consumed in a ratio of 1 food: 1 population every turn. As such, the food stocks start off with will not last long. That is why there is a number of ways to produce food. Ever settlement has a base number of Fields associated to it. A Field is not necessarily an agricultural field, though generally will be, but merely a means to represent the amount of food a settlement can produce. (Can be a pasture, or fishery, or an actual farm field. Each field will have a terrain associated with it, and the amount of food produced will vary accordingly.

Terrain:
Grassland: 50 Spring 100 Summer 150 Autumn, 0 Winter
Coast: 45 Spring 95 Summer 145 Autumn, 0 Winter
Forests/Marsh: 40 Spring 90 Summer 140 Autumn, 0 Winter
Hills: 35 Spring 85 Summer 135 Autumn, 0 Winter
Mountains: 30 Spring 50 Summer 130 Autumn, 0 Winter

Should you run out of food, your population will starve, people will leave you, and your loyalty will fall. Heavily.

Military and Training:

These are the types of weapons that you can use or produce throughout the course of the opening NES. There are some others not listed here which you can eventually discover, and with time, produce for yourself. You can produce most of these using some of the scrap parts, which can be a very expensive, but rewarding enterprise. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool.


Loyalty

The Loyalty of your population is loyalty towards the faction, not towards the ruler. A catastrophically low Loyalty number will result in civil war or even complete collapse if the ruler dies. Higher loyalty numbers make your soldiers more dedicated in combat and allow for a smoother transfer of power should your leader ever die. If your leader stays alive for a good long time, but has a low loyalty, people may "vote with their feet" by migrating to other factions or simply avoiding joining your faction in the first place.

Exploration and Scavenging

As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. By sending out scouting parties you can locate promising ruins which could work well as a outpost or community. You could also find nice bits of salvage or caches of food. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some weapons to help them out. To Explore to Scavenge simply say in orders "Send __ people to Explore and/or Scavenge in _____ spot.

Outposts and Expansion

In this NES there is no "blobbing" across the map like giant amoebas. Instead, the civilizations of the post-apocalyptic future begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. You can create outposts in one of two ways. If you know, based on independent research (i.e. Google Maps) that there's something worth claiming near your current position, go for it. You could also send out exploratory parties, and I will mention places of interest that you could colonize. Ultimately you will have to send part of your population to establish the new base, and hopefully they will reach their objective. There's always the chance they will be hit by raiders on the way, so once again, make sure they have weapons. Remember, it's not a proper settlement if there's no one living there.


Sending Orders:
Every turn, to do actions, you must send me orders. (This will be done via Email at thomasberubegNES@gmail.com) Orders MUST be in the format for me to count them. They must have the TURN NUMBER and YOUR FACTION'S NAME in the title.
Next must come your current stats.
Only after that can your actions for the turn come in. Remember to be rather specific, but also keep in mind that your people also need to be at work getting food in. if you send your entire population out fighting, they wont be able to harvest the crops, and they will just rot in the fields. If you try to do too much, all of your actions will be much less effective.

 
Stats:


Order of the Steel
The Council (Charismatic)/ Merciary
Faction Trait: Scavenger
Spoiler Settlements :

Capital = Birmingham (Urban Ruins)
Population: 210
Fields:
3 Grassland

Food Produced: 150
Food Stocks: 100
Loyalty: 50%
Scrap Parts: 50
Military Equipment: 130 melee, 2 Bows.
Background
Spoiler :

As the world feel into darkness the world went mad and Birmingham was no different. The city burned figuratively and in several cases literally as people awoke to the end of the modern world. Riots and looting was everywhere and all forms of order collapse, replaced with chaos. After a great deal of time a coalition of mainly the remains of the police and factory workers along with a few other influential members of the old world slowly began to organize themselves and called themselves the Order of the Steel, after both the locations of their founding and their means. They did whatever they had to, to bring back order. These were known as the Bloody Days and no one speaks of them other than that they happened and none punished for what they had to do for the Greater Good. After the hard fought Bloody Days a council mainly made of those who showed a great capacity to lead in this new world as well as a few leaders of the Old World who still had use for this new one. This new Order promised to bring the birth of a new world out of the corpse of the Old World, a World of Steel.


The Remnants
Prince William (Charismatic)/ Kal'thazar
Faction Trait: Expansionist
Spoiler Settlements :

Capital = Balmoral Castle (Rural castle)
Population: 200
Fields:
2 Grassland
2 Hills

Food Produced: 170
Food Stocks: 100
Loyalty: 65%
Scrap Parts: 10
Military Equipment: 4 Suits of Armor, 180 Q-Melee
Background
Spoiler :

A week ago the world turned to dust. The Royal Family of the United Kingdom was relocated to various locations, the newly wed Prince William and his wife Catherine were relocated to Balmoral Castle in Scotland.

Alongside the Royal Couple a core of Statesmen/Bureaucrats was provided, as well as a doctor and a pair of nurses. Most importantly a loyal contingent of Guards was provided. In the wake of the change Balmoral Castle turned into an ideal refuge, a worked estate it contained over Twenty Thousand hectares of managed estate including grouse moors, forestry and farmland, as well as managed herds of deer, Highland cattle and ponies. The Dee river prior to the change had been a popular spot for Salmon fishing as they made their journey to their breeding grounds. Finally a whisky distillery exists on the estate.

Seven Miles to the West is the small village of Braemar, a small village (less than 900 people pre-Change), the poor highland soil make farming difficult, sheep and cattle are more efficient. Eight Miles to the East is the larger village of Ballater (About 1400 people pre-Change). The land here is relatively better, allowing more intensive farming. However, it remains to be seen how these villages will fair in the weeks, seasons and years following the change. More importantly, how will the people adjust to their new lifestyles (Ballater Golf course is RIGHT out!)? Will a wave of looters and desperately starving people make their way to this idyllic location?



Novus Terram
King Roderick Carmine (Pragmatic )/ Dreadnought
Faction Trait: Expansionist
Spoiler Settlements :

Capital = Colchester Castle (Urban castle)
Population: 130
Fields:
2 Grassland

Food Produced: 100
Food Stocks: 130
Loyalty: 50%
Scrap Parts: 130
Military Equipment: 130 L-melee, 5 Q-Melee
Background
Spoiler :




The Droogs
Alex McDowell (Fearsome )/ SKILORD
Faction Trait: Scavenger
Spoiler Settlements :

Capital = Liverpool (Urban Ruin)
Population: 180
Fields:
1 Grassland
1 Hill
1 Marsh

Food Produced: 120
Food Stocks: 130
Loyalty: 50%
Scrap Parts: 210
Military Equipment: 130 L-melee
Background
Spoiler :

Oi! When the bloody mess hit the fan we were ready my droogs. We'd been ready for quite some time.

Now, perhaps it's time for a bit o' the ole ultraviolence.

:sinister:


Royal Windsor
John Ridgely MP and Queen Elizabeth II (Noble )/ Ekolite
Faction Trait: Expansionist
Spoiler Settlements :

Capital = Windsor Castle (Urban Castle)
Population: 135
Fields:
2 Grassland

Food Produced: 100
Food Stocks: 130
Loyalty: 75%
Scrap Parts: 210
Military Equipment: 50 L-melee, 50 Q-Melee
Background
Spoiler :

A year ago the world turned to dust. The Royal Family of the United Kingdom was relocated to various locations, and although extremely reluctant to leave London at first, the Queen eventually agreed after much insistence to relocate to her weekend home of Windsor Castle. The people of Windsor quickly rallied around her, and the castle itself is being used to store food and provisions, and when necessary, shelter the people from attack.


The Wisdom Guild
Dr. Nicola Ridge (Noble )/ erez87
Faction Trait: Scavenger
Spoiler Settlements :

Capital = UCL (Urban Castle)
Population: 150
Fields:
2 Grassland

Food Produced: 100
Food Stocks: 130
Loyalty: 60%
Scrap Parts: 200
Military Equipment: 100 L-melee, 10 Q-Melee
Background
Spoiler :

The disaster was truly a shock to handle. Yet things were quickly becoming more obvious as time passed on. Many died all around in London but among them an interesting group of doctors, scientists and students succeeded to survive by working together and fortifying in the university of London. Their aim was simply an ideology to maintain knowledge, later the idea expanded to maintain life as well and now the wisdom guild operates across the whole university in order to keep records and maintain everything.


The Queen of Watering Place
Norman Cookie (Pragmatic)/ Boundless
Faction Trait: Scavenger
Spoiler Settlements :

Capital = Brighton (Rural Castle)
Population: 130
Fields:
3 Grassland
1 Hill

Food Produced: 150
Food Stocks: 130
Loyalty: 45%
Scrap Parts: 100
Military Equipment: 100 L-melee, 1 Q-Melee
Background
Spoiler :




Speeton
Louis Rogerson (Lucky)/ Abaddon
Faction Trait: Scavenger
Spoiler Settlements :

Capital = Speeton (Village)
Population: 100
Fields:
3 Grassland
2 Hill

Food Produced: 185
Food Stocks: 130
Loyalty: 50%
Scrap Parts: 30
Military Equipment: 110 L-melee, 3 Q-Melee
Background
Spoiler :

I am King of Manor Farm.. with an elected council of 12 elders. I have a vote counting for 5, they all have a single vote.


Order of the Bright Star
The Great Prophet Harris Culmer (Charismatic )/ Tecknojock
Faction Trait: Religious
Spoiler Settlements :

Capital = Ripon Cathedral (Rural Castle)
Population: 120
Fields:
2 Grassland
2 Forest

Food Produced: 180
Food Stocks: 130
Loyalty: 70%
Scrap Parts: 210
Military Equipment: 100 L-melee, 5 Q-Melee
Background
Spoiler :

The Order of the Bright star, lead by the Great Prophet Harris Culmer, had predicted that a cataclysmic event would occur in the spring of 2011. With the event happened, and his prediction held true against all odds, Harris Culmer managed to amass a substantial group of followers who took shelter from the chaos inside the Ripon Cathedral. The order believes that this cataclysm was not the end of the world, but rather a chance to begin it anew. The order is the sole light of redemption in this new world.


Bluestar Commune
Yolanda Liliana Royale (Fearsome )/ Nutranurse
Faction Trait: Expansionist
Spoiler Settlements :

Capital = Lancaster (Urban Ruin)
Population: 120
Fields:
2 Grassland
1 Forest

Food Produced: 140
Food Stocks: 130
Loyalty: 70%
Scrap Parts: 210
Military Equipment: 100 L-melee, 5 Q-Melee
Background
Spoiler :

Yolanda was one of the last people to join the Bluestar Commune, a once peaceful faction living near the ruins of Lancaster. With her came a band of rough men whose loyalty to Yolanda was as absolute as their violent natures. Many suspected that only ill could come of Yolanda's appearance and their suspicions were proved right when Yolanda and her gang usurped the leadership of the commune from the old, but respected Patrick Thelwell. Some of Thelwell's most loyal supports fought back, but were quickly defeated and stripped of their freedom becoming slaves. The rest of the commune was cowed into submission and Yolanda continues to rule with an iron fist.



Glasgow Neds
Hoachie Chid (Lucky)/ Immaculate
Faction Trait: Barbaric
Spoiler Settlements :

Capital = Glasgow (Urban Ruin)
Population: 150
Fields:
2 Grassland
1 Forest

Food Produced: 140
Food Stocks: 130
Loyalty: 50%
Scrap Parts: 210
Military Equipment: 100 L-melee, 5 Q-Melee
Background
Spoiler :


 
Well here's to your first NES

Faction Name: Order of the Steel
Faction Trait:Scavenger
Starting Location: Birmingham
Leader Name/Type: A council of the more important members of the Old World along with those who distinguished during the Fall (think tribal council), name: The Council (I know real original I'll try to think of something better)
Leader Trait: Charismatic
Capital Type: Urban Ruin
Background: As the world fell into darkness the world went mad and Birmingham was no different. The city burned figuratively and in several cases literally as people awoke to the end of the modern world. Riots and looting was everywhere and all forms of order collapse, replaced with chaos. After a great deal of time a coalition of mainly the remains of the police and factory workers along with a few other influential members of the old world slowly began to organize themselves and called themselves the Order of the Steel, after both the locations of their founding and their means. They did whatever they had to, to bring back order. These were known as the Bloody Days and no one speaks of them other than that they happened and none punished for what they had to do for the Greater Good. After the hard fought Bloody Days a council mainly made of those who showed a great capacity to lead in this new world as well as a few leaders of the Old World who still had use for this new one. This new Order promised to bring the birth of a new world out of the corpse of the Old World, a World of Steel.
 
Faction Name: Druids of the Holy Well?
Faction Trait: Religious
Starting Location: Somewhere rural
Leader Name/Type: TBA
Leader Trait: Noble, perhaps
Capital Type: Nomadic Encampment
Background: TBA

Will edit this over time.
 
Faction Name: Bluestar Commune
Faction Trait: Expansionist
Starting Location: Lancaster
Leader Name/Type: Yolanda Liliana Royale/Despotism
Leader Trait: Fearsome
Capital Type: Urban Ruin
Background:

Yolanda was one of the last people to join the Bluestar Commune, a once peaceful faction living near the ruins of Lancaster. With her came a band of rough men whose loyalty to Yolanda was as absolute as their violent natures. Many suspected that only ill could come of Yolanda's appearance and their suspicions were proved right when Yolanda and her gang usurped the leadership of the commune from the old, but respected Patrick Thelwell. Some of Thelwell's most loyal supports fought back, but were quickly defeated and stripped of their freedom becoming slaves. The rest of the commune was cowed into submission and Yolanda continues to rule with an iron fist.
 
Claiming glasgow


The age-old question remains... are NEDs barbarians or scavengers?







Our drink of choice is [URL="http://en.wikipedia.org/wiki/Buckfast_Tonic_Wine"]BUCKFAST!!!!


357454764_8bbdf4082b.jpg
buckfast-finish41.jpg

Spoiler the drink of choice! :

In Scotland, Buckfast is associated with drinkers who are prone to committing anti-social behaviour when drunk, especially drinkers under 18 years old. Its high strength (15% ABV/14.8% in the Republic of Ireland), relatively low price and sweetness are characteristics that are thought to appeal to underage drinkers. The drink also has a very high caffeine content, with each 750ml bottle containing the equivalent of eight cans of cola.

Several Scottish politicians and social activists have singled out Buckfast Tonic Wine as being particularly responsible for crime, disorder, and general social deprivation in these communities. Although Buckfast accounts for only 0.5% of alcohol sales in Scotland, the figure is markedly higher in Lanarkshire. Helen Liddell, former Secretary of State for Scotland, called for the wine to be banned. In 2005 Scottish Justice Minister, Cathy Jamieson MSP, suggested that retailers should stop selling the wine. On a subsequent visit to Auchinleck within her constituency, she was greeted by teenagers chanting, "Don't ban Buckie". Jamieson then received correspondences from lawyers acting for Buckfast distributors, J Chandler & Co., in Andover. A further consequence was that Buckfast sales increased substantially in the months following Jamieson's comments.

In September 2006, Andy Kerr, the Scottish Executive's Health Minister described the drink as "an irresponsible drink in its own right" and a contributor to anti-social behaviour. The distributors denied the claims and accused him of showing "bad manners" and a "complete lack of judgement" regarding the drink. Kerr met with J Chandler & Co. to discuss ways of lessening Buckfast's impact on west Scotland but the talks broke up without agreement. Three months later, Jack McConnell, First Minister of Scotland stated that Buckfast had become a "a badge of pride amongst those who are involved in antisocial behaviour." In response the distributors accused the Scottish Executive of trying to avoid having to deal with the consequences of failed social policy and the actual individuals involved in antisocial behaviour by blaming it all on the drinks industry.

However in January 2010 a BBC investigation revealed that Buckfast had been mentioned in 5,638 crime reports in the Strathclyde area of Scotland from 2006–2009, equating to an average of three per day. One in 10 of those offences had been violent and 114 times in that period a Buckfast bottle was used as a weapon. A survey at a Scottish young offenders’ institution showed of the 117 people who drank alcohol before committing their crimes, 43 percent said they had drunk Buckfast. In another study of litter around a typical council estate in Scotland, 35 percent of the items identified as rubbish were Buckfast bottles

The monks of Buckfast Abbey and their distribution partners strenuously deny that their product is particularly harmful, saying that it is responsibly and legally enjoyed by the great majority of purchasers. They also point out that the areas identified with its acute misuse have been economically deprived for decades and Buckfast represents less than one percent of the total alcohol sales in these places - actual figure 0.58% of alcohol sales.
[/URL]

Spoiler boring stuff :

Faction Name: Glasgow Neds
Faction Trait: Barbaric
Starting Location: Glasgow
Leader Name/Type: Hoachie Chid/ Despotism
Leader Trait: Lucky
Capital Type: Urban Ruin (Glasgow- apt description really)
 
thanks :)

I'll start putting stats in when I get complete things (leader names and types, and the like)
 
Faction Name: The Remnants
Faction Trait: Expansionist
Starting Location: Balmoral Castle
Leader Name/Type: Prince William / Constitutional Monarch
Leader Trait: Charismatic
Capital Type: Castle
Background: A week ago the world turned to dust. The Royal Family of the United Kingdom was relocated to various locations, the newly wed Prince William and his wife Catherine were relocated to Balmoral Castle in Scotland.

Alongside the Royal Couple a core of Statesmen/Bureaucrats was provided, as well as a doctor and a pair of nurses. Most importantly a loyal contingent of Guards was provided. In the wake of the change Balmoral Castle turned into an ideal refuge, a worked estate it contained over Twenty Thousand hectares of managed estate including grouse moors, forestry and farmland, as well as managed herds of deer, Highland cattle and ponies. The Dee river prior to the change had been a popular spot for Salmon fishing as they made their journey to their breeding grounds. Finally a whisky distillery exists on the estate.

Seven Miles to the West is the small village of Braemar, a small village (less than 900 people pre-Change), the poor highland soil make farming difficult, sheep and cattle are more efficient. Eight Miles to the East is the larger village of Ballater (About 1400 people pre-Change). The land here is relatively better, allowing more intensive farming. However, it remains to be seen how these villages will fair in the weeks, seasons and years following the change. More importantly, how will the people adjust to their new lifestyles (Ballater Golf course is RIGHT out!)? Will a wave of looters and desperately starving people make their way to this idyllic location?
 
Actually: Changed my mind: Stats will be released after update 0. If possible, I'd like to start this Thursday.

I'll be accepting players indefinitely.
 
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