Beginning of the World As We Know It 4


Faction Name:
Poxxy's Chem Dogs
Starting Location: Winter Haven Hospital - Winter Haven, FL
Capital Type: Settlement - "The Crucible of Lust" (Makeshift stronghold built around, on-top and within the concrete carcass of Winter Haven's pre-war hospital)
Origins: Raiders
Faction Trait: Adventurous
Background: Poxxy's Chem Dogs are a savage faction of raiders composed of every manner of poor, shunned and damned individual ever rejected by the sunshine wasteland and held together by the mutual desire of a moment's relief to ease the pain of living in what is otherwise a brutal and unforgiving world. Centered around a hospital-turned-fortress, these masses of hobos-turned-murderers spew out from across the wasteland in search of precious loot, salvage, slaves and plunder that are given to the Boss as tribute in exchange for more chems, rations, alcohol, medicine, weapons, whores, shelter and other pleasures. The Chem Dogs prey on the minds of the weak, the frail and the wicked - promising them a life of blissful sin in exchange for simple but complete obedience.
Leader Name: Dr. Poxxy
Leader Trait: Charismatic
Leader Background: Young Poxxy was originally a vault dweller living in posh comfort underneath Winter Haven. Living the sweet life with her parents being part of the vault's medical staff, she quickly gained an aptitude and interest in medicine and chemistry at a very young age. As the years dragged her into adulthood, one would begin to see the disturbing signs of Poxxy's true nature. The wildness, the need for excitement and constant rushes. Boredom was quick to take its toll on her. Shortly after the unfortunate deaths of her parents at the hand of a freak allergic reaction during one fateful dinner, she was granted her parents' medical bay where she would begin pursuing her own projects. Experimenting with synthesizing chems until perfected were but few of these projects to note. It didn't take long before Poxxy's chems flowed through the vault's inhabitants. At first it went unnoticed and seemed harmless - but as her followers of addicts grew, willing to do anything for her to just grant them one more fix, things began to change. As Poxxy gained more influence. What began seemingly as harmless fun turned quickly to a depraved 24/7 night club of constant partying. Orgies, public drug abuse, drinking and other extreme pleasures such as murder. This anarchy began to spread like a wildfire as Poxxy's chems and depraved whispers diseased the minds of the vault. Before what few sane people that remained could rise up to stomp out the chaos a few hapless engineers high out of their minds on chems managed to overload the vault's reactor, forcing an emergency evacuation into the sunshine wasteland. Poxxy and a few others barely managed to escape before the tunnel collapsed and caved them in forever. Still carrying a large supply of chems and with a sizable amount of followers which only continued to grow at the promises of dark desires, she claimed the nearby hospital and turned it into a fortress of sin - with her at the top. Just the way she had always dreamed of.
 
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@Zappericus
Winter Haven is VERY close to established settlements- i refer you to Thomas's interactive map.
 
Also, careful with the theme you chose. Unlike the hyperbolic "grimdark" of this postapocalytic setting, sexual abuse and sexual violence strike very close to home for many people even today.

I specifically made steps to not dig deep into the animal abuse theme with my faction, making dogs the privileged part of the Arsenic Dogs gang.
 
Spoiler :

Build 4 Water Filters
Assign 240 people to farming
Assign 130 people to local area scavenging
Assign 380 people lead by Abigail, armed with 210 Low-Tech melee weapons and 40 Low-Tech ranged weapons, to scavenge in Punta Gorda and Port Charlotte
Assign 20 people and 20 horses, armed with 10 Low-Tech Melee Weapons, 5 1-H Guns, and 10 Ammunition, to explore Fort Myers and Cape Coral

Challenge:
We have clearly trespassed where we do not belong. Our task must now be to make amends with whatever spirits we have disturbed. To that end, we shall gather together [1000 food], form it into a large bonfire, and burn it as an offering to the offended spirits. Hopefully this sacrifice will appease them.
 
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Faction Name: Fair Play Inns (members are Innsits)
Leader Name: Sassafras "Sassy" Grubber (48, b. 2113) Title: "Ma'am" or "Innkeep!"
Leader Trait: Charismatic
Starting Location: (Between Atlanta and Charlotte on Route 85, on a Reservoir near the Savannah river) (Alternate location, Flower Branch Inns, Follow 85/985 out of Atlanta, near the Reservoir)
Leader Background: Sassy Grubber has picked up the mantle of the Grubber-run Fair Play Inns. As innkeeper of this famous neutral ground, Sassy always lent an ear whenever it was called for, and lent quests and information as one of her many services. She has done well in the wasteland, and slowly managed to gain control over several raider groups, each believing themselves to be in control.
Origins: Raiders
Trait: Adventurous
Background: Granny Grubber was a legendary figure immediately after the war. Even as the post-war militias collapsed into pinkusation and civil war, everyone respected her nuka-RV and her seemingly endless stewpot. She would bring peace between two proto-raider gangs by driving onto the site of battle, shouting "Soup's Up!" and letting them eat their fill. Eventually, neither her nor her nuka-RV could last forever, and they died together while on the trip between Atlanta and Charlotte. Her sons and daughters tried to pick up her mantle, but none were as successful as Rebecca "Reb" Grubber, who founded the first Inn of the Fair Play Inns. She laid out the rules of this neutral ground: no fighting, no cussing, no business and no politics at the table. Every "Inn-sitter" was part of the family.

From this base, the Grubbers slowly grew their influence. Drunken raiders said many things, and they were always there to listen. They began peddling gossip. Then they became information brokers. Quest givers. And as their influence grew so did the Inn and the Neutral Ground. Successful raiders begun patronizing the Inn, gifting them various treasures and slaves in hopes of favor. The Grubbers were always even-handed, maintaining their famous neutrality throughout various Raider-dominions.

Under Sassafras, things slowly changed. She had a good eye for business, but also a good eye on the pulse of the world, and the politics of the times. The raider groups were growing smaller, more timid. Tales began to tell of towns in the distance. Her business was flourishing, aye, with a small army of family, slaves, and loyal Innsits, but she fears it will slowly wither away with if the decline catches up to them.

She begun changing the quests and the rumors offered. Promises, payments, trusts and debts. She engineered the collapse of the few, larger gangs that tried setting up independent power bases. She levered herself into the structure of the gangs that now relied on the Inn, breaking them up internally, and making them dependant on her to resolve their conflicts. She made herself, and her Inn, the keystone that held together the Raiders of the area.

But in the end, Fair Play Inns was still just Raiders and Slaves. She needs to do more to make the Wasteland safe for her children... at least that's what she tells herself.
 
Faction Name: Fair Play Inns (members are Innsits)
Leader Name: Sassafras "Sassy" Grubber (48, b. 2113) Title: "Ma'am" or "Innkeep!"
Leader Trait: Charismatic
Starting Location: (Between Atlanta and Charlotte on Route 85, on a Reservoir near the Savannah river) (Alternate location, Flower Branch Inns, Follow 85/985 out of Atlanta, near the Reservoir)
Leader Background: Sassy Grubber has picked up the mantle of the Grubber-run Fair Play Inns. As innkeeper of this famous neutral ground, Sassy always lent an ear whenever it was called for, and lent quests and information as one of her many services. She has done well in the wasteland, and slowly managed to gain control over several raider groups, each believing themselves to be in control.
Origins: Raiders
Trait: Adventurous
Background: Granny Grubber was a legendary figure immediately after the war. Even as the post-war militias collapsed into pinkusation and civil war, everyone respected her nuka-RV and her seemingly endless stewpot. She would bring peace between two proto-raider gangs by driving onto the site of battle, shouting "Soup's Up!" and letting them eat their fill. Eventually, neither her nor her nuka-RV could last forever, and they died together while on the trip between Atlanta and Charlotte. Her sons and daughters tried to pick up her mantle, but none were as successful as Rebecca "Reb" Grubber, who founded the first Inn of the Fair Play Inns. She laid out the rules of this neutral ground: no fighting, no cussing, no business and no politics at the table. Every "Inn-sitter" was part of the family.

From this base, the Grubbers slowly grew their influence. Drunken raiders said many things, and they were always there to listen. They began peddling gossip. Then they became information brokers. Quest givers. And as their influence grew so did the Inn and the Neutral Ground. Successful raiders begun patronizing the Inn, gifting them various treasures and slaves in hopes of favor. The Grubbers were always even-handed, maintaining their famous neutrality throughout various Raider-dominions.

Under Sassafras, things slowly changed. She had a good eye for business, but also a good eye on the pulse of the world, and the politics of the times. The raider groups were growing smaller, more timid. Tales began to tell of towns in the distance. Her business was flourishing, aye, with a small army of family, slaves, and loyal Innsits, but she fears it will slowly wither away with if the decline catches up to them.

She begun changing the quests and the rumors offered. Promises, payments, trusts and debts. She engineered the collapse of the few, larger gangs that tried setting up independent power bases. She levered herself into the structure of the gangs that now relied on the Inn, breaking them up internally, and making them dependant on her to resolve their conflicts. She made herself, and her Inn, the keystone that held together the Raiders of the area.

But in the end, Fair Play Inns was still just Raiders and Slaves. She needs to do more to make the Wasteland safe for her children... at least that's what she tells herself.


Wasteland nursery rhyme:


Ol’ Granny Grubber

Drove down the Road

In her atomic van

Burning rubber as she rode


A tater hide up deep underground

and “snickety snack, one, two”

She grimaced and she cut

“In you go, into the stew.”


One head pulling to one side

one head going to the other

The brahmin ran and ran

But said granny “I’m your butcher”


An onion sprouted alll strong and bold

Stink so strong to make you cry

But Granny Grubber, she just laughed

And then she cackled “But you, I’ll fry.”


The Raider pulled a gun

And Granny said “Stop!”

He said “no,” and said she

“Hippity hop, into the pot.”
 
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Spoiler :

Lead Archivist's Log, 7.1.2161
It's terrible. The last six months have not been easy. What could've gone wrong, did go wrong; from the raiders and the ghouls, to the water contamination. I suppose we should count our blessings - the ghouls in Micanopy - damn Chinese - are currently making a raider expedition against us unfeasible... For now. It wouldn't be long until that changes. We must prepare.

To that end, we must do the following things:

1) Assign 30 more people to farm.

2) Send out 200 people to scrap, where 50 of them shall be armed with one-handed firearms.

3) The remaining people shall guard the area from any attacks.

Lead Archivist's Log, SPECIAL EDITION, NO DATE
Some of our own have been infuriated at what happened. I, of course, cannot blame them. But we cannot do nothing as it currently is, I fear. All we can do is prepare fortifications, for that the Crackers will have no mercy.

Lead Archivist's Log, ADDENDUM, 7.3.2161

Lead Archivist's Log, SPECIAL, NO DATE
It has come to my attention that there's people desiring to join us. There is no point in turning them away; however, we should take extra care to find ghouls, academics, scientists, people from the "Vaults", as we've read about them, as they can be an important source of information. Even those who do not fit the above categories must know some oral history of sorts, which can be equally important. Those who refuse, should be turned away; it is clear that they do not wish to cooperate with our mission, nor will coexist properly with it.

This policy was adopted in a different circumstance, where we believed that we could afford such a luxury as offering selective shelter to a select amount of people. Unfortunately, the recent losses, as well as a general need for more population to accomplish our tasks more efficiently. While that might introduce new problems, we must tackle them as they come.

 
Starting work on the update in a few moments.
 
Faction Name: The Grackles
Leader Name: Elder Arl
Leader Trait: Perceptive
Starting Location: LaBelle
Leader Background: As a child, it is said that Arl was precocious and curious in spite of the carnage and devastation of the Great War; he will tell himself of examining fungi and mosses that grew at the base of cedar trees that grew thousands of feet tall. As a young man, many say that he trapped a great shadow-creature with little more than 'electric netting' and his own ingenuity. As a leader, children are told of the Passage of the Great Waters, during which he is said to have negotiated a ferry ride by sheer long-windedness. Wearing an elongated face-mask whenever he leaves his home and standing a head taller than any of the other Grackles, even in middle age, Arl is a perplexing, but trusted, leader of the Grackles.
Origins: Tribal Nomads
Trait: Adventurous
Background: While a detailed oral history is maintained by many of the tribal elders, the wanderings of the tribe have brought them into contact with a diverse range of substances. Profound amnesia, retrograde prosopagnosia, and 're-rememberings' have left their oral history a very colourful tapestry. Arl has variously referred to himself as being 'from Xanu,' 'a Waco man,' 'a child near Boise,' and 'a man of the forest;' the remainder of the community has a similar attitude. They're certain that they're not from south-central Florida, but are becoming increasingly confident that that's where they are presently.
 
Faction Name: Vault 117
Leader Name: Overseer Lionel von Bregenz
Leader Trait: Perceptive
Leader Background: Lionel von Bregenz has an obsession concerning the Georgian era of British history as well as the Antebellum era of the American south. His obsession has seeped its way into the vault. He is considered by most of the other Vault Dwellers to be a dashing, if unruly, reckless, brave, amorous, hard-drinking, hard-swearing, rogue.
Starting Location: Stone Mountain, GA (in the actual outcropping if at all possible)
Origins: Vault Dwellers
Trait: Adventurous
Background: Will update later
 
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Trigo238
Faction Name: Sons of Hope
Leader Name: Hope
Leader Trait: Enduring
Starting Location: San Carlo
Leader Background: optional, story based
Origins: Pre-War Military
Trait: Friendly
Background: Optional, story based (If you choose Vault, Not Applicable)

I'm posting this here for now so it doesn't get lost in Discord chat. New faction, player name at the top.
 
As He died to make men holy, let us die to make men free​

Faction Name: The Boys in Blue
Leader Name: General Jebediah Sherman
Leader Trait: Strongman
Starting Location: Fort Pickens, Pensacola, Florida
Leader Background: Coming later
Origins: Civilians
Trait: Warlike
Background: Situated on an old Spanish fort, and pre-war tourist site, the Army of the Lord is founded on the old world value of equality. Learning from the old fort's surviving relics, they base themselves upon an old army which occupied the area in the name of freedom and fought against the tyrannical boys in grey. Soldiers loyal to it patrol the walls of the Fort in caps and coats of blue, welcoming any wandering civilians into their ranks. Fort Pickens, under the watchful eye of General Jebediah Sherman, will remain a beacon of civilization in the former Gulf Coast.
 

Update 2: July – December, 2161
The Depths of Dark Souls

Inter-Faction News Reports​

THE BATTLE OF ELIAS CITY. Rumors have spread across the travelers and wanderers of the wasteland of a major battle against a large gang of raiders. This group, known as the Gatorlanders, are said to have terrorized the southern part of the ruins of Orlando for years. Reportedly, two factions, one known as Elias City, and the other calling themselves “Crusaders” has dealt a bitter blow upon the Gatorlanders. From the stories that have been told, the Gatorlanders attacked Elias City in response to a failure to pay tribute. The Representatives of Elias City proved to have formed a well-organized militia, laying down withering fire upon the raiders, who pushed their armed slaves in front of them to act as a front line and human shields. Snipers killed Gatorlanders who seemed to be in command, causing the raiders to turn into a disorganized mob by the time they finally entered the city’s outskirts. Still, having sustained very heavy losses from the firepower that Elias City put out, the raiders were hesitant to push much further into the town, and they eased off their attack. This worked out surprisingly well for them, as they were able to face the arrival of the Crusaders without being stuck in a killbox between the two factions. The surviving Gatorlanders were able to inflict heavy casualties on the Crusaders, before retreating back to their stronghold when the Elias City militia realized that they were not being pursued and returned to help the Crusaders. Despite the plan not working exactly as intended, the Gatorlanders took heavy casualties and have become a significantly reduced threat in the area.

Faction Reports​

The 500
Spoiler :

The people of the 500 have done little, simply maintaining the status quo as the year came to an end.

Turn Stat Changes
+10 Population from Natural Growth
+70 Population from immigration
-750 Food and Water from consumption

Champion’s Challenge
Our Champion has attracted people from far and wide to live at the Speedway! With all these new people, comes the risk of undermining our traditions and ways of life. Some advisors believe that classes should be taught to the new migrants to indoctrinate them to our lifestyle. Others believe that we should live and let live, allowing these people to follow their own paths, as long as it brings glory to the 500. How do we resolve this debate?


Alexandrite Archivists
Spoiler :

After the concerning events of the first half of the year, the Alexandrites have been more homebody than they had been. They have been focused on scavenging in the Gainesville area, and they were pleased to bring in not only a lot of scrap, but also some advanced parts of technology they found amid the rubble. The goods had been overlooked by previous scavengers, but were properly identified by the Archivists. They also worked on opening up doors for more immigrants, in the hopes of gathering more hands to assist the many tasks that needed to be completed.

Turn Stat Changes
+200 Scrap Parts, +7 Tech Parts from local area scavenging
+5 Population from natural growth
+10 Population from immigration
-145 Food from consumption
+105 Water from surplus production

Lead Archivist’s Challenge
Our goal has been to always collect important information relating to the old world and keeping knowledge of society. A recent discovery of *coughcough* explicit materials has created a debate among our scholars. Some argue that even these pornographic materials still qualify as archives of a lost world, while others believe it should be destroyed or thrown out as they do not relate to the improvement of society. What do we do with these controversial texts and holotapes?


Arsenic Hounds
Spoiler :

The Arsenic Hounds have sent out a major raiding party to scout out the area, retrieve scrap, and subdue any other peoples in the surrounding ruins near their home. The first stop was Radium Springs, which had very little, beyond a truck full of technology which was broken open and scavenged. They carried on to Williamsburg, where they were set upon by a truly massive bear that had been sleeping in an old building. Initial attempts to kill it only made it angry, and nearly a half dozen people were killed, and ten dogs, before the rest managed to subdue and kill the creature. In the bear’s lair they found an old military cache, consisting of fairly high end weaponry and ammunition.

In the town of Putney, the Hounds came across a settlement that was more or less prepared for them. The old world buildings were surrounded with a fairly feeble wall, and the town’s population was less than the size of the raiding party. The raiders attacked the town without pause, and the fight began. The town apparently had a decent sized armory and munitions, and did the best they could to fight back the Hounds’ attack. The best they could do was not enough, and the Hounds soon overwhelmed the walls and rampaged through the community. All of the town’s stores and supplies were seized, and the town itself burned around the few survivors, who were bound to a new life as slaves among the Hounds.

The victorious high the Hounds were following ended when they reached a heavily fortified bastion at Acree. Initially they prepared to attack, but through closer observation, they realized that this was a raider clan stronghold even more powerful than their own. The raiders here called themselves the Contractors, using a large amount of dynamite in addition to their regular gear to defeat their enemies. They wisely withdrew, rather than risking a fight they could not win.

Turn Stat Changes
+500 Food from hunting/gathering
+40 Slaves, +500 Food, +500 Water, +225 Scrap Parts, +9 Tech Parts, +360 Ammunition, +40 1-H Guns, +20 2-H Guns, +15 Laser Weapons from scavenging/raiding expedition
-55 Population, -25 Dogs, -175 Ammunition from scavenging expedition losses
+5 Population from natural growth
+5 Dogs from natural growth
-490 Food and Water from consumption
-30 Food from animal consumption

MacMaster’s Challenge
The “Contractors” are a powerful raider force and they seem a bit upset about our destruction of Putney (see NPC Diplomacy). If we show weakness here, our people may defect to the Contractors, a much larger and stronger raider band. On the other hand, if we fight them, we may lose, as they have quite a few more raiders than we do. How do we respond to the demands they are making?


The Boys in Blue
Situated on an old Spanish fort, and pre-war tourist site, the Army of the Lord, more popularly known as the Boys in Blue, is founded on the old world value of equality. Learning from the old fort's surviving relics, they base themselves upon an old army which occupied the area in the name of freedom and fought against the tyrannical boys in grey. Soldiers loyal to it patrol the walls of the Fort in caps and coats of blue, welcoming any wandering civilians into their ranks. Fort Pickens, under the watchful eye of General Jebediah Sherman, will remain a beacon of civilization in the former Gulf Coast.
Spoiler :

General’s Challenge
While our location is fairly well isolated thanks to the water surrounding us in Pensacola Bay, some people will inevitably seek us out looking for safety from the horrors of the wasteland. These of course represent more mouths to feed. How do we respond to those who wish to join us?


Citrus City
Spoiler :

The people of Citrus City, spooked by the recent expedition to Sarasota, undertook a major effort to purify their own land from the curse they believed to have received from recent scavenging. An excess amount of Brahmin, gators, and deer was hunted by the people of the tribe, and burned in ritual sacrifices to hopefully sate the dark spirits of Sarasota. People felt a bit better from this, but some lingering doubters seem to indicate that perhaps nothing will cleanse the tribe from their blasphemy. Also on the home front, the city has built new water filters to help survive, providing a regular intake of clean water for drinking.

As the people at home settled in, the rest of the tribe once more went out to scout and explore new lands and recover more items for use. A large expedition in force was sent south to explore Port Charlotte and Punta Gorda. Unfortunately they were surprised when attacked by a very large force of raiders just south of Arcadia. The raiders, who called themselves the Crystal Crocs, struck hard at the expedition, and a vicious struggle ensued. Dozens of tribe members were killed or captured by the Crocs, who retreated back to their encampment in Fort Odgen. The tribe was forced to flee, returning to shelter in their main encampment.

A much smaller, horseback, expedition headed south around the raider encampment. They rode through the Babcock Ranch Preserve, hoping to reach Cape Coral and Fort Myers. In the preserve, they found the remains of a large and once prosperous settlement, which looked as though it had been recently attacked and destroyed. It looked as though someone had opened some cages outside, and before they could hypothesize what could have done this, they were spotted and pursued by large bipedal creatures with enormous claws and teeth. The party escaped before anyone could be killed, but the intent of the creatures was clear. The party continued on their journey into Fort Myers, where they found a settlement built amid the ruins of the north side of the city out of a decay superstore called Palomatown. They welcomed the travelers cautiously, and warned them about the gang called the Crystal Crocs, who had recently attacked and won, forcing the community to give up half of their people and supplies. They also warned them about a small nest of mirelurks that had infested the submerged ruins of Cape Coral. Nonetheless they explored the ruins, and found themselves an untouched gun store, with plenty of firearms within.

Turn Stat Changes
-400 Scrap Parts, -8 Tech Parts from construction
+2,400 Food from hunting/gathering
-1,000 Food from sacrifice
+130 Scrap Parts from local area scavenging
-70 Population, -30 Low-Tech Melee Weapons from battle of Nocatee losses
+45 1-H Guns from Cape Coral expedition salvage
+10 Population from natural growth
+10 Population from immigration
+5 Dogs, +1 Horse from natural growth
-720 Food, -320 Water from consumption
-160 Food from animal consumption

The Fox’s Challenge
The Crystal Crocs have emerged from the south and now pose the greatest challenge we have ever faced. They have demanded half of everything (see NPC diplomacy), and will try to take it if we refuse. Some of our people believe that we could survive if we cede to their demands, while others believe they may try to kill us after we give up half of our defenders and weapons anyways. How do we respond to this threat?


Crusaders of the Holy Land
Spoiler :

The Battle of Elias City was of course the biggest news among the Crusaders, but they remained active in protecting the people of the I-4 near the Holy Land. They kept the roads safe between the Holy Land and Elias City, as the two factions’ alliance proved fruitful. Trade between the two ended up with a large amount of water being delivered to the Holy Land, as the crusade provided some old technology they had found previously. New weapons and gear were also brought in from the battlefield, including some useable armor and weaponry left behind by the raiders and their minions. Otherwise, most of the people of the Crusade remained focused upon farming and gathering scrap for future survival.

Turn Stat Changes
+1,000 Water, -2 Tech Parts from trade with Elias City
+600 Food from Hunting/Gathering
+120 Scrap Parts from local area scavenging
-55 Population, -10 Horses, -10 Dogs from Battle of Elias City losses
+90 Low-Tech Melee Weapons, +10 Leather Armor from Battle of Elias City salvage
+10 Population, +5 Dogs, +1 Horse from natural growth
+45 Population from immigration
-785 Food and Water from consumption
-100 Food from animal consumption

Grandmaster’s Challenge
Our victory over the Gatorlanders has left them weak and ripe for destruction. Our leadership argues that we should strike a killing blow now and end their threat once and for all. Others call for possible negotiation or focus on infrastructure before we continue this war, arguing that perhaps, having collected tribute once themselves, they would be amenable to providing us with tribute to avoid destruction. How do we resolve this debate?


Elias City Representatives
Spoiler :

The Battle of Elias City, while a major event, proved to be only a small part of the important development for the community. A new water station and fortifications were constructed, as the community strove to become more self-sufficient and developed. Some extra water was sent to the Crusaders in exchange for the technology and military aid that had been provided in the battle against the Gatorlanders. Plenty of goods were found in the surrounding area, as local salvagers were hard at work in gathering all the raw materials they could lay their hands on. The militia also was able to grow its ranks with new guns taken from the cold dead hands of the Gatorlanders.

Turn Stat Changes
-1,000 Water, +2 Tech Parts from Crusaders of the Holy Land trade
-900 Scrap Parts, -10 Tech parts from construction
-20 Population, -205 Ammunition from Battle of Elias City losses
+30 1-H Guns, +10 2-H Guns from Battle of Elias City spoils
+700 Scrap Parts, +2 Tech Parts from local area scavenging
+10 Population from natural growth
+60 Population from immigration
-960 Food, -460 Water from consumption

Senior Manager’s Challenge
We’ve managed to survive the worst that the Gatorlanders could throw at us, and our population has swelled with new members. Unfortunately, a nasty discovery was found among the dead raiders. It appears that for the most part, the front line of the enemy were slaves, kept in line by explosive collars. We’ve kept this information quiet from the community so far, as it could make a negative impact on both our militia and our civilians, in that we slaughtered a bunch of people who didn’t want to be fighting. However, some of our people believe that our militia and civilians have a right to know. How do we respond to this issue?


Fair Play Inns
Granny Grubber was a legendary figure immediately after the war. Even as the post-war militias collapsed into civil war, everyone respected her nuka-RV and her seemingly endless stewpot. She would bring peace between two proto-raider gangs by driving onto the site of battle, shouting "Soup's Up!" and letting them eat their fill. Her sons and daughters tried to pick up her mantle when she died, but none were as successful as Rebecca "Reb" Grubber, who founded the first Inn of the Fair Play Inns. She laid out the rules of this neutral ground: no fighting, no cussing, no business and no politics at the table. From this base, the Grubbers slowly grew their influence. Drunken raiders said many things, and they were always there to listen. As their influence grew so did the Inn. Successful raiders begun patronizing the Inn, gifting them various treasures and slaves in hopes of favor. The Grubbers were always even-handed, maintaining their famous neutrality. Under Sassafras, things slowly changed. She engineered the collapse of the few, larger gangs that tried setting up independent power bases. She levered herself into the structure of the gangs that now relied on the Inn, breaking them up internally, and making them dependent on her to resolve their conflicts. She made herself, and her Inn, the keystone that held together the Raiders of the area. After this, Fair Play Inns was still just Raiders and Slaves. Sassafras needs to do more to make the Wasteland safe for her children... at least that's what she tells herself.
Spoiler :

Innkeep’s Challenge: With a reputation as being raiders, we don’t exactly have people knocking on the doors to join us. There are plenty of people out there wandering the wastes, alone and defenseless. How should we go about increasing the ranks of our band?


Folkston
Spoiler :

The people of Folkston have had a quiet end to the year. They conducted some scavenging in the immediate area, in an old neighborhood called Homeland. The area was easily scrapped, and plenty of old parts were found, both advanced and simple scrap. They also managed to find one old house that apparently was owned by a bit of a gun nut. His entire collection of pistols was in tip-top shape and the people of Folkston brought the guns back with them. Other than that, the community few disruptions to normal business.

Turn Stat Changes
+150 Scrap Parts, +4 Tech Parts, +30 1-H Guns from Homeland/Folkston scavenging
+5 Population from natural growth
+45 Population from immigration
-350 Food and Water from consumption

Madame’s Challenge:
Folkston has always allowed immigrants to join the city at will, provided that they have at least something to bring to the community. In recent months this matter has come up in debate, as some feel that immigration is too lax. Should we maintain our open doors or seek out a superior policy?


The Grackles
The Grackles are one of several tribes that have wandered south looking for better lands. While a detailed oral history is maintained by many of the tribal elders, the wanderings of the tribe have brought them into contact with a diverse range of substances. Profound amnesia, retrograde prosopagnosia, and 're-rememberings' have left their oral history a very colourful tapestry. The elder, Arl, has variously referred to himself as being 'from Xanu,' 'a Waco man,' 'a child near Boise,' and 'a man of the forest;' the remainder of the community has a similar attitude. They're certain that they're not from south-central Florida, but are becoming increasingly confident that that's where they are presently.
Spoiler :

Elder’s Challenge
As we wander the wastes, so do others. These other people are looking for somewhere to fit in or belong, or just somewhere with safety and food. Some will inevitably wish to join us. How do we treat this potential new members of our tribe, should we allow them or keep them out?


Guards of the Coast
Spoiler :

The Guards of the Coast, having exhausted the supply of scrap and materials they could find on Key West, have now begun desperately searching islands nearby that are within moderate wading or swimming distance, using their boat to make up the gaps. The bridges to cross over to these islands were long gone, but the distances were short, for the most part. The main expedition actually ended up being sent to the old Naval Air Station. There the Guards of the Coast were surprised to find an intact settlement eking out a prosperous existence through farming on the old airfield. The airstrips had been converted into fields of crops, which seemed to be doing well. Calling themselves Neuquex, the town is incredibly large and peaceful, and possesses only a handful of weapons, offering festivities and parties to the arriving Guards.

Turn Stat Changes
-100 Scrap Parts from storm shelters
+50 Scrap Parts, +5 Tech Parts from Fleming Key salvage
+50 Scrap Parts from Dredgers Key salvage
+100 Scrap Parts, +8 Tech Parts from Stock Island salvage
-1 Energy from small boat traveling
+10 Population from natural growth
-470 Food, -520 Water from consumption

Admiral’s Challenge
The discovery of the town of Neuquex has raised some new options for us. The town is incredibly prosperous, while at the same time, shabbily defended. It has no fortifications, only a small amount of weapons, and produces a large amount of food and water. Considering we have significant fire superiority, some of our advisors believe we can simply walk in and take over the place. Others believe that our duty is to protect, not rule this town, and state that we should leave them alone, or at worst, gather some sort of payment for protection. How do we respond to this debate?


Hermetic Order of the Drowned Temple
Spoiler :

The Hermetic Order of the Drowned Temple has made strong moves to establish power base in the St. Lucie area. First, White City has tacitly accepted the Order’s authority in every way but name, maintaining its independence as the Order sends in Officers to keep watch. The biggest campaign, however, was the one launched to bring the Shark-Tooth Grin Clan to an end. First, infiltrators were sent into the Clan’s headquarters, successfully joining the slave class there. Then, multiple pronged attacks and diversions were launched, even setting the Order’s one ship aflame to distract the raiders. Many of the raiders were drawn out by these tactics, charging the Order in chem-fueled rages. The laser weapons of the order cut them down easily, and also opened the door for a slave revolt back in the stronghold. At the behest of the order, the slaves rose up in rebellion, easily overpowering the few raiders who remained behind to guard them. A charismatic slave led the rebels to victory, and has been installed as the new “Mayor of Palm City.” They have expressed their deepest thanks to the Order for their support, but the future of relations between the two groups is yet to be seen.

Turn Stat Changes
-10 Population, -480 Ammunition, -1 Small Boat from Shark-Tooth Grin battle losses
+210 Low-Tech Melee Weapons from spoils of Shark-Tooth Grin battle
+5 Population from natural growth
-235 Food, -285 Water from consumption
+5 Energy from surplus production

Dame’s Challenge
Our victory over the Shark-Tooth Grin Clan was tarnished in some people’s eyes by the severe lack of spoils we received in the process. One person has suggested a strategy that could allow us to consolidate power even further. She has suggested that as we have Officers in place in White City and spies in place in Palm City, we could easily conduct the assassinations of the leads of both places. If we did that, there would be nothing stopping us from taking direct control of both settlements. With direct control, we would gain vital resources and production that would help us keep the Temple afloat. How do we respond to this proposal?


The Lordship of San Marcos
Spoiler :

The power armored scouts of the Lordship of San Marcos have headed out into the open ruins of Saint Augustine to find it empty of habitation and radiation. The historically old city lay completely in wreckage, partially flooded as the old seawall had long since collapsed into the river. Only a handful of easily dispatched mirelurk nests were found within, and were quickly taken care of by the well-armed soldiers. The rest of the bunker immediately got to work scavenging the lower level, partially flooded parts of Saint Augustine, while the scouts continued southwest to Vermont Heights. There they were ambushed by a group of raiders, identified as the Rattlers. The soldiers fought them off, thanks to superior weapons and training, but were still forced to withdraw, after identifying the main raider encampment without gathering any salvage.

Turn Stat Changes
+280 Scrap Parts, +7 Tech Parts from Saint Augustine area salvage
-60 Ammunition, -60 Energy from scouting expedition losses
-200 Scrap Parts from construction
+5 Population from natural growth
+5 Slaves from conscripted “serfs”
-310 Food and Water from consumption

Commander’s Challenge
The discovery of the Rattlers has left us in an interesting position. Even though these savages are brutal and possibly even cannibalistic, their ferocity and savagery could prove a boon. If we could convince them to pay homage to us, perhaps even join us, we could gain a large amount of warriors seasoned in the wastes, with serfs of their own. On the other hand, some of our members believe that we should simply wipe them out and remove their evil from the wasteland. How do we respond to this debate?


Nuclear Dragon Clan
Spoiler :

The Nuclear Dragon Clan has begun focusing significant efforts in Delray to scavenge up the supplies and equipment it needs to become a productive society. This has been added to a growing amount of ritual and mysticism among the upper parts of the society, glorifying the emperor and his family. Meanwhile, an expedition was sent into northern Boca Raton to find anything that could be valuable amid the ruins of an old college campus. What they initially found was that the area had a large amount of mirelurks from the sea, setting up small nests throughout the area. They proved easy fodder for the warriors of the Clan, using their weapons with extreme prejudice to clear out areas they needed to access, allowing them to clear out supplies without issue.

Turn Stat Changes
+120 Scrap Parts from local area salvage
+65 Scrap Parts, +4 Tech Parts from Boca Raton expedition salvage
-195 Ammunition from Boca Raton expedition losses
+5 Population from natural growth
+20 Population from immigration
-220 Food from consumption
+30 Water from surplus production

Emperor’s Challenge:
The rise in mysticism has had a bit of a backlash from some members of our community. Some jokesters have begun to poke fun and make jokes at the emperor for his actions in trying to create new traditions. How do we deal with the people who seem to refuse to take our new solemn rituals seriously?


Poxxy’s Chem Dogs
Young Poxxy was originally a vault dweller living in posh comfort underneath Winter Haven. Living the sweet life with her parents being part of the vault's medical staff, she quickly gained an aptitude and interest in medicine and chemistry at a very young age. Shortly after the unfortunate deaths of her parents at the hand of a freak allergic reaction during one fateful dinner, she was granted her parents' medical bay where she would begin pursuing her own projects. It didn't take long before Poxxy's chems flowed through the vault's inhabitants. At first it went unnoticed and seemed harmless - but as her followers of addicts grew, willing to do anything for her to just grant them one more fix, things began to change. What began seemingly as harmless fun turned quickly to a depraved 24/7 night club of constant partying. Before what few sane people that remained could rise up to stomp out the chaos a few hapless engineers high out of their minds on chems managed to overload the vault's reactor, forcing an emergency evacuation into the sunshine wasteland. Poxxy and a few others barely managed to escape before the tunnel collapsed and caved them in forever. Still carrying a large supply of chems and with a sizable amount of followers which only continued to grow at the promises of dark desires, she claimed the nearby hospital and turned it into a fortress of sin - with her at the top.

Spoiler :

Doctor’s Challenge[/b]: As raiders we don’t exactly have people knocking on the doors to join us. There are plenty of people out there wandering the wastes, alone and defenseless. How should we go about increasing the ranks of our band?


Republic of Florida
Spoiler :

The Republic of Florida has continued to expand searching throughout Tallahassee for any items of value or parts needed for production, while scavenging the old ruins. Unfortunately, people keep reporting that while scrap is freely available throughout the ruin, there’s been no sign of useful technology or weapons anywhere in the Tallahassee ruins, likely long since destroyed or taken by scavengers since the end of the Great War. Local attention was also fixated upon the trial of a young child who was caught with stolen items. He was let off fairly lightly for his crime, and this led to some dissent from those who believed that the child should have bene treated much more harshly.

Turn Stat Changes
+860 Scrap Parts from local area scavenging
+10 Population from natural growth
+70 Population from immigration
-940 Food and Water from consumption

Governor’s Challenge
We’ve hit a critical moment, as our population has surged to a point where we will be unable to provide food and water to everyone. Some have called for the expulsion of every new immigrant who has arrived since we opened our doors, but this would be only a temporary measure, as all food and water would be gone well before the end of the year. The only source of possible relief has been a shady merchant who has offered to provide us with 1 unit of Food or Water in exchange for 1 unit of Ammunition each. How do we respond to this crisis?


Sons of Hope
The Sons of Hope emerged from a pre-war military unit that went into shelter south of Fort Myers as the alarms for nuclear strike went off as the Great War came to an end. The unit disobeyed orders when they tried to save as many civilians as they could, bringing them into shelter. For this, they were disavowed by what remained of the military command structure, who the Sons of Hope eventually lost contact with. Since the end of the war, they have remained sequestered away, but now, with the last stores starting to run out, the Sons of Hope must hope their doors to the outside world and see what will become of them in the Sunshine Wasteland.

Spoiler :

Hope’s Challenge
As we open our doors to the wasteland, we encounter many new travelers and wanderers seeking a home. We’ve always had a history of being friendly, but with only so much food, some are asking can we afford more mouths to feed? How do we respond to possible immigrants from the wasteland to our bunker doors?


Stake of Monticello
Spoiler :

The Stake of Monticello has entered into what may be its darkest hour. After refusing to pay tribute to the powerful raider gang known as the Copper Angels, they prepared themselves for a war, bringing their pluck and determination to the defense, along with their three old howitzers. Unfortunately, this proved to be insufficient to fight off the raiders. Despite taking a rough toll on the raiders’ army as they approached, it did not take long for the raiders to reach Monticello’s walls. Once on the walls, the militia of Monticello had little more they could do to fend off the attack. They were overrun and the raiders quickly rounded up all of the survivors of the battle. First, they rounded up half of the surviving population, gathered the howitzers, and plenty of food and water. They decreed that the town of Monticello now obeyed them. They left behind the guns and armor of the town, but stated that everything taken was punishment for refusal to obey. The town would be allowed to survive, but at the start of each year they would pay 300 Units of Food or 40 Population as Slaves to the Copper Angels. In exchange the Angels would protect Monticello from other raiders. After the speech, those chosen by the raiders for their skills, strong backs, or looks, were taken off from the town back to their stronghold, as slaves to replace those which had fallen in the battle.

Turn Stat Changes
-500 Scrap Parts from construction
-330 Population, -1,000 Food, -1,000 Water, -175 Ammunition, -3 Howitzers from attack by Copper Angels
+5 Population from natural growth
+10 Population from immigration
-320 Food and Water from consumption

Overseer’s Challenge
We’ve faced a disaster. Every family in town has lost someone to slavery at the hands of the Copper Angels, and we’ve lost our best defense against attack. People are faced with bleak desperation and they ask Daughter and themselves, how do we come back from this?


Vault 117
Vault 117 was one of Vault-Tec more brutal experiments. The entire vault was oversold by the company to people of all types in Atlanta. On top of that, people who had not registered for the vault but lived in the area swarmed the vault doors when the bombs began to drop, being given warning by the first reports of detonations on the west coast. The Vault-Tec overseer was under express orders to allow all civilians into the vault, which he did. The result is a vault that is well over capacity in terms of numbers and population, and there have been quite a few difficult years as the vault has struggled to survive. Now perhaps, the doors will open and the people of Vault 117 will find their place in the new world.
Spoiler :

Overseer’s Challenge
As we open the doors for the first time since the end of the Great War, we are faced with a new challenge. There are hundreds, perhaps thousands of people out there looking for somewhere safe to live and that may be with us. Some of our people believe we have too many mouths to feed as it is, and they object to any new migrants. How do we deal with this issue?


Vault 299
Spoiler :

The people of Vault 299 have ended their year by finishing up finding the last bits of scrap that could be found in the area around the Vault. Thankfully, they opened up new opportunities as a major expedition was launched to clear out Tavernier of feral ghouls. The heavily armed vault, despite their lack of experience in combat, managed to roll through the town, clearing out the ghouls systematically and with massive firepower and no serious injuries. Unfortunately, the expedition didn’t find much of anything interesting, but at least the town is clear for future salvaging operations without expenditure of any more lives or munitions. The boat was sent to the north but found little besides mangrove trees and swampland. They avoided the mainland and its infrastructure for now, before returning to the vault.

Turn Stat Changes
+300 Scrap Parts from local area scavenging
-330 Ammunition from Tavernier expedition losses
+100 Scrap Parts from Tavernier expedition salvage
-1 Energy from boat scouting
+10 Population from natural growth
+1,130 Food, +1,080 Water from surplus production

Overseer’s Challenge
We’ve discovered that some our expeditionary force captured and didn’t kill some of the ghouls in Tavernier. They’ve been collecting the ghouls outside of the vault and having people fight them for sport. All of the fighters are volunteers, but still, some have brought up ethical implications, as these ghouls were people once and it seems wrong to use them like animals. How do we respond to this new development?


Vault 323
Spoiler :

Vault 323 suffered a self-inflicted disaster as a man promising a weapon to fight the mirelurks instead vanished with a large amount of supplies. As soon as he had been provided the weapons and equipment he claimed to have needed he disappeared into the wasteland as mysteriously as he had come. Also on the home front, ample scavenging of local supplies has taken place, as work parties continue to gather everything they can to help the community. Construction immediate began on some new fortifications for the exterior of the vault to offer a first line of defense for immigrants and the vault itself. Two expedition wers also sent out to further scavenge in the area.

The first of these was sent west into Davie, which they found to have a large amount of ghouls lurking around within. These creatures constantly would surprise the scouts and expedition as they traveled through the ruins, leading to the loss of a good portion of the expedition. With the heavy losses, the expedition reported that it was lucky to have found and returned the technology weapons that it did discover, from the remains of a few specific locations. They did not feel comfortable continuing the expedition further south after the losses they had suffered.

A second expedition was planned to scavenge east of the airport, but they found that nothing was left except waterlogged ruins, mirelurks, and they had no way to cross the Intercoastal Waterway. They turned back, empty handed, and joined the main crews salvaging the airport.

Turn Stat Changes
-400 Scrap Parts, -400 Ammunition, -50 1-H Guns from mysterious stranger scam
+810 Scrap Parts, +9 Tech Parts from local area scavenging.
-500 Scrap Parts from construction
+4 Tech Parts, +50 1-H Guns from Davie expedition scavenging
-20 Population, -30 Ammunition from Davie expedition losses
+10 Population from natural growth
+35 Population from immigration
+1,580 Food, +1,080 Water from surplus production

Overseer’s Challenge
Despite the success of our agricultural experiments prior to the opening of the vault, some new concerns have arisen. Food from our experiments has been given to new immigrants to the vault. Some of these new immigrants have become violently ill, seemingly as a result of the experimentally grown food. Our doctors are baffled by this, as no one has yet to die, but the sickness seems to affect only those born outside of the vault. How do we respond to this issue?


Vault 404
Spoiler :

In the wake of the start of the year’s devastating losses, Vault 404 has held a major party for its people and those of Waverly. The party was well received and proved a welcome diversion for all involved. The vault continued scavenging in the area of Indian Lake Estates, and through the coordinated effort of workers and robots, managed to clear out any bits of rubble or salvage in the area that could be used for construction. The Indian River Estates region is now thoroughly tapped out of any salvageable goods.

Other forces from Waverly and the Vault decided to seek out an isolated location referred to on maps as the Polk State Clear Spring Advanced Technology Center. With a name like that, they felt optimistic about finding useful technology. The Waverly scouts took the expedition by the small town of Wahneta, an established farming community with an old rivalry to Waverly. Still, they were allowed to camp there peacefully before moving on to their true destination. What they found at the Advanced Technology Center was horrifying. They found what looked like had once been a settlement, now covered in bones and blood. Behind the fortifications were hundreds of humanoid figures, wearing scraps of clothing, but standing at nine foot tall or taller. They spotted the party and pursued the scouts, wielding massive pieces of rebar and car bumpers as weapons, but only chasing them away rather than launching a full attack. The party fled in the wake of these “super mutants” but a few Waverly scouts are believed to have been captured by the monsters in the retreat. The survivors claim that the super mutants call themselves the Hunger.

Turn Stat Changes
+1,510 Scrap Parts, +4 Tech Parts from Indian Lakes Estates area salvage
+15 Population from natural growth
+30 Population from immigration
+675 Food and Water from surplus production

Overseer’s Challenge
The discovery of an organized, clearly non-human, faction has shaken a lot of our people to the bone. Are they hostile, could they be reasoned with, these are questions we simply don’t know the answers to. Needless to say, the discovery has thrown a lot of people into confusion, and await our statement on the existence of non-humans.


War Eagles
Spoiler :

The War Eagles have done nothing but get high and fight each other for the rest of the year.

Turn Stat Changes
+5 Population from natural growth
-510 Food and Water from consumption

The Destroyer’s Challenge
As raiders we don’t exactly have people knocking on the doors to join us. There are plenty of people out there wandering the wastes, alone and defenseless. How should we go about increasing the ranks of our band?


NPC Diplomacy

To: Citrus City
From: Crystal Crocs

We are the scourge of the peninsula. We’ll leave you be and leave this area, but first we want half of everything you have: weapons, people, and supplies. You can give us half now, or everything after we kill you.

To: Arsenic Hounds
From: Contractors

You’ve managed to piss me off. Putney was giving us stuff, and you wiped them out. You give us everything you took from them, and pay their tribute of 200 Food every six months, and we won’t kill your sorry asses.

OOC

Per Terrance’s suggestion, I have added Brahmin as an animal that you can find in the wasteland. These are creatures that simply provide +1 Food each, acting as a mobile source of food that self-replicates. Lore-wise, we’re simply saying that Brahmin are rare in this area to date, but they are now on the loot lists of possible things to find in the Sunshine Wasteland.

For those wondering, you DO NOT need to assign farmers/fishermen each turn. They will continue to work those jobs until assigned otherwise or killed.

After reflection and discussion on Discord, I’ve decided to add a cap to the amount of food and water that can be stored in settlements. For most of you this isn’t relevant, but it is extremely relevant to Vaults. Without building additional storage structures, all regular settlements have a storage capacity of 10,000 for Food and Water. There are new structures (don’t worry, no Tech Parts) that can be used to store excess supplies if you build them. The maximum storage for this is included in stats. For those of you who recall, this is also a major component in preventing the future shenanigans that occurred with Jacksonia in the last game.

World Map

 
To: Palm City
From: Ordo Templi Aquis

You have seen, first-hand, the unlimited power we have used against these savages. We can share this power with you. You can be assured protection from the evil of the Wasteland. All we request is a share of your excess water--perhaps 400/turn?
 
To: Hermetic Order
From: Palm City

We gladly provide you with the water you need to continue your good work.
 
Spoiler :

Lead Archivist's Log, 1.2.2162

New year. New luck. So they say. Let's see how it goes through.

Once more, we shall order 200 people to scrap, preferably in safe zones where we know there will not be any dangers present. This should accumulate enough material to create fortifications to defend us from anything that may attack us...Hopefully.

125 men, armed with one-handed guns and laser rifles will keep us safe.

A small expedition to West Hills, a Gainesville suburb, armed with 20 two-handed weapons will explore it. Caution is advised. Our last expedition's folly was being too hasty; it should've turned back immediately after encountering the ghouls.

Lead Archivist's Log, 1.4.2162

Certain...holotapes have been discovered, and some of our, ah, more conservative populace seem to desire to discard them. However, with consideration to the fact that the morale within our settlement isn't exceptionally high, knowing that we could be attacked by raiders at any moment, it would serve to reason that we could use this as a leverage, to boost the morale of our men and women. God knows, they probably are gonna need it. We should not only preserve them, but also make them public usage to anyone, uh, who, well, wants them.
 
The Social Structure of the Fair Play Inn c. 2161
It took quite a few years, but finally Sassafras Grubber was able to tame the once wild Raider Gangs that operated within the vicinity of the Fair Play Inn. Her greatest threat, a raider clan of over a hundred members, was destroyed with clever rumors and a harsh winter.* It took a few more years for it to sink in, but it slowly did. The raiders realized that they relied on her… indeed, needed her more than she needed them. She was their information. She was their weapons. She was their base. She was their home.

If any were disheartened by this realization, they disappeared so to speak. And it wasn’t so bad… the neutral zone now stretched informally for nearly a day’s march from the Inn. Her family’s cooking was to kill for, and really killing wasn’t necessary for that any more.


THE INNSITS

A terminology for anyone who’s officially part of Grubber’s family, it came from ol’ Reb’s call of “Come in! Sit in!”, which evolved to rival Raider Companies recognizing each other as “Innsitters”, to a recognition that all who partook of Grubber’s hospitality held a special kinship with each other. Any free man or woman who stayed at the Inn for a year are considered among the Innsit, although honorary membership (and the protection that implies) could be bestowed by several means. There’s a significant portion of the Innsit who do not have any Raider membership. They are considered “Grubber’s own”.


THE RAIDER COMPANIES

Once feared sights of the North-Georgian Wasteland, under the careful pruning by Sassafras Grubber, they now resemble pre-War fraternities, with an extra dose of violence. The Raider Companies all hold various rivalries with each other, but they are united in their appreciation of the Grubber’s hospitality, and their subconscious realization that Grubber’s quests are now almost beyond the capability of any individual Company, forcing them to work together to earn their bread. Indeed, they may feel that they choose the quests to undertake, companies to work and rival with, and recruits to join, but I wouldn’t be surprised if each decision was carefully massaged through Sassy’s thoughtful tongue.


THE FRESH MEAT

“Fresh Meat” is an initially threatening terminology for those individuals who aren’t slaves, but aren’t yet Innsits, nor are they a member of a Raider Company. Youngsters who are older than 15 but younger than 21 are all considered Fresh Meat, as they try to figure out how they belonged among the Innsit society. Additionally, slaves who managed to earn their freedom and honorary Innsits are Fresh Meat. After a year, the adult Fresh Meat usually graduate to either becoming part of the Innsit family, or decline into slavery.


THE SLAVES

Slavery at the Fair Play Inn existed since the very beginning, ever since Black Eyed Pete gave Reb Grubber three choice slaves in thanks for her saving his company after a nasty fight with giant migrating antlered beasts. Additionally, although the Grubbers were notoriously generous with their tab, if it remained open for over a year, they *will* get their due. The Grubbers would call a bounty to capture and enslave the unfortunate delinquent until they managed to earn their freedom. Due to Sassy’s consolidation of power, most of the slaves are owned directly by the Grubber family.

Slavery at the Fair Play Inn was not lenient, but neither was it harsh. The slaves were allowed rest, entertainment, hobbies, and ways to work to freedom. For example, a new initiative meant that any Slave who discovered a “Tech Part” can earn their freedom, and earn a bonus in earning the freedom for their immediate family. However, it was still slavery. Sassy knows that her current control was built on the back of her slaves, and she uses the hope of freedom as a carrot to get them to work harder than the mere lash and explosive collar would ensure.


THE GRUBBERS

The Grubber Clan itself is impressively large. With at least five dozen Grubbers living at the Inn, and more scattered across the waste land, it is often said that every Raider Company has at least one Grubber. However, the main Grubbers, The Grubbers, try their best to keep their hands clean and their reputations on the up and up. It’s through their reputation that the famous Neutral Zone is maintained. No Cussing, No Fighting, No Politics, and No Business at the Grubber tables. However, under Sassy, the alleyways became exempt...


*A fire broke out in their storerooms in the middle of winter - rumored to be caused by smokers fighting over the last smokeleaf of the season. The riot that followed killed off the leadership and any unity among the survivors was shattered by unresolved tension from the fall feast prior.

[Feel free to ask any questions]
 
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To: Essarqu and Bradenton
From Citrus City


I’ll be honest, relations haven’t been the best between our factions and yours. There’s been some blood spilt between us. However, we face a great danger that will conquer us all if we don’t resist together. The Crystal Crocs have come to demand impossibly harsh tribute from us, and should we fall, your settlements will be next. For our common good, we ask that you send soldiers and fighters over to Citrus City to aid in the defense against the raiders. If you don’t trust us enough to come to our aid, we hope to at the very least trade with you for ammunition, at the rate of 1 Ammo : 5 Food, for a maximum of 200 Ammo.

To: Crystal Crocs
From Citrus City

We refuse to send our own into slavery, and we refuse to bow to such blatent extortion with no guarantee that you uphold the agreement. Send a message back to your camp that we will not forget your threats, and we will have our vengeance.
 
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To: Citrus City
From: Bradenton

We recognize the threat that this new enemy represents and we are willing to provide 50 militiamen with 1-H Guns. The rest we must reserve for our own defense. Unfortunately, we cannot accept the deal as you proposed, as we have plenty of Food of our own. If you can offer Scrap or Technology, we may be able to consider selling some ammunition.

To: Citrus City
From: Essarqu

We will send you 200 militiamen with assorted firearms to defeat this threat, but we will not trade you any of our ammunition.
 
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