Icerust

CANDYLAND VEHICLE DESIGN

Gilded Pumpkin Carriage
VIP transport vehicle
(variant of the 'Absinthe Sparkle' escort trike)
Chassis Trike
Body Mini car frame
Engine “Magpie”
Addons: Killswitch, Heated interior, Spikes
Covered in spiked and twisted barbed ironworks shaped to appear as crawling vines, the carriage is a bulbous ode to the Cinderella story of old. Its interior is cushioned and heated, suitable for the VIP of Candyland. The Gilded Pumpkin carriage serves as a transport vehicle for the Candyland clouts, Candyman and his lieutenants or to transport prized goods across the wastes.

Gingersnap Kisses
interceptor snowmobile
(new vehicle design)
Chassis Monotrack bike
Body Open bike frame
Engine “Rocknrolla”
Addons: Spar torpedo, Warscythe
Small Arms: Lance Charge (x2)
The first offensive vehicle developed by Candyland, the Gingersnap Kiss are interceptor snowmobiles designed to engage and destroy the vehicle of the Check Mates highwaymen with bristling explosive spears ready to be thrown and massive war-scythes mounted on the fore of the vehicle like some hybrid between scimitars and the antlers of a buck.
 
Last edited:
Mommaz Boyz Orders for Turn 9

Glory:
  • Spend 1 glory for 200 junk at Candy Heart Grove.
  • Spend 1 glory on 100 proles for Candy Heart Grove.
Buildings and Vehicles:
  • Build a smilo joint at Frosted Palace
  • Build a protein pool at Frosted Palace
  • Build 1 'Gingersnap Kiss' interceptor snowmobile at Frosted Palace
  • Build 1 'Gilded Pumpkin Carriage' VIP transport at Frosted Palace
  • Build 1 sentry tower at Candy Heart Grove
  • Build 1 bunker at Candy Heart Grove
Resource Gathering- Frosted Palace:
  • 271 labor on grub collection.
  • Make 15 plush with 15 expertise and 150 food.
Resource Gathering- Candy Heart Grove:
  • 100 labor on grub collection
  • 53 labor on junk collection
Recruit:
  • Promote 2 jacks to clouts at Frosted palace.
Quest:
  • Spend 10 labor and 7 expertise and 1 finesse on 'Mommaz Boyz no more'.
Combat Tactics
  • No changes.
Vehicle Design
  • New Design: "Gingersnap Kisses" interceptor snowmobile (1 finesse)
  • Design Variant: "Gilded Pumpkin Carriage" VIP transport vehicle (1 expertise, from Candyheart Grove)
Exploration and Deployments
  • John the Fisherman (commanding 1 puffy paw) will set out scouting, focusing on finding a path north-east from CandyHeart Grove.
  • Electric Auntie Sam (commanding 1 puffy paw) will set out scouting, focusing on finding a path north-east from Frosted Palace. We will find deposits!
  • Fireman Pierce will command the rest of our vehicles in a defensive operation at CandyHeart Grove.
 
Last edited:
Two new GM's announcements:

1. @Shirogane will be departing from the game due to IRL business. Huge thanks to him for participating, and hope to see him back some day.

2. Lurkers and candidate players: if you'd like to join the game, but don't want to spend a few turns quietly building up from the scratch, the following ex-player factions are up for the taking.
You can choose to rebrand them (I'd like some thematic continuance, though) and pick a new leader for them. Or you may ask me to rebrand them for you.
  • The Speed Freaks
  • The Motors Parliament
  • Restless Spirits
  • The Addlebrained Alcoholics
 
Mid-Apocalypse Chaos Carnival Turn 9 Orders
Building:
  • Sentry Tower: (100 Labor, 1 expertise, 100 junk)
Labor:
  • 6 Labor on 6 food.
  • 40 labor on 160 junk.

Finesse:
  • 1 Finesse on quest
Vehicle:
  • 1 Cargo Buggs: 51 labor, 1 expertise, 8 grubb, 37 junk, 20 guzz.
 
Mikeland - Turn 8 Orders - Final

Gathering & Conversion
Spend 2 glory to recruit 200 proles to Popsicle Junction
Spend 100 labor gathering grub in Popsicle Junction
Spend 100 labor gathering junk in Popsicle Junction
Spend 21 labor gathering guzz in Popsicle Junction
Spend 336 labor gathering grub in Mikeville-Upon-Bestie
Spend 100 labor gathering junk in Mikeville-Upon-Bestie
Spend 100 labor gathering guzz in Mikeville-Upon-Bestie

Construction, Promotion, and Doctrine

Quest

Spend 170 labor, 1 finesse on "Tramp Market'

Exploration
Capt. Molly takes a Killer armed transports and a More Killer exploration buggy to explore further North.
Unlucky Larry takes two Killer armed transports and a More Killer exploration buggy and explores further South.
 
(FINALIZED)

Republic of Sinclair
Orders 8

In St. Clair:
Human Resources:

Use 1 Finesse to create a new Commander: "Offset Jaw." He'll be in charge of the Watch while Eugenia is out.
Captain-Defender Eugenia will lead an expedition west-south-west, taking 3 Guardians, in search of whatever we can find.

Production:


89 Labor on producing 213 Grub: 89 x 2.4 = 213.6

Building:

Build and crew 2 "Guardians": 270 Labor, 8 Expertise, 20 Grub, 168 Junk, 100 Guzz.
Build a "Waste kitchen": 80 Labor, 1 Expertise, 30 Grub, 100 Junk.

Captain-Defender’s challenge: Church of Holy Corolla
The warlords of the early Icerust were vicious, extravagant madmen and crazy women, despising everything mediocre. In a way, Captain-Defender St. Clair grew to match their outstanding, bigger-than-life personalities, but that brutal life in the fighting arenas also taught her to respect and even savior simple, happy life, in which even mediocrity is allowed to survive. The ultimate symbol of such long lost, comfortable living was the Corolla, a car that even the most average person in the World of Autumn could once own and drive. With the Republic of Sinclair starting to come to its prime, many of its statesmen and -women started to suggest that, perhaps, the worship of the Holy Corolla could become a spiritual spine of the young nation, attracting pilgrims to the capital and accumulating their donations of old world novelties and gasoline.
(Investment: Labor: 0/100, Expertise: 0/12, Finesse: 0/2, Award: +2d10 Fuel, +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Invest 100 Labor, 5 Expertise, 1 Finesse into this project.
 
Icerust - Update 9
Long Winter Y100.M10: Thick Skin, Thin Ice



Order Implacable
The Order Implacable went through its first expansion in the midst of the freezing Icerust autumn, outfitting an expedition to the recently discovered airport ruins of Luminum Nest, where the monastic colonists founded a permanent roadhub. The townlet’s foundation myth stated that that was the place where the legendary Sir (or Dame) Ducati sacrificed their life in a battle with the hated Cheese Martians, although Dame Schwinn and her crewmen knew that this was just an inspirational lie. Still, the roadhub was named St. Ducati’s Passing in the Order’s past leader’s name, and it immediately attracted gifts of food from the local pilgrims to the location. While the colony was still under construction, the heart of the Order was booming with activity. Hunting and scrap gathering expeditions swarmed Hammerhill approaches, aiming to support the significantly depopulated Hammertown. In the meantime, this depopulation opened several avenues of social advancement for many settlers, and some hard workers were elevated to the status of overmen, and two successful experts were granted a place in the Order’s high hierarchy. One of these new clerics was tasked with remotely keeping the books for Sir Ducati’s Passing’s needs and gains, while the other one, a hardy survivor and repentant mercenary with bad conscience known as Outlander Subaru, was promoted to a status of the Order’s Master-of-Vehiclery. With him, he brought not only the expertise of navigating the Icerust wasteland outside of the Old Milwaukee ruins, but also contacts with a network of roving survivors, who informed him that the Implacables’ expansion was not left unnoticed by the surrounding Highwaymen, with the Cheese Martians particularly itching for another battle.
(Hammertown: -42 Grub, -147 Junk, +47 Guzz, -8 Plush, -303 Proles, -1 Jacks, +2 Clouts)
(Sir Ducati’s Passing: +200 Grub, +100 Junk, +77 Guzz, +300 Proles, +2 Jacks, +1 Roadhub in Luminum Nest)
(Order Implacable: -1 Glory, +1 Notoriety, +1 Commander (Outlander Subaru (Ruse: 2, Tactics: 1, Spirit: 1))

Grand Master’s challenge: Carapace armor (Completed)
Inspired by their recent victory over the vicious Cheese Martians and successful expansion, the Order’s leadership finally turned with all seriousness to the individual personal armor experiments done by Hammertown’s blacksmiths. After Bishop Lamborghini blessed it as a tribute to the memory of Sir Ducati, dozens of people volunteered both as the apprentices and testers of the newly produced metal suits of armor. After some experimentation, a clunky, lobster-like design was chosen for the (relatively) standardized full-body armor of elite Implacable warriors, and these suits were also enhanced with animal furs on the inside to help the Order’s warriors handle the freezing Icerust winter. (Investment: Labor 100/100, Expertise: 8/8, Finesse: 2/2, Award: new Small Arms available only to Order Implacable in the Small Arms list, +1 Glory)

Grand Master’s challenge: Church of St. Ducati
Carapace armor aside, the martyrdom of Sir (or was she a Dame?) Ducati did leave a deep scar in the popular psyche of the poor fellows of the Order Implacable. Over time, many people started secretly or openly honoring them in their daily prayers like a deity of some sorts. Eventually, it was suggested to Bishop Lamborghini that his past brother or sister in faith must be honored with a proper church built in their name. This, they hoped, could truly bind the Order together in a proper religion of stern martyrdom and stoicism, granting it plenty of spiritual authority (albeit, at the cost of spiting the local Highwaymen). (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Ogayori Clan
The Ogayori Clan continued developing rather uniquely, as its vehicle fleet remained rather small and humble, while its automotive industry expanded to be the most advanced in civilized Icerust. An impressive armor plant was built in the center of Utsukushī Shima, complete with a casting mortar, welding and smoldering workshop, and a rivet-producing production line. The Clan Head’s rare critics pointed out that all of that impressive industry was just a drain on resources if it was left unused by the vehicle manufacturers, but these talks mostly started and died in the private areas of the newly constructed izakaya bar, where the cheapest cold sake could be enjoyed sometimes even by the poorest of mechanics. Outside of the plant- and tavern-building project, the Clan continued enjoying quiet prosperity, as the fishing and scrap gathering operations went uninterrupted, and more settlers were attracted by Ogayori Denji’s growing authority in the Old Detroit ruins. Unfortunately, with them they brought rumors that the Funk Brothers were starting to regain confidence after the defeat of their light raid on Ryūgū-jō earlier that year, and it was only a matter of time before their peep-bikes would appear on the frozen rivershore once again.
(Ryūgū-jō: -2.8 Grub, -170 Junk, +120 Guzz, -1 Plush, +100 Proles, +1 Armor plant, +1 Smilo joint)
(Ogayori Clan: -1 Glory, +2 Notoriety)

Clan Head’s challenge: Empire of the Setting Sun (Rejected)
Angry at his advisors for even suggesting such an arrogant claim, the Great Unifier Ogayori Denji refused to consider proclaiming his clan an empire until it properly expanded. With this outburst, the idea was shelved for good.. (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Clan Head’s challenge: Komin home
The Clan’s craftsmen (known in the Ogayori dialect as komin) were recently in high demand, and it’s unlikely that their expertise would be less wanted any time soon, considering the ambitious expansion of the Clan’s heavy automotive industry. This has suggested to Ogayori Denji that, perhaps, more komin mechanics would need to be attracted to Ryūgū-jō with promises of status, comfort, and security. (Investment: Labor 0/200, Expertise: 0/2, Finesse: 0/1, Award: +1d16 Jacks (5% chance/turn), +1 Glory)

Mommaz Boyz
Despite their split identity, the Mommaz Boyz continued quickly developing into the dominant faction in all of Iowa Wasteland. In the Crib (also known to Candyman’s followers as Frosted Palace), yet another protein pool was built, and a cocktail bar was opened, known to the visitors as “Pudding Time.” This establishment symbolized a larger stratification dynamic going on among Mommaz Boyz, as more grandkids disillusioned with the family’s past course found their way to Uncle K-9’s mech shop, while the particularly ambitious mechs and technicians would desert Uncle K-9 to join the clique of Candyman’s hedonistic sycophants, eventually being elevated to the clout level, awash with freshly produced narcotic condictionaries in exchange for loyalty. Meanwhile, on the bottom of the old Crib’s society, the poor-but-honest grandkids (or stepkids, as they temporarily became known during this interregnum) continued working day and night scanning the multicolored fog of the Ruins of Five Seasons for grazing game and huntable pests. The former effort, while immensely productive, eventually started to imbalance even the surrealistic ecosystem of Old Cedar Rapids, to a degree that even the Coral of Five Seasons anomaly couldn’t recover. Meanwhile, in the young village of Candyheart Grove Candyman’s loyalists prepared for a visit from the much feared Czech Mates. A half-broken windmill was turned into a candystrip-colored sentry tower, and a bunker was constructed at the bottom of the hill, resourcefully put together out of sacks of frozen soil, damp with water and allowed to freeze solid. While these fortification efforts proceeded, the settlement’s economy started to work independently from its metropole, with bird-hunting and machinery scrap scavenging turning a humble, but welcome haul. The only distraction from this routine came up when John Fisherman visited the settlement, riding his cutie-quad and followed by his two favorite huskies. A quiet outcast, he nonetheless was the most interesting person to visit the village in years, and his visit brought together crowds of gawkers. Tasked with exploring the north-eastern approaches of Shady Grove, the man was a shade of his past self, hunted by the surreal memories of past trips through a mindbender. Yet, these proved a bonus rather than a handicap, as John Fisherman fearlessly took his vehicle across a wide, snowy ravine nobody ever dared to venture into, because its very air and ground were twisted with omnipresent anomalies. A deadpool was quickly put together by the Candyheart Grovers, who bet on how soon the man would be taken by the Oz. Yet, Fisherman kept zigzagging through the ravine with a pace and concentration of a minesweeper, eventually disappearing from the villagers’ view. To their surprise, he returned several days later, bearing a confusing map of the newly discovered highway and news of a mysterious site at its end: a vast scrapyard of agricultural equipment with fuel trucks, sitting next to pools of an abandoned water reclamation facility, filled with oil instead of clear water or ice. The place, according to John Fisherman, was rich in machine oil-like ooze that originated from an apathetic, pachyderm amphibian monster living in the reclamation pools and hypnotizing living creatures telepathically to come and drown it the pools, thus becoming its meal. While this tale worthy of Pierce the Fireman himself was still being told at the campfire of Candyheart Grove, far away in the south Electric Auntie Sam was sent by Candyman to try and scout northeast of the Ruins of Five Seasons. Unlike the tenacious John Fisherman, Auntie Sam had yet another easy ride (by the Icerust standards), rolling along the wide-open lanes of the ancient Marion road, until she approached a freshly abandoned ghost town of a once prosperous community of Russian and Ukrainian survivors, uprooted by the Highwaymen, with a plethora of food reserves, scrap yards, and fuel cisterns left behind. With these good news, Candyman’s favorite Commander returned to the Crib, where she was greeted with a miniature triumph, in which she was escorted by Candyman himself in a recently manufactured heated command vehicle that imitated a pumpkin carriage, along with a (slightly) more pragmatically looking interceptor snowmobile with antler-like warscythes, a unicorn-like spar torpedo, and a desant warrior dressed as a gingerbread man and carrying lance charges painted like lollipops. While some found this parade loony at best, others cheered it in hopes of seeing something as eerily entertaining in the future.
(The Crib: +359 Grub, +23 Junk, -50 Guzz, -2 Plush, -3 Proles, -2 Jacks, +2 Clouts, +1 Protein pool, +1 Smilo joint)
(Candyheart Grove: -109 Grub, +253 Junk, +85 Proles, +1 Sentry tower, +1 Bunker)
(Ruins of Five Seasons: -1 Fertility)
(Mommaz Boyz: +Design (“Gingersnap Kisses” Interceptor Snowmobile), +Variant (“Gilded Pumpkin Carriage” Vip Cart), +1 “Gilded Pumpkin Carriage” Vip Cart, +1 “Gingersnap Kisses” Interceptor Snowmobile, Highways discovered: Mangrinder Ravine (Expanse: 350, Openness: 120, Perils: 40), Marionette Road (Expanse: 160, Openness: 400, Perils: 250), Sites discovered: Deadpool (Population Growth: 2, Fertility: 0, Deposits: 4, Fossils: 3, Protection: 1, anomaly “Southward pachyderm”), Old Tsentrograd (Population Growth: 5, Fertility: 3, Deposits: 2, Fossils: 3, Protection: 1, no anomaly))

Stepdad’s challenge: Mommaz Boyz no more
Slowly but surely, Candyman continued remaking the Mommaz Boyz in his image. Yet, the old habits die fast, so the vast majority of the Grandma Bubblegum’s grandkids continued calling the grim cult leader their “stepdad.” (Investment: Labor: 40/60, Expertise: 17/20, Finesse: 2/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Stepdad’s challenge: Anemo-city
For the time being, Candyland was unprepared to take the battle to the famed Anemo-city of the Czech Mates, and it meant that the mercenaries’ offer was left unanswered - for now. (Investment: Glory: 0/1, “Peekaboo Puffy Paws” Cutie-Quads: 0/3, Fuel: 0/60, Plush: 0/6, Award: +1 Notoriety (one-time gain), Highwaymen base and secret Highway are revealed (The Czech Mates: Anemo-city))

Mid-Apocalypse Chaos Carnival
Shelby Carnarium continued being a rare place of quiet, simple, happy life in the Icerust wastes, despite the Chaos Carnival’s zany reputation. Ice fishing under the Mackinac bridge and metal salvage runs across Carnival Grounds supplemented the already healthy recycling economy of the small, but prosperous settlement, while the second sentry tower was built at Shelby Carnarium’s southern approach, decorated with a motley assemblance of flags and clown posters. Meanwhile, the Carnival’s car shoppe produced yet another utility buggy, expanding the transport capacity of Ringmaster Vanessas’s vehicle fleet. Rumors swirled that she was planning on building a colony in the recently discovered Rigged Valley, but Vanessa refused to reveal her plans to the Carnival’s members.
(Shelby Carnarium: +19 Grub, +107 Junk, +68 Guzz, +2 Plush, -6 Proles, +1 Sentry tower)
(Mid-Apocalypse Chaos Carnival: +1 “Cargo Bugg” Utility Vehicle)

Ringmaster’s challenge: Madhouse Circus
The program of the Madhouse Circus continued being rehearsed, and rehearsed, and rehearsed again through the month. It’s as they say, practice makes perfect! (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 3/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

The Republic of Sinclair
Regular citizens of the Republic enjoyed a fairly uneventful year, as another biofuel plant was constructed next to the protein pools, consuming the waste of the edible cricket colonies and turning it into precious car fuel and machine oil. Hunters and trappers, meanwhile, kept on roaming the Old Asiatown, hunting it for edible pests and vermin of all sizes. Meanwhile, a conscription drive for the Republican army continued, with Eugenia’s husband Offset Jaw taking to the commanding role for the raw recruits that were pressed into crewing two more corolla warcars. Yet, these were the outside ventures of the Republic’s legendary Captain-Defender that grabbed people’s attention the most. Leading a column of three “Guardians,” Eugenia St. Clair headed south-west from the ruins of the St. Clair church, navigating an Oz-distorted corridor of ancient parking lots and vacated warehouse ruins located between two wide old-world avenues. The expedition, however, turned dangerous when it bumped into a scouting patrol of a local Highwaymen gang. The very first encounter was an underpowered two-seat bike transporting fanatical warrior-monks armed with gasoline bombs made out of confiscated hard drinks. Singing a deviant version of a serenity prayer, they attempted to force Eugenia’s column to swerve into one or another anomaly by throwing their flammable cocktails on the ground ahead of the cars - a trick that worked on one of the Sinclarian warcars, miraculously not costing lives of everyone on its board, but forcing the driver to take the damaged “Guardian” back home. Yet, when the dehorn bike attempted to pull off the same trick on Eugenia’s own flagcar, she just rammed he bastards into a snow slope, where their alcohol bomb kits were thoroughly shattered, and the disarmed bikers had to eventually drive away from the battle. Yet, the worst was still ahead, as the column was ambushed by a cordon of two imitations of ancient police cars with mediocre engines and blue&white-painted car frames, outfitted with police speakerphones and carrying squads of partybusters armed with shotguns and pistols. Despite screaming something about the Eighteen Amendment from their loudspeakers, the trigger-happy prohis failed to do much damage to the Sinclarians, who were ordered by their leader to simply reverse out of the effective range of the enemy close-quarter fire. With mastery of a seasoned commander, Captain-Defender St. Clair guided her autofire teams and minigun operators to lay waste to the bumbling enemies, riddling one of their cars into a sieve in the process. The remaining vice scout car U-turned to run, and the Sinclarian column was gaining on it, but in the process the Republic’s warcars got separated by anomalies. Eventually, the Highwaymen used it to do another bootleg turn on a pursuer car and block its way once again, this time rushing it from a close distance and butchering its crew. Still in the view of Eugenia’s “Guardian,” the Highwaymen split up, manning both their remaining car and the captured Sinclarian vehicle, in hopes of getting away with that bounty. The Captain-Defender had none of it, though, pulling off a breakneck maneuver and bumping the enemy vice scout into another snowdrift. While the captured “Guardian” still got away, the man driving the last Highwayman vehicle was taken prisoner. Packed in a trunk of his own car, he was later taken back into Sinclair, where he admitted to being a member of an ascetic martial order named the Straight Edge, which had split from a failing moonshiner colony located in the west of Old Cleveland ruins. A sworn enemy of any alcoholic beverage, as well as any other form of substance that changes a person’s behavior (all the way to sugar and herbal tea), he said the Straight Edge wouldn’t allow the upstart Republic to exist in the city it aimed to purge of vice. While this interrogation was still underway, Eugenia’s lone remaining car came across a lakeshore with a giant parking lot dotted with well-preserved car skeletons with full fuel tanks, surrounding a massive ramshackle arena that had a “Fi...st Energy” logo hanging over its gates. Joyful over her discovery, the triumphant Captain-Defender returned to the celebrating capital of her beloved nation. (Sinclair: -163.4 Grub, -193 Junk, -15 Guzz, -4 Plush, -10 Proles, +1 Waste kitchen)
(The Republic of Sinclair: +1 Glory, +1 Notoriety, +1 Experience, +Commander (Offset Jaw (Ruse: 1, Tactics: 2, Spirit: 0)), +1 “Guardian” Corolla Warcar w/ Auto Fireteams, 1 “Guardian” Corolla Warcar w/ Auto Fireteams is disabled, 1 “Teetotaler” Vice Scout w/ Prohi Squad is captured, Highway discovered: Twin Avenues (Expanse: 260, Openness: 140, Perils: 60), Site discovered: Fist Energy Bowl (Population Growth: 1, Fertility: 4, Deposits: 2, Fossils: 3, Protection: 3, no anomaly))

Captain-Defender’s challenge: Church of Holy Corolla
The worship of Holy Corolla quickly spread among the Sinclarian populus, drawing crowds toward the improvised altars people made in and around the car shoppe that churned out the corolla warcars for the Republic’s vehicle fleet. Many technicians and commanders joined in adhering to that cult of comfortable mediocrity, adopting it for the needs of the people’s army in which every citizen soldier deserves at least a chance to survive. Some voices even started proposing holding regular parades of warcars through the streets, celebrating them as personifications of the ancient nation on wheels. (Investment: Labor: 100/100, Expertise: 5/12, Finesse: 1/2, Award: +2d10 Fuel, +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Mikeland
Having been depopulated by the construction of the colony on the shores of the Bestie river, Popsicle Junction became a place of feverish activity once again, as Mike invited hundreds of Icerust survivors to settle in Singing Ice in exchange for a corvee commitment on behalf of the king. Together with the old settlers, these newcomers were directed to hunt, gather materials, and scavenge for fuel in and around Popsicle Junction. Same buzz took place in the young Mikevillle-upon-Bestie colony, only with a much greater emphasis on hunting and ice fishing, as the settlement was yet to build up a proper food storage. Unfortunately, these food harvesting parties were so massive that even the rich ecosystem of the mouth of the Bestie river was overwhelmed, with a lot of local animals virtually hunted to extinction in a matter of weeks. These massive hunting parties were greeted throughout the month by Princess Molly herself twice - once on her way north and then back. The second passing of the princess was much less inspiring, however, as Molly Clever and the crew of her two buggies looked exhausted and frustrated, admitting to have driven into a puzzling Moebius road somewhere north of the Sleeping Bear dune, barely escaping it before their fuel ran out. Southward, in the meantime, Unlucky Larry led a similar expedition with much greater success. He took his two buggies past Walhalla into a wide frozen creek valley, the spring in the middle dark-brown with a trace of a distant oil spill. The source of that spill was discovered very soon, when the party reached a big ditch full of oil, with traces of several tanker trucks once being crashed there, but scavenged to a bolt since then. With the news of his discovery, the not-so-Unlucky Larry came home to brag in front of the boozy King Mike the Great.
(Popsicle Junction: +149 Grub, +401 Junk, +45 Guzz, +1 Plus, +200 Proles)
(Mikeville-upon-Bestie: +1144 Grub, +300 Junk, +100 Guzz)
(Bestie River: -2 Fertility)
(Mikeland: -1 Glory, Highway discovered: Ruby Creek (Expanse: 220, Openness: 290, Perils: 290), Site discovered: Big Black Puddle (Population Growth: 2, Fertility: 0, Deposit: 0, Fossils: 4, Protection: 2, no anomaly))

King’s challenge: Tramp market (Completed)
With tents and booths installed, King Mike’s own tramp market was finally opened for business - ironically, just around the time when Popsicle Junction was attempting to lure in more indentured servants to man its industry. (Investment: Labor: 180/180 Labor, Expertise: 4/4, Finesse: 4/4, Award: -1d10 Proles, +1d10 Grub, +1d10 Junk, +1d10 Guzz, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

King’s challenge: Dynastic tree
Mirrors don’t lie, and Mike’s own mirror had always told him he was an all-round great ruler. Yet, not everyone in his realm and beyond saw it that way, and surely he couldn’t just leave it that way. His clever daughter Molly, however, proposed a solution. She claimed that producing a proper genealogical tree could help. Her dad took it a bit too literally, though, and came to associate it with a legendary tradition of the World of Autumn, centered around a rumored Christmas tree. Thus the idea was born of growing a massive fir tree in a patch of high ground untouched by the Singing Ice glacier, with crude statuettes of Mike’s predecessors hanging from its branches, taking his bloodline all the way to the venerable Jeff of the Plumber Guy, a hero of the pre-Winter world who had several hundred subscribers on his Youtube channel (although nobody in Mikeland, including Mike himself, knew what Youtube was). (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

The Wobblies
Celebrating last month’s victory over the elusive Loopers, the Wobblies enjoyed a stream of reinforcements, as dozens of proletarians from the Windy Wasteland were attracted to Ravenswood Commune. They joined their comrades at the vast communal farms established around the potato-growing greenhouses that stretched along the town’s heating pipes, gathering the first truly significant harvest so far. Smaller teams of trappers familiar with the Old Chicagoland ruinscape ventured outside the drag, gathering fuel from the ancient car remains. Yet, this peaceful activity was only a background for a feverish preparation for class warfare fought on wheels. The IWW’s automotive industry finally was able to produce its first vehicle, the sturdy “Icebreaker” with a team of hammerers, while a garage nearby was busy with bringing the pedicab chariots captured from the Looters into a proper rideable shape. Chandra Gardener, who oversaw the training of the desant squads, also put her recent combat experience to good use, promoting a commander who knew a thing or two about maneuvering in the grid-like ruins of the Old Northside Chicago. Nicknamed the Bear of Chicago, Comrade-Commander Valentina Rodriguez was a wisened elder of the Commune and its greatest tactician, possessing a dangerous flaw of being so disparaging to her soldiers that she sometimes struggled to keep their morale and initiative high enough to keep them fighting. The most peculiar contribution to the Wobblies’ war effort by all measures, however, was a blueprint of a revolutionary vehicle presented to the IWW committee by that newly promoted leader, a visionary warmachine designer Sonam Tschering. His beloved “wheeled fortress” was essentially a lumbering heavy hauler with a heated, mobile home frame hosting a field kitchen and a mast-like observation pole on top, bristling with spikes, warscythes, and a ram, and carrying a team melee-loving Unionist fanatics. The project was tabled for now due to its sheer expensiveness, but it was added to the order of battle at least on paper, named “Comrad Tshering” after its creator (and nicknamed by the grinning technicians “Comrade Tshering’s Ego”).
(Ravenswood Commune: +261 Grub, +93 Junk, +90 Guzz, -4 Plush, +100 Proles)
(The Wobblies: -1 Glory, +1 Commander (Comrade Valentina Rodriguez (Ruse: 3, Tactics: 3, Spirit: -2)), +Design (“Comrad Tshering” Wheeled Fortress w/ Engels of War), +1 “Icebreaker” Truck w/ Hammerer Team)

Grand Foreman’s challenge: Cult of Mad Marx
The IWW leadership was busy forming the very first squadron of its vehicle fleet, so it had no time to supervise the cult of Mad Marx as an extension of the Unionist propaganda. Left to its devices, it remained merely a folk belief for now. (Investment: Labor: 0/50, Expertise: 24/24, Finesse: 0/2, Award: +1d40 Junk, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

Greylaw
The hunting expeditions dispatched by Conan the Snowflake to prowl Greyhound Den returned home with worrying reports of strange-looking booby traps left by the Highwaymen in and around the Old Ypsi ruins, suggesting that the hated Arboreals weren’t going to accept Greylaw’s very existence in and outside Ypsilanti. This prompted the risk-averse Alfa-Alfa to postpone the construction of the first exploration vehicle by yet another month; instead, he put together yet another garrison team that manned a freshly constructed bunker on the previously exposed side of Thunderbolt. Meanwhile, Conan didn’t forget about the need to turn Greylaw into a functional autarky, organizing hundreds of rookies under the supervision of tech-savvy sergeants to build a small wood-burning energy plant.
(Thunderbolt: -8 Grub, -300 Junk, +70 Guzz, +2 Plush, -10 Proles, +1 Heatcatcher, +1 Bunker)
(Greylaw: +1 Notoriety)

Alfa-Alfa’s challenge: The thin grey line
Yet again, the gang’s pragmatic Alfa-Alfa put the immediate economic and defensive needs of his warlord state ahead of the lip service to the ancient mythos of separating the good from the evil. (Investment: Labor 0/50, Expertise: 0/6, Finesse: 0/1, Award: +1d12 Jacks (5% chance/turn), +1 Glory)

Monolith of Sarkic
The Monolith of Sarkic went through its first expansion beyond its cradle in the Old Sault Ste. Marie ruins. Ahead of a convoy of four “Zealot” interceptors and one technical transporter, Klavigar Caarsvärd shuttled hundreds of workers and several overseers, along with construction materials for a roadhub, to Harmony Beach. There, a tribute of provisions from the theocracy’s vassals was already waiting for them, making sure the newly built roadhub named Dunwich Harbor had enough supplies to last it until its first protein pool could be completed. Meanwhile, back in the Cathedral the depopulated settlement procured food by hunting deer and wild dogs across the woods surrounding Still Mill, eventually coming across fresh traces of timbercutting vehicles having passed through the forest on the way to and from the Cathedral. This suggested to the Sarkics that the Iron Ridge was still plotting a revenge for its defeated raid, and upon Karcist Kane’s request a new technical transporter was manufactured in the local car shoppe just to free up the cult’s combat vehicles for the inevitable future clash.
(The Cathedral: +68.2 Grub, -640 Junk, +125 Guzz, -372 Proles, -5 Jacks)
(Dunwich Harbor: +20 Grub, +200 Junk, +370 Proles, +5 Jacks, +Roadhub in Harmony Beach, +1 Protein pool)
(Monolith of Sarkic: -2 Glory, +1 Notoriety, +1 "Proselyte-2" Technical Transporter)

Grand Karcist’s challenge: Flesh temple (Completed)
At long last, the blueprint of the first flesh temple of Yaldabaoth was completed, and with time the Cathedral, quite fittingly, might become a site of the first of such temples being constructed. (Investment: Expertise: 40/40, Finesse: 5/5, Award: new structure available only to Monolith Of Sarkic in the Building list, +1 Glory)

Grand Karcist’s challenge: Sculptors of flesh and metal (Completed)
A more comfortable living quarter for the Monolith’s craftsmen and experts was constructed in a previously underused section of Still Mill, expanding the Cathedral’s limits beyond the old factory’s area. With it, the sect’s offer to future artisans and technicians became much more solid and attractive. (Investment: Labor 50/50, Expertise:2/2, Finesse: 2/2, Award: +1d4 Jacks (10% chance/turn), +1 Glory)

Grand Karcist’s challenge: God is on the radio
The establishment of the radio tower in the Cathedral was a breakthrough for the carnal faith of Yaldabaoth. Few people across Icerust have even the most primitive radio receivers, but those who do tend to gather entire communities of survivors around themselves, not unlike the storytellers of old. This gave Grand Karcist Maxwell the idea to spread the word of the Geometer of Flesh across the radio waves, just like Yaldabaouth itself spreads its message through Maxwell’s convulsing body when the seizures hit him. The very first step of this ingenious plan was undertaken when the previously minimalistic radio program of the Monolith’s radio was enhanced with invitations for the prospect immigrants, intermixed with prayers and chants.The more practical part of work was still pending, providing the widespread communities easy enough instructions for arrival, and preparing the Cathedral to receive the new wave of initiates. (Investment: Labor 0/120, Expertise: 0/2, Finesse: 4/4, Award: +2d20 Proles (20% chance/turn), +1 Glory)

The Speed Freaks
The Speed Freaks were a rather successful, promising faction - until suddenly it wasn’t. Many people in Joe’s Pitshop were frustrated with the losses the Speed Ace allowed his followers to suffer during the famine, but then again, many people still looked up to him, swayed by Joe’s unending optimism and need for speed. Yet, when Joe One-Toe fell ill after the unsuccessful eastward journey, the mood among the Speed Freaks turned decisively sour. As Joe fell deeper into the fever-induced dementia, some people in his circle started trying to cheer up the pitstop crew with a modified version of his teachings, combining his original vehicular cult with the ancient Christian teachings into a powerful brew of Godspeed. The irony was that the prophet of Godspeed wasn’t ready to abandon her newly gained popularity when Joe started slowly getting better, and one night the Speed Ace was found dead in his room, arguably dying from a cocaine overdose. Whether a tragic accident or a result of foul play, this ended the Speed Freaks cult in its original form.
(Speed Freaks: game over)

Map:
Spoiler :




GM's notes:

- the stats and map are up to date
- the orders are due by Christmas, December 25
- Lurkers and candidate players: if you'd like to join the game, but don't want to spend a few turns quietly building up from the scratch, the following ex-player factions are up for the taking. You can choose to rebrand them (I'd like some thematic continuance, though) and pick a new leader for them. Or you may ask me to rebrand them for you.
  • The Speed Freaks
  • The Motors Parliament
  • Restless Spirits
  • The Addlebrained Alcoholics
 
Last edited:
While some found this parade loony at best, others cheered it in hopes of seeing something as eerily entertaining in the future.

CANDYLAND VEHICLE DESIGN

CandyCane Peppermint Smooch
scout and convoy escort
(variant of the 'Gingersnap Kisses' interceptor snowmobile)
Chassis Monotrack bike
Body Open bike frame
Engine “Rocknrolla”
Addons: Observation Pole
Small Arms: Crossbow (x2)
A snowmobile sprouting a massive red, white and green spiraled 'yule tube', the CandyCane Peppermint Smooch elevates a crossbow-armed lookout dressed in spiraling white, red, and green on a long swinging pole to get a better view beyond the horizon. A driver, and second crossbowman ride on the white, red, and green snowmobile (festively decorated with bows and long curling ribbon) dressed in pointed caps, green felt parkas, wide red pants, and curling boots with small bells on the toes.

Upon its launch, hundreds followed the new 'Yule Tube' scout and escort vehicle as the lookout harnessed to the top of magnificently painted pole distributed curious cane-shaped confectionaries to the 'subscribers' following below.
 
Last edited:
Ogayori Clan Turn 10
Clan Head’s challenge: Komin home

200 Labor, 2 Expertise, 1 Finesse

622 Labor
Building Order:
Build Bunker (250 labor, 200 junk,1 expertise,) Put people in when done


Production Order:
86 labor will be designated to to fishingman district (Grub)
86 labor will be designated to junkman district (Junk)


Clan Head’s challenge: Komin home
The Clan’s craftsmen (known in the Ogayori dialect as komin) were recently in high demand, and it’s unlikely that their expertise would be less wanted any time soon, considering the ambitious expansion of the Clan’s heavy automotive industry. This has suggested to Ogayori Denji that, perhaps, more komin mechanics would need to be attracted to Ryūgū-jō with promises of status, comfort, and security. (Investment: Labor 200/200, Expertise: 2/2, Finesse: 1/1, Award: +1d16 Jacks (5% chance/turn), +1 Glory)
 
Last edited:
Mommaz Boyz Orders for Turn 10

Glory:
  • No glory spent this turn
If I screwed up my math and someone is going to starve, use glory to gain grub to prevent their starvation.

Vehicle Maintenance:
  • Set vehicle maintenance- for all vehicles- to Frosted Palace
Buildings and Vehicles:
  • Goon lodge in Frosted Palace
  • 1 Gilded Pumpkin Carriage in Frosted Palace
  • 1 CandyCane Peppermint Smooch in Frosted Palace
  • 3 protein pools in Candyheart grove.
Resource Gathering- Frosted Palace:
  • 170 labor on grub
  • 4 labor on guzz
  • 120 grub and 12 expertise on 12 plush
Resource Gathering- Candy Heart Grove:
  • 100 labor on grub
  • 62 labor on junk
  • 100 labor on guzz
Transportation:
  • Our convoy will transport 250 grub and 3 jacks (in style and comfort) from Frosted Palace to Candyheart grove. Return to Frosted Palace with 53 junk and 50 guzz.
Recruit:
  • Promote a jack to a clout-commander. This will be Mr. Krinkle (2/3/-2). Much of the plush used to win his loyalty takes the form of oatmeal and raison cookies.
Quest:
  • Mommaz Boyz No More: 3 expertise and 3 finesse from Frosted Palace
  • Mommaz Boyz No More: 20 labor from Candyheart Grove
  • Dirty Pawprints Behind the Scrap Kitchens (kennels): 3 expertise from Frosted Palace. Unleash the sammies!

Vehicle Design
  • Design Variant: "CandyCane Peppermint Smooch" scout and convoy escort (1 expertise, from Frosted Palace)
Exploration and Deployments
  • John the Fisherman (commanding 1 puffy paw) scout north-east from Old Tsentrograd
  • Electric Auntie Sam (commanding 1 puffy paw) scout south-east from Old Tsentrograd
  • Fireman Pierce will command the rest of our vehicles in their convoy transportation between the two settlements.
 
Last edited:
Order Implacable

Invoke Glory for 100 additional Prole in Hammerhill

Hammer Hill
382 Prole
10 Jacks
5 clouts
Grub: 220
Junk 685
Grub need: 122 (-300 due to protein pool)

Basic RGO Operation, Hammer Hill:
Task 100 Prole to gather 420 Grub.

Building Constrction: Hammer Hill
Task 210 Proles and 1 jack to construct Speed Temple

Design Variant
Charger (Zard Variant)
Chopper
Rockenrolla
Spikes
Lance Charge
Carapace Armor

Cost: 31 labor, 1 expertise, 6 grub, 21 junk, 25 guzz

Vehicle Construction
Construct 2 units of Charger on Hammer Hill.

Devote 10 labor, 6 jacks, and 1 clout on quest.

.......................................................

Establish Convoy
Route: Hammerhill->Ducati's Passing
Task 5 zard, 1 gift giver, and 4 mule with Dame Schwinn to transport 100 unit of junk and 220 food to Ducati's Passing

.....................................................

Ducati's Passing

300 Proles
2 Jack

100 Junk
200 Grub
304 grub needed to avoid starvation

Basic RGO Operation
100 Proles spent on gathering scrap for 400 scrap

Construction
1. Construct 2 Protein pool in Ducati's Passing with 200 labor.

..............................................................

Exploration

Send outlander Honda with 3 Zard, 1 gift giver, and 1 mule north of Hammer Hill to explore.
 
Mikeville Orders for turn 10

Gathering & Conversion

Spend 1 glory to recruit 100 proles to Mikeville-Upon-Bestie
Spend 100 labor gathering grub in Popsicle Junction
Spend 100 labor gathering junk in Popsicle Junction
Spend 100 labor gathering grub in Mikeville-Upon-Bestie
Spend 55 labor gathering junk in Mikeville-Upon-Bestie


Exploration & Convoys
King Mike the Great convoys 6 jacks, 100 junk, 100 guzz from Popsicle Junction to Mikeville-Upon-Bestie and 200 grub from Mikeville-Upon-Bestie to Popsicle Junction with a Cargo-goer
Capt. Molly takes a Killer armed transports and a More Killer exploration buggy to explore further North.
Unlucky Larry takes two Killer armed transports and a More Killer exploration buggy and explores further South.

Construction, Promotion, and Doctrine
Build 1x Cargo-goer in Popsicle Junction
Build 3x Protein Pools in Mikeville-Upon-Bestie
Build 3x Scrap Chowders in Mikeville-Upon-Bestie
Promote 12 proles to jacks in Popsicle Junction

Quest

54 labor, 4 finesse on "Dynastic Tree"
 
Commissar Valentina Rodriguez, the Bear of Chicago

Ruse: +3
Tactics: +3
Spirit: -2

Commissar Valentina Rodriguez is a wisened elder of the Commune and her greatest tactician. Despite being one of the oldest living members in the Commune, she is fit as a fiddle both mentally and physically. No one wants to be on the wrong end of her baseball bat. Despite being a highly prestigious Clout, she has shown little interest in vying for political control and spends most of her time preparing battle plans and refining the strategies of the Proletariat. Her reputation precedes her and she has begun to be known by the moniker "The Bear of Chicago". When it came to leading the first expeditions of the Wobbly's new vehicular navy and to whip the crews into shape, there was simply no other choice.

Despite her clear tactical brilliance, she has a fatal flaw - she has a well earned reputation for being a hardass. Despite rigorously espousing Wobbly ideals of the power and the glory of the worker, she can come across as callous at best and outright misanthropic at worst. No Proles and Jacks under her command deny her brilliance, but their acknowledgment is extremely begrudging. Some of the more gossipy Jacks whisper rumours that, perhaps, if a fleet under her command were to degrade into a bloody and chaotic vehicular melee despite her plans to the contrary, she might lose control over her men and snatch defeat from the jaws of victory...
 
Mr. Krinkle



Hello Mr. Krinkle
How are you today?
Seems the rumors are about your team might move away
Now, me I'm sentimental
But I'm not one to cry
Say there Mr. Krinkle let's cruise the Bastard boat
Damn then sonsabitches with their gill-nets set afloat
I flip on my tele and I watch the waters die
See'mon Mr. Krinkle tell me why
Hey ho Mr. Krinkle have you heard the brand new sound
It's a cross between Jimi Hendrix
Bocephus, Cher and James Brown
It's called "Heavy Hometown"
New Wave, cold-filtered, low-calorie dry
See'mon Mr. Krinkle tell me why
Primus

Mr. Krinkle is a recent arrival to the Frosted Palace, an elder survivor with a long memory of cold winters. His white hair and beard are long and he wears a thick red parka to stave off the cold. Surviving so many long winters has not been easy and many are those who seek vengeance upon him and those he seeks vengeance upon. Indeed, he keeps their names on a long list and over the years has visited them, sneaking into their homes through windows or chimneys, and slaying them, crossing them off his list one by one... bringing them to 'naught'.

Mr. Krinkle has a respect for theater and understands only too well what the Candyman is doing at the Frosted Palace with his candy-theme, though perhaps he does not fully understand the depths of the later's depravity and sadism. Still, when the Candyman suggested that Mr. Krinkle ride a festively decorated Gilded Pumpkin done up in red and white with green bows and silver bells for a parade of the growing Candyland vehicle fleet, Mr. Krinkle was only too happy to oblige, guiding his sleigh-carriage along after the Candycane snowmobile (see above) and handing out sweets to all the children, bellowing his characteristic "Ho Ho Ho" as he did.

If Mr. Krinkle has a weakness, its for the fresh cookies baked by the Candy-stripers working at the Confectionary and he has taken to visiting the site in the middle of the night when he cannot sleep, too haunted by all the memories of those he has lost and what he has had to do to survive, to pick up the cookies they leave out for him, always saying to Candyman's helpers, how good they are to him. He even jokes of starting a second list for these helpers, for those he deems "nice".
 
Last edited:
Mid-Apocalypse Chaos Carnival Turn 10 Orders
Building: 1 scrap chowder (90 labor 140 junk, 20 guzz)
Labor: 100 labor on 100 grub
Finesse: 1 towards quest.
Grub: 30 grub towards 10 proles
 
(FINALIZED)

Republic of Sinclair
Orders 9

Concept: We must work hard this month so we can settle Fi-st Energy next month.

In St. Clair:
Human Resources:

None.

Production:


300 Labor on producing 720 Grub: 300 x 2.4 = 720
230 Labor on producing 690 Junk: 230 x 3 = 690
6 Expertise on producing 6 Plush from 60 Junk.

Building:

None.

Captain-Defender’s challenge: Church of Holy Corolla
The worship of Holy Corolla quickly spread among the Sinclarian populus, drawing crowds toward the improvised altars people made in and around the car shoppe that churned out the corolla warcars for the Republic’s vehicle fleet. Many technicians and commanders joined in adhering to that cult of comfortable mediocrity, adopting it for the needs of the people’s army in which every citizen soldier deserves at least a chance to survive. Some voices even started proposing holding regular parades of warcars through the streets, celebrating them as personifications of the ancient nation on wheels.
(Investment: Labor: 100/100, Expertise: 5/12, Finesse: 1/2, Award: +2d10 Fuel, +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Invest 7 Expertise, 1 Finesse into this project.
 
Icerust - Update 10
Long Winter Y100.M11: Tender Sugar



Greylaw
The first instance of the games of Greylaw was held in Thunderbolt in the freezing late autumn of year 100. Fun was had, bones were broken, nobody died - so, shortly speaking, everybody had a good time. This event sure was an inspiration for the rookies and engineers of the insular gang, as the rest of the time the Greylawmen and -women spent prowling Greyhound Den in search of huntable game and salvageable scrap, while the ancient Ypsilanti Automotive Heritage Museum was turned into a metal farm, with fresh scrap being hauled from its old expositions to the developing settlement. Despite remaining in relative isolation from the outside world, the city of Thunderbolt continued attracting the envious gazes of the nearby People’s Republic of Arboretum, with its “Treehugger” bike scouts being seen in the vicinity of Old Ypsilanti by the sentries.
(Thunderbolt: -43 Grub, -29 Junk, +60 Guzz, +6 Plush, +1 Metal farm)
(Greylaw: +1 Notoriety)

Alfa-Alfa’s challenge: The thin grey line
Gradually, the mythos of the thin grey line started to take root among the Greylaw, albeit its introduction went top-down, with the rookies at the bottom of the gang’s hierarchy rarely associating themselves with the custodians of cruel order. Yet, with time it could change, perhaps. (Investment: Labor 15/50, Expertise: 6/6, Finesse: 1/1, Award: +1d12 Jacks (5% chance/turn), +1 Glory)

Ogayori Clan
The freezing late autumn was a quiet time for the Ogayori Clan, as the ice thickened around the Utsukushī Shima, limiting the ice fishing to the bare minimum needed to support the settlement at its current comfortable provisioning level. Some scrap runs were held across the island and toward the opposite shore of Old Detroit proper, but they also didn’t encounter any misadventure. At home, Clan Head Ogayori Denji turned to complete isolationism in his policy, seemingly abandoning any pretence of exploring the world outside the Home Isle (at least, in the whispered words of his impatient son), while throwing all resources to fortifying Ryūgū-jō with a coastal fort. This happy isolation was broken only once by a duo of Japanese-speaking pilgrims descending from a clan that once fought against the Ogayori and since then learned about its prosperity. They arrived with gifts and sacrifices for the Red Beach memorial (a place where their own fathers were defeated by the Great Unifier, they said) and a wish to settle in Ryūgū-jō among the regular folk.
(Ryūgū-jō: -1 Grub, +346 Junk, +190 Guzz, +6 Plush, -8 Proles, +1 Bunker)

Clan Head’s challenge: Komin home (Completed)
Not wishing to escape their cosy insularity, the Ogayori Clan concentrated on attracting the world to the splendorous city of Ryūgū-jō. The artisans’ quarters were expanded and cleaned, and the criteria for the foreigners to join the komin cast have been clarified and simplified. (Investment: Labor: 200/200, Expertise: 2/2, Finesse: 1/1, Award: +4d4 Jacks (5% chance/turn), +1 Glory)

Clan Head’s challenge: Expanding Kazoku Kaikan
The Clan’s kazoku (or “the Magnificent Ones” in the language of Icerust) were an old caste of the Great Unifier’s advisers and military aristocracy that saw the Ogayori family form into a powerful and glorious entity through the chaos of the early warlord era. However, no matter how enclosed that caste had been so far, Ogayori Denji’s advisers started to realize that his Clan’s isolation depended on the ability to attract more capable and educated administrators and military professionals. Their proposal was that the Peer’s Club (or Kazoku Kaikan) was to be opened to non-Ogayori migrants who could pass the necessary literacy and leadership exams. (Investment: Labor 0/100, Expertise: 0/4, Finesse: 0/2, Award: +1d2 Clouts (10% chance/turn), +1 Glory)

Mommaz Boyz
The Mommaz Boyz cult had been a lot of things, but its transformation to Candyland had started long before its past leader, Grandma Bubblegum Ultraviolet, was torn and smashed by an Oz anomaly. Candyman, the cult’s new Stepdad (and Chief Confectioner), had started his ascension first as a producer of sweet narcotics for the old lady, and this month’s generous production of artisanal hallucinogenic edibles by his apprentices was a tribute to that vehicle of political influence (along with successful hunting and fuel salvaging runs across the Ruins of Five Seasons). The Crib (now finally acknowledged even by Grandma’s loyalists as Frosted Palace) saw a construction of the first Jawbreaker Academy, which in essence was a lodge for the Candyland’s crewmen, desant warriors, and armed goons. One of them, one Mr. Krinkle, was elevated to a position of a vehicle fleet commander, being known as an elderly, old-worlder X-mas enthusiast with homicidal habits to murder anyone who wouldn’t make his arbitrarily filled “naughty list.” Appreciative of Candyman’s extravagant theatrics, old Mr. Krinkle did join the Chief Confectioner in his end-of-month parade of newly built vehicles, one of which was Candyman’s second pumpkin-like vip cart, and the other a brand new, X-mas themed scout snowmobile designed by Mr. Krinkle himself. This display of zany vehicular creativity left Candyland’s established commander Fireman Pierce rather jealous, but the cock-and-bull storyteller had to shelve his complaints for the time being, as he had a job to do, escorting convoys to and from Candyheart Grove. These convoys ended up delivering to the young settlement much needed food and a trio of protein pool technicians, in exchange for some scrap metal and machine oil. These technicians reached Candyheart Grove just in time to lead energetic construction of new protein pools based on mice colonies. Uncle K-9’s loyalists, they also paid their respects to John Fisherman who was passing through the settlement toward another one of his daring exploration trips. A mere shadow of the man he once was, John Fisherman didn’t look too excited on his way out, having survived the surreal horrors of not one, but two mindbenders in the past. This time, he returned to Candyheart Grove and from it to Frosted Palace a much changed man, having devolved in a sort of quiet madness few souls wanted to explore by questioning his discoveries (needless to say, the assumption went that he got himself into a truly monstrous mindbender that truly set his mind going). His fellow comrade explorer, Electric Auntie Sam, yet again had a much less eventful time roving the Iowa wasteland. Instructed by Candyman to try and find the location of the famed Czech Mates’ hidden base, she ventured south-east from the ruins of Old Tsentralgrad settlement, taking a zigzagging ravine that detours around a truly impressive cluster of Oz anomalies that make the very air of Central Iowa shine with violent meteor showers. This ravine path took Auntie Sam to a freshly abandoned insular settlement, which impressive stockade fortification was manifestly broken through by a vehicular assault of light tanks. Named the Lost Nation, this fresh ruin was marked on Candyland’s maps as yet another sign of the Czech Mates’ cruel reign over south-western Icerust.
(The Crib: -305 Grub, -21.3 Junk, +59 Guzz, +23.4 Plush, -4 Proles, -3 Jacks, +1 Goon lodge)
(Candyheart Grove: +122 Grub, +17 Junk, +317 Guzz, +3 Jacks, +3 Protein pools)
(Mommaz Boyz: +1 Glory, +1 Commander (Mr. Krinkle (Ruse: 2, Tactics: 3, Spirit: -2)), +Variant (“Candycane Peppermint Smooch” Snowmobile Scout), +1 “Candycane Peppermint Smooch” Snowmobile Scout, +1 “Gilded Pumpkin Carriage” Vip Cart, Highway discovered: Lost-and-Found Path (Expanse: 110, Openness: 400, Perils: 330), Sites discovered: Lost Nation (Population Growth: 4, Fertility: 2, Deposits: 3, Fossils: 0, Protection: 4, no anomaly))

Stepdad’s challenge: Mommaz Boyz no more (Completed)
Determined to break the old-timer Uncle K-9’s powerbase in the Crib, Candyman finally managed to secure a transfer of three K-9’s loyalist technicians to Candyheart Grove under various pragmatic explanations. This firmly cemented Candyman’s grip over the Crib’s politics, as his lackey Candy Stripers outnumbered Uncle K-9’s party greatly. This, of course, became possible only thanks to giving up on allowing Uncle’s pet project (no pun intended) that deserved a story of its own. One way or another, the Mommaz Boyz cult was transformed for good, and Stepdad’s takeover was complete. From now on, the departed Grandma’s family became known across Icerust as Candyland. (Investment: Labor: 60/60, Expertise: 20/20, Finesse: 5/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain), faction name changed to Candyland)

Stepdad’s challenge: Guarding kennels
Legends had it that the wild dogs of Icerust once used to be home pets among the people of the old world, but it wasn’t until recently that the people of Icerust had re-learned how to tame these animals and handle them. Once it was done, however, the union was complete. Between Uncle K-9 and John Fisherman, there was always a universe of love for these goodest boys and girls in the entire icy wasteland. Capable of licking one’s face or eating it bloody (depending on the situation), dogs possessed the type of flexibility few humans could master. Thus, it’s no wonder that Uncle K-9’s main tradeoff for Candyman’s takeover was an investment into dog training and breeding - something could one day come in handy in defending Candyland’s settlements! (Investment: Expertise: 3/40, Finesse: 0/5, Award: new structure available only to Candyland in the Building list, +1 Glory)

Stepdad’s challenge: Anemo-city
Between politicking and dog handling, no resources could be spared on the investigation of a safe path to the Czech Mate’s hidden citadel, even though its location could be more or less guessed at this point. (Investment: Glory: 0/1, “Peekaboo Puffy Paws” Cutie-Quads: 0/3, Guzz: 0/60, Plush: 0/6, Award: +1 Notoriety (one-time gain), Highwaymen base and secret Highway are revealed (The Czech Mates: Anemo-city))

Order Implacable
Hammertown, ever a religious center of Old Milwaukee ruins, attracted crowds of poor fellows as a temple of speed and automotive recklessness was opened in its manufacturing district. This, according to the rumors, was an idea of Outlander Subaru, a believed veteran of Yakuza clan wars of Old Detroit, who promised to convert his knowledge of wardrift and battledrag (whatever these words meant) into machines of war capable of these dashing maneuvers. For now, he had to resort to merely reusing the Implacables’ tried and tested “Zard” bikes for his proposed new motorlancer units, featuring heavily armed demolition lancers riding atop spiked, powerful chopper bikes operated by a squire-drivers. Two of these new bike variants were produced within weeks in the local bike stables, but Outlander Subaru was already gone by then, taking three bike-in-arms, one “Giftgiver” and one “Mule” to a northward expedition, cheered along his way by the hunting and scrap-gathering teams of poor fellows. The expedition turned out to be a tricky one, as the only passable corridor leading north was essentially a strip of ice along the lakeshore, densely packed with stationary gravitational anomalies that threatened to send Outlander Subaru’s vehicles flying in any direction if they accidentally drove too close by. To make matters worse, a massive megablizard was gathering in colossal cloud castles along the horizont. Luckily, Outlander Subaru didn’t lose his nerve and pressed on, correctly judging that the megablizzard was going to move east and not west, dropping only a gentle snowfall along the Implacables’ exploration route. Eventually, his perseverance was rewarded, when the expedition reached a blissful clearing in the Oz sitting atop the frozen Whitefish Bay, with a graveyard of rusty boats lining its shore. Triumphant, Outlander Subaru returned to Hammerhill just in time to wish good luck to Dame Schwinn, who headed out for Sir Ducati’s Passing ahead of a convoy that aimed to deliver metal scrap and, crucially, some food for the young Hammertown’s western colony. The convoy arrived to Luminum Nest without any issues, passing by the hard-working teams of junk hunters cannibalizing an ancient airplane. In Sir Ducati’s Passing, the delivered food was distributed among the working folk, who were themselves busy constructing and operationalizing two brand new prools based on pigeon colonies.
(Hammertown: +57 Grub, -237.2 Junk, +94 Guzz, -1.7 Plush, +96 Proles, +1 Speed temple)
(Sir Ducati’s Passing: -104 Grub, +300 Junk, -20 Guzz, +2 Protein pools)
(Order Implacable: +Variant (“Charger” Motorlancer), +2 “Charger” Motorlancers, Highway discovered: Springboard Strip (Expanse: 180, Openness: 230, Perils: 10), Sites discovered: White Fish Bay (Population Growth: 1, Fertility: 4, Deposits: 2, Fossils: 0, Protection: 1, no anomaly))

Grand Master’s challenge: Church of St. Ducati
With little encouragement from the humble masses, but rather with enthusiasm from the jacks and clouts of the Order who knew Sir (or Dame?) Ducati personally, the construction of the Martyr Knight’s church started in the middle of Hammertown, with the cubic ramshackle of the ancient Sandburg Dorm being repurposed to host Bishop Lamborghini’s future services. (Investment: Labor: 10/120, Expertise: 6/10, Finesse: 1/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Grand Master’s challenge: Cursegiving
In the World of Autumn, according to the legends, this time of the year would have been called November. And, according to another legend, the civilized people of the ancient world used to gather every late November at the same table and exchange curses, grievances, old grudges, zingers, and inflammatory political opinions. Such tradition, while seemingly odd, did allow this sophisticated civilization to survive centuries of mismanagement, and many Order’s elders now started to advise Bishop Lamborghini to resurrect this honorable, if a bit gloomy and volatile tradition among the Implacables. After all, the World Doesn’t Weep, and a moderate exchange of curses could relieve more stress than a good bottle of moonshine. (Investment: Labor 0/200, Expertise: 0/2, Finesse: 0/2, Award: +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Mikeland
King Mike was very happy to order the founding of Mikeville-upon-Bestie months ago… until he wasn’t. Depopulated and quiet, Popsicle Junction was just not the same after the majority of its indentured servants and overseers departed for the northern settlement. Grumpy and bored, Mike the Great ended up roaming the streets of his capital, drunk and cussing, until one night he just ordered his servants (who just freshly returned from a hunt and salvage run) to load his limo-trunk with junk and guzz canisters, upon which he hopped right in beside a few trusted lackeys and headed for Mikeville, shouting drunkenly about “crowds of ingrates waiting to greet him” there. Scrambling to react to this improvised “convoy” trip of their ruler, his trailer palace administrators rushed to encourage Mike’s old debtors to gather on the Bestie river shore if they wanted to have the privilege of joining the realm of Mikeland. This trick worked, and Mike ended up being met not only by crowds of harvesters, but also by the said congregation of confused survivors. Cheered up by this display of popular love, he proceeded to give away the contents of his limo-truck, receiving gifts of freshly hunted game and caught fish in an improvised exchange of benevolence and gratitude. Buoyed by it even more, King Mike demanded a report about the goings on in his northern march. He was told about some sightings of local raiders in the distance (which he promptly huffed at and dismissed) and a plan to expand the local vermin husbandry and metal recycling industries (which he got a bit too worked up about and multiplied the proposed plan threefold, beyond the possibly achievable limits). Eventually, the monarch got bored (and sober), kicked his lackeys out of the limo-truck, and departed for the “good, old Popsicle Junction,” his car loaded with buckets of fish and stacks of frozen elk meat. Meanwhile, at home, his beloved daughter Molly Clever knew not to wait for the capricious dad; instead, she ordered the manufacturing of yet another limo-truck (perhaps, expecting dad to ruin the one he took for his ride) and headed out for her pre-planned northern expedition with one armed and one cargo buggy. The cars proceeded past the Sleeping Bear cave and drove along an isthmus road covered in snowdrifts and liberally dotted with anomalies. Along their way, the explorers had to deal with a fairly strong megablizzard that came from the west, which made the conditions inside the skeleton-framed buggies rather miserable, but never truly threatened the all-terrain vehicles with getting stuck. Eventually, they arrived at the ruin of a humble, but prosperous ancient community, located between two lakes and well-preserved under huge snow slopes. Returning, Molly attempted to brag to her dad, but he was already too busy congratulating his poker buddy Unlucky Larry, who pulled off a faster and less challenging expedition to the south, taking his two buggies along the ramshackle of an ancient expressway, semi-buried under snowdrifts and polluted by toxic anomalies. This expedition, (Un)Lucky Larry claimed, reached a semi-collapsed two-level road junction at the northern limits of the Old Muskegon ruin, sitting next to a fish-rich frozen river and a well-preserved gasoline reservoir.
(Popsicle Junction: +204 Grub, +410.2 Junk, -127.6 Guzz, -0.4 Plush, -13 Proles, +6 Jacks)
(Mikeville-upon-Bestie: -557 Grub, -255 Junk, +30 Guzz, +100 Proles, +1 Protein pool, +3 Scrap chowders)
(Mikeland: +1 Glory, +1 Notoriety, +1 “Cargo Goer” Limo-truck, Highways discovered: Blizzy Road (Expanse: 280, Openness: 190, Perils: 140), Lucky Larry’s Drive (Expanse: 150, Openness: 150, Perils: 70), Sites discovered: Lalaland (Population Growth: 2, Fertility: 3, Deposit: 4, Fossils: 3, Protection: 4, no anomaly), Musk Junction (Population Growth: 1, Fertility: 4, Deposit: 0, Fossils: 2, Protection: 3, no anomaly))

King’s challenge: Dynastic tree
Consumed by the idea of tracing his origin to the mythical Jeff the Yule-tuber, King Mike sent his trusted courtiers to gather all bits and pieces of knowledge about Mike’s own genealogical tree… and hang them the branches of the actual tree that Mikeland’s servitors uprooted and dragged to Popsicle Junction. The matter of rooting it back again amid the crawling Singing Ice glacier still remained, not even mentioning the actual genealogical research. (Investment: Labor: 54/120, Expertise: 0/10, Finesse: 4/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Mid-Apocalypse Chaos Carnival
The quiet prosperity of the Mid-Apocalypse Chaos Carnival continued throughout the month, even despite some sightings of the Trolls’ dirt bikes in the south approaches to the Carnival Grounds. The Highwaymen scouts didn’t interfere with the Carnival’s roundabouts hunting and ice-fishing around the area, and it was just good enough for Ringmaster Vanessa to just leave things be. A small fair was held in Shelby Carnarium, attracting an extended family of survivors, while in the heart of Shelby Carnarium the second scrap recycling facility was opened, solidifying the Chaos Carnival’s small, but profit-driven local economy.
(Shelby Carnarium: +92 Grub, -60.2 Junk, +65.5 Guzz, +1.3 Plush, +10 Proles, +1 Scrap chowder)
(Mid-Apocalypse Chaos Carnival: +1 Notoriety)

Ringmaster’s challenge: Madhouse Circus
Dubbed “the most awaited entertainment venue in all Icerust,” the Madhouse Circus continued rehearsing its program, aiming for perfection and disregarding the rushing of the impatient. (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 4/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

The Republic of Sinclair
The hard-won discovery of the Fist Energy Bowl in the previous month made Captain-Defender St. Clair think that, perhaps, her beloved Republic was ready for an expansion. To that end, she decided, Sinclair had to gather up resources and recuperate its losses. Truly massive, ambitious hunting and scrap salvaging parties were dispatched across the St. Clair area of Old Cleveland (miraculously not exhausting it yet), while local artisans produced sophisticated jewelry and utensils out of the hauled metal and wood. The weakness of Captain-Defender’s plan was pointed out by her state advisers, however, who emphasized that establishing a colony settlement could require a rather big transportation effort - something that the young Republic so far lacked, having only one cargo-capable vehicle (a trophy “Teetotaler” car) that just became operational after a month of repairs. On the other hand, Eugenia’s husband Offset Jaw proposed using the Republic’s regional authority to summon tribute directly to the construction site of the new settlement. Others, meanwhile, simply suggested developing and constructing dedicated cargo vehicles and shifting the expansion goals a few months into the future.
(Sinclair: +376 Grub, +688.9 Junk, +177.7 Guzz, +0.9 Plush)

Captain-Defender’s challenge: Church of Holy Corolla (Completed)
Sinclarian workers dragged a car display stand from an ancient ruin of a prehistoric Toyota dealership, and, under the guidance of the local engineers and architects, set a restored replica of the now-extinct Holly Corolla on top of it. With that monument completed, the Church of Holy Corolla was complete, and the new faith quickly spread among the survivors of Ohio wasteland.. (Investment: Labor: 100/100, Expertise: 12/12, Finesse: 2/2, Award: +2d10 Guzz, +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Captain-Defender’s challenge: Toyotathon and Honda Days
The creed of Holy Corolla spread like wildfire among the Sinclarian population. However, as the Republic is mostly a faction of immigrants, a friction quickly emerged between its multitude of diasporas. While the survivors of the Ohio wasteland celebrate the coldest days of the year with a festival known as Toyotathon, the arrivals from more distant lands insist on celebrating the Honda Days instead. Superficial in their disagreement, the two religious factions quickly came to some blows over the orthodoxy of their faith, resulting in a clash between two religious processions in Sinclair in an event that surprisingly drew huge crowds of cheering gawkers. This gave some of the Republic’s statesmen and -women an idea to channel this enmity into a more productive competition, namely a competitive clash of parade floats, with each religious team aiming to both best their opponents and to parade their motor-less avatars of Holy Corolla through the city in style. (Investment: Labor: 0/240, Expertise: 0/5, Finesse: 0/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Monolith of Sarkic
After the previous month’s expansion and discovery, the Monolith of Sarkic concentrated on consolidation of its growing faction. Across Still Mill, huge hunting and salvaging ventures were had, somehow still not overhunting and overmining the area. At home, the Cathedral’s võlutaars (artisans and experts) helped to turn many of the electroconducting metals brought by these workers into various forms of jewelry and religious relics (often intertwining them with the flesh of human wearers via sophisticated and bizarre piercing enhancements). The sect’s religious authority also continued to feed its spread, as dozens of the Monolith’s free affiliates were summoned into the Cathedral and directed to work on its new scrap recycling facility. These newcomers brought with them the news of increasingly antsy Iron Rangers far to the south-west. This looming threat made Grand Karcist Maxwell particularly worried for his cult’s new colony at Harmony Beach. He dispatched the exalted and dutiful Klavigar Caarsvärd ahead of a convoy of transport pickups to the settlement of Dunwich Harbor with a delivery of materials and fuel for its expansion and fortification, while a larger and better armed vehicle fleet led by the grim and loyal Karcist Kane escorted them along the Harmony Road. Luckily, no threats arose during the convoy’s travel, and they were greeted by a cheerful group of Dunwich fishers. Together with a tribute of food from the Monolith’s northern vassals, this delivery helped fueling the young colony’s many improvements, including two fisheries and a lighthouse-based sentry tower. Once done with the construction, several dozen of Dunwich citizens loaded into Caarsvärd’s transporters and returned home for a planned pilgrimage to the Yaldabaothite holy site.
(The Cathedral: +288 Grub, +400.8 Junk, +127.5 Guzz, +16.7 Plush, +170 Proles, +1 Scrap chowder)
(Dunwich Harbor: +20 Grub, -200 Junk, +80 Guzz, -75 Proles, +2 Protein pools, +1 Sentry tower)
(Monolith of Sarkic: -2 Glory, +1 Notoriety)

Grand Karcist’s challenge: God is on the radio
While the expansion of the living quarters for the new initiates hasn’t even started, the Monolith’s technical experts helped to tune in the cult’s radio transceivers to broadcast the best possible signal quality across Icerust, inviting all true believers to join the Sarkic faith. (Investment: Labor 0/120, Expertise: 2/2, Finesse: 4/4, Award: +2d20 Proles (20% chance/turn), +1 Glory)

The Wobblies
The Wobblies’ victory over the Loopers created a much needed window of opportunity for the regularly cautious Grand Foreman Chandra Gardener. Encouraged by her formidable lieutenant Valentina Rodriguez, Comrade Gardener finally authorized the first IWW’s exploration expedition in generations. The direction for the venture was not quite obvious at first, as Mrs. Rodriguez was going to take her trucks and moto-rickshaws northward, but an arrival of a small merchant caravan from the Old Milwaukee ruins reported scary news of a bloody war between two militant order there. While some of the caravan’s members and refugees of that war chose to settle down in Ravenswood Commune, Valentina Rodriguez, armed with her motivational slipper (an ancient disciplinary tool of the women of Pilsen and Little Village), slapped her crewmen into feverish activity. Eventually, the expedition departed for the south, conservatively sticking to the legendary Lakeshore drive of Old Chicagoland, crammed with rusty car wreck pileups and natural ice sculptures created by the water blown by the wind from the open lake. A megablizzard was observed on the horizon, but not a single snowflake reached the Windy Wasteland, so eventually the fleet reached a massive elevated skyway, observing an impressive industrial sprawl of the ancient civilization. Descending from the skyway, the vehicles reached a beautifully preserved ancient refinery, swarming with migratory gas hunters and peddlers from Old Chicagoland and the northern Indiana wasteland. With the map of the discovery, Comrade Rodriguez returned to Ravenswood Commune, where she, to her surprise, observed very few souls going about their business. As it turned out, during her expedition Grand Foreman Gardener learned from the same traders about a radio tower that was built by some deviant cult located on the shores of Lake Superior. Obsessed with the idea of constructing a signal tower of her own, Comrade Gardener directed her people to a plan that should, according to her, see the Wobblies prepared for expanding their Union and defending it from Highwaymen. The first step of her plan, however, had little to do with the technological innovation and a lot with building up a hefty reserve of food and alcohol for the people. So, the Wobblies’ workforce was directed to some metal hunting and, primarily, working the soil in the Commune’s numerous greenhouses. Strategically located around the powerplant’s heating mains, the year-round potato patches were indifferent to any form of environmental degradation, thus supporting a massive harvest, a chunk of which went straight away into home breweries of local vodka-makers. All in all, the Wobblies’ fortunes were starting to turn around.
(Ravenswood Commune: +259 Grub, +202.4 Junk, -7.5 Guzz, +8.5 Plush, +6 Proles)
(The Wobblies: +1 Glory, Highway discovered: Lakeshore Skyway (Expanse: 100, Openness: 90, Perils: 350), Site discovered: Whiting Refinery (Population Growth: 5, Fertility: 0, Deposit: 0, Fossils: 4, Protection: 2, no anomaly))

Grand Foreman’s challenge: Cult of Mad Marx
While the IWW needed the proletariat’s commitment to the cause of the Great Potato Struggle, the popular nature of the Cult of Mad Marx was replaced with a more refined scholastic exploration led by the industrious Comrade Tschering himself. (Investment: Labor: 0/50, Expertise: 24/24, Finesse: 1/2, Award: +1d40 Junk, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

Map:
Spoiler :




GM's notes:

- Happy New Year!
- stats are up to date
- map is up to date
- orders are due Jan. 15, 2021
Map:
Spoiler :


 
Last edited:
CANDYLAND VEHICLE DESIGN


Sneak Craquelin Pop!
ambush hunter
(variant of the 'Absinthe Sparkle' escort trike)
Chassis Trike
Body Mini car frame
Engine “Magpie”
Addons: Ram, Spikes, Camouflage, Suicide Charge
Small Arms: Crossbow, Lance Charge, Lance Charge, Lance Charge
Based very closely on the Absinthe Sparkle, the Sneak Craquelin Pop shares the Absinthe's stilletto spikes and large wrap-around bumper, and like the Absinthe, has an appearance suggestive of a hedgehog. There are differences though, while the Absinthe escort trike is meant to intercept and defend, and are often brightly painted, the Craquelin is an ambush hunter and painted in whites and grays to blend in with the snow. And where the Absinthe spikes are designed to deter an enemy, the Craquelin's spikes are designed as reactive explosive armor; they are effectively underlaid with claymore explosives. When the Craquelin ambushes an enemy, its driver will attempt to ram the enemy vehicle, setting off the explosives set under the Craquelin's spikes and hopefully destroying the enemy with spike shrapnel. Though the explosives may rattle and jolt the Craquelin and the crew (headaches and back injuries are common), the explosives are designed to be directional and primarily damage the contacting vehicle. Beyond the contact explosives, the crew of the Craquelin are armed with long spears fitted with explosives they will attempt to throw at enemy vehicles. One crew-member is also armed with a crossbow to operate at longer distances when the Craquelin cannot ambush its targets.
 
Last edited:
Candyland Orders for Turn 10

Glory:
  • One glory spent on 100 proles at Frosted Palace
  • Three glory spent on 600 junk at Old Tsentrograd
Buildings and Vehicles:
  • 3 Sneak Craquelin Pop
  • 2 gilded pumpkin carriage
  • Roadhub at Old Tsentrograd (to be named Ol' Peanut Brittle Village)
  • 1 sentry tower at Ol' Peanut Brittle Villages
  • 1 bunker at Ol' Peanut Brittle Villages (note that the bunk will remain incomplete and require 160 more labor next turn)
Resource Gathering- Frosted Palace:
  • 200 labor on gathering grub
Resource Gathering- Candy Heart Grove:
  • 100 labor on gathering grub
  • 45 labor on junk
  • 30 labor on fathering guzz
Transportation:
  • In CandyHeart Grove we will load: 207 junk, 349 guzz and 322 proles.
  • In Frosted Palace we will unload 299 guzz and 7 junk, and load 50 grub, 168 proles and 4 jacks.
  • At Old Tsentrograd we will unload 50 grub, 200 junk, 50 guzz, 490 proles and 4 jacks. Note that two jacks will remain unused this turn but they are necessary for next turn so got shipped now.
Recruit:
  • Promote 4 jacks in Frosted Palace
Quest:
The Confectionaries are eerily quiet this month as all the jacks work to train puppies!
  • Dirty Pawprints Behind the Scrap Kitchens (kennels): 9 expertise from Frosted Palace, 6 expertise from Candyheart Grove, 3 finesse

Vehicle Design
  • Design Variant: "Sneak Craquelin Pop!" ambush hunter (1 expertise, from Frosted Palace)
Exploration and Deployments
  • John Fisherman will take a Peekaboo Puffy Paws from Deadpool and explore North-east.
    Mr. Krinkle will take a single Gingersnap Kisses from Ol'Tsentograd and explore North-east (if we encounter a potential highway between Ol'Tsentrograd and Candyheart, that would be okay also).
    Electric Auntie Sam will take a Peekaboo Puffy Paw from lost nation and explore East.
  • Fireman Pierce will command the rest of our vehicles in their convoy transportation between the three settlements. When its all done, he returns to Candyheart grove to be ready to move more resources next month.
 
Last edited:
Ogayori Clan Turn 11
Spending on Clan Head’s challenge: Expanding Kazoku Kaikan

100 Labor, 4 Expertise, 2 Finesse

Glory spend on 200 Junk

644 Labor
Building Order:
Arsenal (300 labor, 560 junk, 2 expertise, Guzz 20)

Bullet Farm (140 labor, 260 junk, 1 expertise, Guzz 10)
Production Order:
50 labor will be designated to to fishingman district (Grub)
54 labor will be designated to junkman district (Junk)


Clan Head’s challenge: Expanding Kazoku Kaikan
The Clan’s kazoku (or “the Magnificent Ones” in the language of Icerust) were an old caste of the Great Unifier’s advisers and military aristocracy that saw the Ogayori family form into a powerful and glorious entity through the chaos of the early warlord era. However, no matter how enclosed that caste had been so far, Ogayori Denji’s advisers started to realize that his Clan’s isolation depended on the ability to attract more capable and educated administrators and military professionals. Their proposal was that the Peer’s Club (or Kazoku Kaikan) was to be opened to non-Ogayori migrants who could pass the necessary literacy and leadership exams. (Investment: Labor 100/100, Expertise: 4/4, Finesse: 2/2, Award: +1d2 Clouts (10% chance/turn), +1 Glory)
 
Top Bottom