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Beginning of the World As We Know It 4

"You've heard the stories about the town?"

"Which ones?"

"They say this land is so short of food that the people are considering killing half the population and eating them."

"This place is just as bad as where we came from."


Brothers and Sisters, I'm the first to admit that I am often wrong - I brought us out of the Great Basin where we were hounded by raiding tribes, I took us to the banks of the Wide Colorado where we found only death and disease. I showed the way across the great planes to Georgia where we were forced into bondage. Then I led us down here to the land of the Sun where the heat of the Sun and the lingering fires have rendered this land barren.

I am not a prophet, I can not call down Manna from above. We wander through this desert and are beset on all sides by those who would do us harm. We hear stories from travellers of a great city nearby us which is on the brink of starvation. We see the ground beneath our feet where nothing grows. We can smell on the wind nothing but chemical decay and our skin is buffeted by nothing but dry dust and the rays of the sun. Everything tells us this land is dead.

The father would not want us to remain here. There would be no sense in remaining. We have travelled so far, we've been travelling for so long. I know you are all tired - I am tired too. But we can not rest yet. Our promised land, our Stake of Zion is somewhere in this land. We won't wander forever but we can not stay here. I implore you to pick up your packs once again. You have fought raiders, tribesmen, wolves, bugs birds and unknown horrors in the shadows. You had the strength to best these adversaries and I know you have the strength to go on. You know that it gives me no joy to say this - but it is time for us to set off again.


Pack everything up and flee this barren land for the ancient city of PENSACOLA

Spoiler :
Pack everything up and flee this barren land for the ancient city of PENSACOLA
 
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"Welcome back, Miss Moore. You're a bit late, but we do still have time if you'd like to continue from where we left off during our last session?"

Moore turned her head away from the bustling Miami skyline outside the office window and pushed her platinum blonde hair away from her face, her eyes meeting with the doctor's. He was a pudgy man wearing thick glasses and a white labcoat. There was a stain of Nuka-Cola on his shirt collar. Eugh.

"Yes, of course- and apologies, doctor. I went down to the right again and got myself lost in the maintenance tunnels. It really won't happen again."

He smiled vacantly in response for a short moment and adjusted his glasses before turning on the audio log which sat on the table between them.

"To continue where we left off last, you were telling me about your life here in the Vault. That you have, for the last couple of months, been feeling restless and perhaps even depressed."

"Not depressed, doctor! Bored. There's nothing to do down here besides assisting in my father's work in medical. I'm starting to feel as if I'm about to--"

"Explode?" he interrupted.

"Yes.."

As the doctor began another one of his speeches she turned to the window again, now a mirror showing her reflection. As his words began turning into background static she examines herself briefly. Upon her forehead rested a beautiful silvery butterfly. In her reflection it seemed as if she was wearing a magnificent princess' crown. The majestic creature fluttered its wings for a moment causing her to smile with a giggle.

She reaches her hand out to caress its wings, but as her fingers come into contact with the butterfly its skin began to rust and scale off, revealing a grotesque and nightmarish moth which gorged on her flesh. She gasped and closed her eyes in a panic, opening them again only to find herself in the middle of a blasted hellscape, swept of all natural life. Everyone was dead, their scorched remains still burning bright. One of the burning corpses raised its arms to her, shrieking in a horrific and unnatural manner. Falling backward she felt her heartbeat thump in her head, cold sweat pouring as shuddering rushes of adrenaline spiked and tickled her entire body.

"Stop! Stop! I don't want this! It didn't happen! It didn't happen! It didn't happen!"

For a brief moment there was only darkness, before she awoke in the office. On the other side of the table, the doctor sat, unphased. Not a speck of emotion upon him. Not even a face. No eyes. No Lips. No brows. Nothing.

"But it did happen, Miss Moore. That is why you are no longer here." it responded, the labcoat he was wearing now morphing to a vault suit. Its numbers were blocked behind a transparent wall which moved in waves, like a waterfall. She couldn't see them.

"But I am here! This is real!" she exclaims, wheezing as she struggles to restrain her panic attack.

"No, you are not and this is certainly anything but real. You ¤("!&# me, remember. #/¤{^^~ me in the !?%£€!~# @)=! along with your ()^@!$ b¤#!efo¤?re th$e #/"(")¤=!"¤/@£% #"#")=¤$$¤&"

The room began spinning as the faceless man's dagger-like truths turned to a spectrum of strawberry milkshakes and bobblehead bloatflies which spewed from the pores on his face and splattered across what could possibly be the ceiling, or the floor, or the walls, or her dead parents being eaten by gatorclaw-human children crossbreeds. Impossible to tell. In all the chaos she closed her eyes and all went dark, and cold.

When she opened her eyes again Poxxy rose to her feet and began walking back into the smoldering urban ruins of Winter Haven. Behind her was what appeared to be a caved-in tunnel entrance, with a bouquet of dead flowers placed in front of it.

Spoiler :
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Declaration of the Orlando City Compact:

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The three stars of the Orlando City Compact Flag represent the three cities of the Compact – the Yellow Star for the Holy City, the Green Star for Gator City and the Purple Star for Elias City. The white and blue background represent the colours of the original flag of Orlando City.

With the annexation of Gator City and the pacification of the raider gang known as the Gators, Grandmaster Smith of the Order of Saint George and Senior Manager Alyssa Chapek of the Elias City Representatives have decided to formalise their relations.

Peaceful peoples and factions of Orlando City and the surrounding regions are encouraged to seek membership within our compact. But to those who would do us harm be warned, we are well defended and are willing to die to defend our small haven from the horrors of the Sunshine Wastes.

Treaty of Gator City:

Section One – Fate of Gator City:

1. The settlement formerly inhabited by the Gators will now be known as Gator City.
2. Gator City will be jointly managed by a Knight Commander (appointed by the Grandmaster of the Order of Saint George) and a Regional Manager (appointed by the Senior Manager of Elias City) as a military outpost for the Orlando City Compact.
3. Gator City will be manned by 300 Knights of the Order of Saint George, 100 Elias City Militiamen and 100 Elias City Representatives (who will conduct scavenging of the area).
4. Elias City will have the rights for scavenging for the area surrounding Gator City.
5. Water from the Gator City filters will be used to satisfy the thirst of the inhabitants of Gator City. The Order of Saint George and the Elias City Representatives will be responsible for importing food for their faction members living in the city through the Triangle Trade Route.
6. Food, Water and Ammunition taken from the Gators will be split evenly between the Order of Saint George and the Elias City Representatives. Elias City Representatives will receive 60 1-H guns and 10 2-H guns. The Order of Saint George will receive all other material obtained from the Gators.
7. Due to Gator City’s function as a military outpost, civilians seeking refuge in Gator City will be redirected to another city owned by a member of the Orlando City Compact (the choice of city that they are redirected to is up to them.

Section Two – Orlando City Compact:

1. The Order of Saint George and the Elias City Representatives will agree to found and become members of the Orlando City Compact.
2. The aim of the Orlando City Compact is to make the Orlando City region a haven safe from the horrors of the Sunshine Wastes. These horrors include war, raider attacks, bandit attacks, attacks by mutant creatures, attacks by Saracens, homelessness and a lack of food and/or water.
3. All civilians who follow the rules of the cities of the Orlando City Compact and have peaceful intentions are welcome to become citizens of one of the cities of the Orlando City Compact.

Section Three – Expectation of Members:

1. Member factions of the Orlando City Compact are expected to act peacefully to each other and resolve conflict non-violently.
2. Members factions of the Orlando City Compact are expected to assist in the defence of member factions by hostile forces.
3. Member factions of the Orlando City Compact are expected to treat citizens of other member factions with respect.
4. Member factions of the Orlando City Compact are expected to allow citizens of member factions to freely travel between member cities.
5. Member factions of the Orlando City Compact are expected to facilitate trade between the cities of the Orlando City Compact by assisting in the patrolling of trade routes between the cities.
6. Member factions of the Orlando City Compact are expected to treat refugees coming in from the wastes with respect and dignity, provided that they do not break the rules of cities.
7. Member factions of the Orlando City Compact are expected to inform guests of the rules of their cities and enforce them fairly and without bias.

Section Four – Membership and Amendments:

1. Another faction may become a member of the Orlando City Compact upon unanimous agreement of all current member factions.
2. A member faction may be ejected upon the unanimous agreement of all other faction members.
3. Section 4.2 is not enforced when there are less than three members of the Orlando City Compact.
4. The Orlando City Compact may be disbanded upon the unanimous agreement of all faction members.
5. This treaty may be amended upon unanimous agreement of all faction members.
 
To: The Kind Flayers
From: Alexandrite Archivists

Good day to you! We've got a...different proposal. Directly southwards of us, lie very unkind people, they call themselves The Crackers, which is a really funny name, we've got an etymology and all of it and...okay, nevermind me, but what I was saying, is that for 250 food, 500 water and 400 ammunition, would you be interested in making the world a kinder, gentler place, by brutally murdering them? Both of us know all too well that our post-apocalyptia needs this.

Oh, and several of our citizens have been taken as slaves, we should work something out about them, and maybe any slaves you're willing to sell, you know, out of the kindness of your heart.

And once this is all over, you'll go southwards, and we'll set our separate ways. All good, yes?
 
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To: Alexandrite Archivists
From: Kind Flayers

We agree, and we'll take care of those nasty men for you.
 
Spoiler :

Lead Archivist's Log, 1.7.2162

It's time for the second quarter of the year. It is time to do things.

First of all, 300 people will scavenge the nearby Gainesville area. Secondly, they shall build a Farm, and finally, when all of that's done, 50 of those men and women shall work for their food.

Lead Archivist's Log, SPECIAL

Earlier this year, we encountered the frightening Kind Flayers, so very close to us. They demanded food and water from us. However, I believe this posits an opportunity for us...if we're willing to make a deal with the Devil. Later on after this encounter, I came into contact with their leader, a...person, let's put it like that, called Mother Theresa, and we agreed that we would give them 250 food, 500 water and 400 ammunition. In exchange, they'll murder the Crackers for us. Now, the plan is to have someone lead them through the ghouls between us and McIntosh. Here's one hoping we'll both manage to beat the Crackers and dwindle the Kind Flayers...or, at least, one of the two. If nothing else, perhaps we could free some of our own people, if they're still amongst the living once the carnage ends.

Once the Kind Flayers vacate the West Hills, 20 of our own people will check out the area, armed with 2-H weapons.

 
Starting the update now.
 
64AEA0CEBDEE2629324FBC11BD62B577357628E2


We can't stop here. This is Bat Country.
Baldy the Tower swung his hips side-to-side before spinning a sloppy 180 degrees, moonwalking into the northern city limits of Eagle Lake. He was a big man, towering over the hundred twitchy and armed raiders swarming along in tow, hence the name. Aside from being one of Poxxy's handpicked lieutenants and possibly lovers, he had made a name for himself after tearing the throats out of a group of armed settlers when his gun had jammed one-by-one. Being a chem addict, his nerves had long since been burnt beyond any form of repair. And though that sounds like a cool feat, being unable to feel pain leaves a great deal of scars. A steel faceplate fused to his face was what had kept his skull together when he took a sledgehammer to the lightbulb during a raid a few years earlier. He had assorted pieces of scrap and screws still stuck in him from earlier operations to keep him intact. Good times.

But now this lumbering behemoth of meat and metal was on a mission. His task was to bring a bunch of boys to the Bartow Municipal Airport to salvage any pre-war goodies that might still be there. The Sunshine Wasteland was still a fresh place ripe for the picking, so Poxxy had high hopes for the mission. And of course Baldy would do anything for his pink diamond.

As he turned around the corner there was a partly rusted sign and some aging concrete barricades there to block his path. He leaned in to inspect it.

"DANGER! DO NOT ENTER. TESTING GROUNDS!"

Must be something important, since the letters are all bold and red. Too bad Baldy and the others are illiterate and unable to read the warning. The lieutenant snorted and pushed the sign aside as he moved further into Eagle Lake. There was a mutual laughter among the boys as they pressed on.

Walking along the ghostly streets littered by wrecked vehicles, skeletal corpses and debris was fine. It was nothing new to the Chem Dogs and certainly not for Baldy, but there was something wrong here. The silence.
There were no sound. No birds chirping, no wildlife howling nearby or a settler or two shi**ing themselves and attempting to flee in terror.

Then came the unfamiliar sight of something long gone and spoken of only in bedtime stories.

The snow.

Cold to the touch, and spooking half a dozen Chem Dogs into nearly soiling themselves, this white and eerie material poured over them gently at first, but picking up in intensity as the wind blew it along. The temperature dropped. Cold? Actually cold. Baldy was at first awestruck by the sight as the cold winds blew over him, the white "rain" seemingly gripping him in a freezing embrace. It was horrifying, yet beautiful.

But before being able to probe his mind any further he raised his machine pistol towards a nearby alleyway. He roared at the top of his lungs, causing the mesmerized raiders to get their act together and point their weapons in every possible direction. Their bloodshot eyes peered at every howling window, at every creaking door and every cracked corner of the street they occupied. An unnatural whisper hissed from the dark.

There's something out there.

In the snow.
 
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Update 4: June - December, 2162
Take Me Home, Country Roads

Inter-Faction News Reports

A PEACE WITH RADIERS? Rumors from near the ruins of Winter Haven suggest that a local vault, Vault 404, has made peace with a local raider tribe known as Poxxy’s Chem Dogs. The Chem Dogs recently attacked the small town of Waverly, which had friendly relations with Vault 404 for nearly a year. Several citizens were killed and more enslaved, and supplies meant to go to the vault were stolen. Now, it seems that the Vault’s fledgling alcohol industry has been put to good use, as the vault trades liquor and technology to the raiders in exchange for peace. Vault 404 has also annexed the small town of Waverly, extending full protection to it against any further assaults. Time will tell if this fragile peace accord holds together.

THE ORLANDO CITY COMPACT. The Crusaders of the Holy Land and the Elias City Representatives have signed an agreement for future cooperation and peace in the south Orlando area. After the combined effort to destroy the unholy Gatorlanders, the two factions have been brought close together. The new compact promises further cooperation and aid in development throughout the area. The Crusaders have kept Gatorland as a new citadel, while Elias City maintains a garrison nearby. They have pledged to make the roads in the are safe for all travelers and people, maintaining protection for any choose to make a journey in the region. Word of this arrangement has begun to draw interested parties to the region’s peace and the promise of future prosperity.

Faction Reports

Alexandrite Archivists
Spoiler :

The Alexandrite Archivists were faced with a grim decision as the raider band known as the Kind Flayers threatened to undo everything they had worked for. Despite these raiders at the doorstep, the Archivists managed to convince them to go after the band known as the Crackers down to the south. With a suitable tribute of food, water, and ammunition in hand, the raiders went south to do battle. According to Archivist scouts, the Kind Flayers made it through a horde of ghouls, smashed the Crackers, and overran their stronghold with little difficulty. They took over the Cracker fortress and captured most of their slaves alive. Some of the Crackers even joined up with the Kind Flayers in the aftermath, creating an ever more powerful gang. The departure of the Kind Flayers allowed the Archivists to go through West Hills, where they found a military cache that the raiders had apparently overlooked, consisting of a large supply of technology and even some assault rifles. Other guns were found by local area salvagers in Gainesville, as they secured a small private collection of revolvers. Many are sure that these guns will come in handy should the Kind Flayers return for more.

Turn Stat Changes
-250 Food, -500 Water, -400 Ammunition from tribute to Kind Flayers
+10 Tech Parts, +45 2-H Guns from West Hills cache discovery
+300 Scrap Parts, +20 1-H Guns from local area scavenging
-300 Scrap Parts, -1 Tech Part from construction
+5 Population from natural growth
+25 Population from immigration
+50 Food and Water from surplus production

Lead Archivist’s Challenge
A pack of wild dogs has begun plaguing the outskirts, attacking and preying upon travelers and those who would immigrate to our lands. Some of our people believe that we might be able to redomesticate these dogs and make them our own. Others believe we should just wipe them out like any beast. How do we respond to this debate?


Arsenic Hounds
Spoiler :

After failing to defeat the Contractors, the Arsenic Hounds decided to seek out greener pastures and avoid further fighting with the larger gang. This came after a challenger attempted to oust MacMaster Kane, and was soundly defeated by the battle-hardened ruler. He announced that they would be heading north to a settlement he had learned about to take over better than in Albany. They packed up in the dead of night and headed north, avoiding the settlement of Vienna and conflict with the Contractors. As they headed north, they ran into a large raider clan calling themselves the Fiddlin’ Devils in the ruins of the small town of Warwick. Impressed by the Arsenic Hounds’ arsenal and war dogs, they offered to join up, especially when they learned of Kane’s plans. In Byromville, they found a gang called the Gold Hogs who also were eager to join up, lured by the strength and willingness of the Arsenic Hounds to conquer.

With two full new raider clans in tow, the Arsenic Hounds arrived at their destination of Pinehurst triumphant and ready to take on the hapless villagers. Outnumbered ten to one, the people of Pinehurst fought, hoping that the neighboring community of Vienna would come to their aid. They were disappointed as their meager walls were overrun, though they did put up a good account of themselves with the weapons they had. The handful of survivors of the battle were enslaved by the Arsenic Hounds and what little wealth they had was seized by the raiders. With a new stronghold, new clans, and a larger arsenal than ever, the Arsenic Hounds seem well poised for a new strike at glory.

Turn Stat Changes
+110 Population, +140 Slaves, +750 Food, +750 Water, +100 Ammunition, +50 Chems, +1 Machining Gear, +150 Low-Tech Melee Weapons, +25 2-H Guns from Fiddlin’ Devils recruitment
+160 Population, +140 Slaves, +1,500 Food, +1,500 Water, +100 Ammunition, +100 Chems, +200 Low-Tech Melee Weapons, +30 1-H Guns from Gold Hogs recruitment
-30 Population, -255 Ammunition from conquest of Pinehurst losses
+30 Slaves, +2,250 Food, +2,250 Water, +350 Ammunition, +1 Defunct Reactor, +50 1-H Guns, +50 2-H Guns from spoils of conquest of Pinehurst
+5 Population, +5 Dogs from natural growth
-885 Food and Water from consumption
-40 Food from animal consumption

MacMaster’s Challenge
The Arsenic Hounds seem to be doing quite well with the new clans, but are no longer a clear majority within our raider gang. The conquest of Pinehurst has raised spirits, but there’s plenty of jockeying between the now three major clans in our gang for supremacy and influence. How do we organize our gang to prevent infighting between the Arsenic Hounds, the Fiddlin’ Devils, and the Gold Hogs?


Mr. Bawkes's Box Emporium and Boxing Solutions
Spoiler :

The Box Emporium has begun consolidating its beachhead on the ruins of Blount Island. They have sought out installations on the island with valuable salvage, but teams report that nothing valuable remains intact, despite the bounty of scrap. Other scouts were sent to the mainland, seeking to explore the area on the north bank of the St. John’s River. They were pleased to find that the bridge to the mainland was still intact. In New Berlin they found that the area was infested with a small number of ghouls, and they were easily dispatched or avoided, though the party found nothing of interest. Between there and the old power park, nothing was found, until at the power plant itself, where a decent amount of old technological parts were recovered. Unfortunately, things took a turn for the worse when they explored the half-sunken ruins of Little Marsh Hill. Rising out of the water were three giant, almost 30-foot tall, frog-like creatures with grasping tongues and tentacles, reaching out and grabbing man and dog alike and swallowing them with a gulp. Most of the scouts were wiped out in this fight, and only a few survivors escaped, calling the horrible creatures “froghemoths.”

Turn Stat Changes
+250 Scrap Parts from Blount Island scavenging
-35 Population, -25 Ammunition, -5 Dogs, from mainland scouting losses
+7 Tech Parts from mainland scouting salvage
+5 Population, +5 Dogs from natural growth
-270 Food and Water from consumption
-10 Food from animal consumption

Mr. Bawkes’ Challenge:
Some of our leaders have argued that we should demolish the bridge to the mainland, build canoes and rafts, and deal the world by water only. They claimed that the bridge is a security risk, but that its weak structure should allow us to demolish it using manpower only, with maybe fifty people over the course of six months. Others argue that the bridge being intact enables consumers to arrive and purchase our boxes with far greater efficiency and losing it will be a loss for business. How do we respond to this debate?


The Boys in Blue
Spoiler :

The Boys in Blue have continued exploring out and around Pensacola Bay, looking for signs of development. A larger expedition was sent east, to Navarre, where the main crossing was of the bay. They found a large town full of ghouls. They managed to do their best to hold the ghouls back, but there was just too many, and plenty were killed in the chaos. Despite this setback, they did find an abandoned gun store and plenty of weaponry within. The other scouts in the area found much more, revealing that Fort Pickens was apparently just the backwater of a thriving community in the Pensacola Bay area. They spoke first with the settlement of Gulf Breeze, a farming community with a large population in tall buildings built atop old ones. They spoke then with the Matron of Pensacola, who told them of ammunition for sale and to keep civilized. They further met some traders from the town of Bagdad, who offered swords and crossbows for sale and trade. They also spoke of the arrival of band of weary refugees from the east, calling themselves the survivors of the Stake of Monticello. It seems that these communities had long thought Fort Pickens haunted and devoid of value, but not the Boys in Blue have been introduced to a much larger world.

Turn Stat Changes
-40 Population, -50 Ammunition from Navarre expedition losses
+60 Scrap Parts, +30 1-H Guns from Navarre expedition salvage
+5 Population from natural growth
+20 Population from immigration
-135 Food and -285 Water from consumption

General’s Challenge
We seem to be remarkably fortunate. We are surrounded by friendly neighbors and only a handful of hostile forces. The question we must now face, is what role will we play in the new Pensacola Bay trading system?


Citrus City
Spoiler :

Citrus City has avoided political issues with its neighbors as the year closed, delivering a large amount of supplies, captured as spoils from the Crystal Crocs. In addition a large number of freed slaves departed for Essarqu, seeking greener pastures and more modern standards of living and ideas, rather than adapting to the tribal lifestyle. An expedition was also sent out from Citrus City towards the coastal city of Port Charlotte, seeking to map out more of the surrounding area with the Crystal Crocs out of the way. They found a mirelurk queen nesting in Lake Suzy, and the acid it spit, along with the other mirelurks nearby sent the expedition moving along as quickly as possible. Smaller mirelurk nests were found in Port Charlotte, but they were kept out of the way as the party looked and found some useful pieces of technology.

Turn Stat Changes
+500 Food from hunting gathering
-190 Population, -1,200 Food, -2,800 Water, -40 Chems, -210 Low-Tech Melee Weapons, -60 Low-Tech Ranged Weapons from spoils to Essarqu
-300 Food, -700 Water, -10 Chems, -50 Low-Tech Melee Weapons, -15 Low-Tech Ranged Weapons from spoils to Bradenton
-30 Population from Port Charlotte expedition losses
+185 Scrap Parts, +7 Tech Parts from Port Charlotte expedition salvage
+220 Scrap Parts from local area salvaging
+10 Population, +5 Dogs, +1 Horse from natural growth
+20 Population from immigration
-750 Food, -250 Water from consumption
-145 Food from animal consumption

The Fox’s Challenge
An odd body was found by some of our scouts looking for scrap to the north. It has human appearances, and was wearing ragged clothing, but was twice the size, and its skin was an unhealthy green color, with many muscles. We’ve kept word of this unsettling discovery quiet, but some are worried that this could cause fear of another band of raiders, this time super powerful mutants. How do we deal with this situation?


Crusaders of the Holy Land
Spoiler :

The Crusaders of the Holy Land, one of the founding members of the new Orlando City Pact, has begun building upon its great victory over the Gatorlanders. The new fortress is serving its purpose well, attracting new valiant wastelanders seeking to join up and make a difference in the area. Unfortunately, the region’s growing new prosperity has attracted disorganized bandits and lowlifes to the area, robbing and attacking wherever they can. For the most part the Crusaders’ patrols have effectively responded to each of these attacks, but not without losses. By the end of the year, however, the road between Elias City and the Holy Land cleared of all hostile obstructions, with tasteful decorations of crucified raiders and would-be bandits.

The Crusaders also sent out new expeditions to survey the rest of south Orlando, a task which had been lacking due to the recent conflict. The first of these went south to Kissimmee, which they found to be surprisingly abandoned of all habitation. Some signs indicated that a settlement may have once existed here, but evidence suggests that it was destroyed or overrun years before. In an ancient restaurant of all places, the Crusaders found a treasure worthy of them, suit after suit of functional steel armor. While not as flexible as modern combat armor, the artisans of the Crusade believe that they can turn these pieces into proper protection for knights in the field. A second expedition was sent to the old Orlando International Airport, which was found to be sadly bereft of any easy or valuable salvage and multiple points of high radiation from locations where bombs had been dropped. A light presence of bloodbugs further made things difficult and several scouts were killed by the abominable creatures.

Turn Stat Changes
-860 Food, -1110 Water, -250 Ammunition, -60 1-H Guns, -10 2-H guns from Gatorland spoils to Elias City
-20 Population from road securing casualties
+45 Low-Tech Melee Weapons from confiscation from highwaymen
+20 Metal Armor from Kissimmee scouting salvage
-5 Population from Orlando International Airport expedition losses
+1,250 Food from hunting/gathering in south Orlando area
+100 Scrap Parts from Holy Land area salvage
+50 Scrap Parts from Gatorland area salvage
+10 Population, +5 Dogs, +1 Horse from natural growth
+60 Population from immigration
-790 Food, -290 Water from consumption
-120 Food from animal consumption

Grandmaster’s Challenge
The road has been long and difficult, but we have finally brought some true security to the Holy Land and the wasteland surrounding it. Between our new recruits and our triumphant knights, some people are beginning to be perceived as somewhat soft. They have begun to raise families and children, and seem to lack the same precision focus that the leadership brings to our goals. Some leaders have suggested that we forbid families among us, which will no doubt reduce recruitment, but we could always redirect them to the civilian enclave of Elias City. How do we respond to this proposal?


Elias City Representatives
Spoiler :

The Elias City Representatives have begun to settle down into a groove now that the chaotic war with the Gatorlanders has come to an end. The Crusaders provided a share of the spoils to Elias City, and with it, the community continues to thrive as two new Water Stations have come online, providing a great surplus for the masses. Elias City Representatives at both Gatorland and Elias City have been salvaging everything they can in the surrounding area, finding plenty of good scrap, but nothing particularly noteworthy. It seems that things in Orlando have stabilized at least to the time being.

Turn Stat Changes
+860 Food, +1110 Water, +250 Ammunition, +60 1-H Guns, +10 2-H Guns from Gatorland spoils from the Crusaders of the Holy Land
-10 Population, -20 Ammunition from triangle trade guard losses
-1,200 Scrap Parts, -10 Tech Parts from construction
+760 Scrap Parts from local area scavenging
+10 Population from natural growth
+80 Population from immigration
-1,050 Food from consumption
+550 Water from surplus production

Senior Manager’s Challenge
The Bobblehead Bandit continues to strike throughout Elias City. There’s been no sign of any harm intended by the bobbleheads, so far. Our security services have been baffled by the ease with which this person has slipped past any observation. With the arrival of Crusader evangelicals in our community, there’s some concern that these bobbleheads may be used to mock them, and our advisors have called for a harsh response to any mass possession or collection of these trinkets. How do we proceed?


Fair Play Inns
Spoiler :

The Fair Play Inns has begun doing the best it can to develop itself to be homier for the raiders and other folk who call it a home. A still, fishing docks, and water filters have all be built to help keep the food and beer running for the visitors to the inn. Liquor has been produced in masses to help keep the guests well lubricated. To further ease tensions, an expedition was led by Sassy Grubber herself to cleanse the cursed ruins of Toccoa. In a vaguely mythical ritual and through use of fire, the town was set aflame, creating a beacon of light throughout the night as the ruins burned to the ground. While this may mean that salvage will not be found there again, the effort has done much to place the raiders of the inn at ease.

Cleansing proved to be the name of the game as the year drew to a close and the Inns began a campaign against the giant ants of Lavonia. They started with a highly successful process of drawing out parties of ants to ambush and bring into preplanned fields of fire. The ant patrols were easily dealt with, and this translated well into the conquest of the surface town of Lavonia too, as the buildings were cleared bit by bit. The raiders found a good deal of supplies in the ruins, which were sent back for rewards at the main Inn. The last stage was an assault into the underground tunnels themselves, seeking out the theorized giant ant queen. This is where the battle became more difficult, as the tunnels were narrow and the ants actually conducted well organized ambushes, counterattacking from hidden entrances on the surface and concealed passages in the tunnels. The result was a meat grinder of a battle, which the raiders won through use of explosives and superior firepower. Eventually the ant queen was tracked down and destroyed, but at a heavy cost.

While the campaign against the giant ants was ongoing, a small scouting party was once more sent south along the Savannah River, seeking to explore the surrounding territory. The first place they found was a fully active vault, Vault 107. The exterior had developed minor fortifications in a concealed location outside of the ruins of the old community of Reed Creek. The vault was cautiously welcoming to the raiders, but refused to let them within the walls of the fortress they had established. Not far away was the town of Hartwell, which was settled by a significantly smaller community, with allegedly strained ties with the vault. The town, having heard more about Fair Play Inns, refused to allow the raiders anywhere nearby, taking potshots at them from the walls. In Flat Shoals, the scouts found another intact hive of giant ants, who gave the raiders a wide berth. This allowed them to find an old Army outpost, and some laser weapons concealed within. Shortly after they visited Bowersville, which turned out to have a larger and more aggressive hive of giant ants than even Lavonia. The ants attacked without hesitation, and the scouts were forced to flee, though only half of the made it out.

Turn Stat Changes
-600 Scrap Parts, -9 Tech Parts from Construction
+700 Food from hunting/gathering
-1,600 Food, +300 Alcohol, +20 Improvised Explosives from production
-10 Improvised Explosives from cleansing ritual
-70 Slaves, -110 Population, -325 Ammunition, -10 Improvised Explosives from giant ant campaign losses
+150 Food, +75 Scrap Parts, +9 Tech Parts, +35 2-H Guns from giant ant campaign salvage
-5 Population, -10 Ammunition from scouting expedition losses
+10 Laser Weapons from scouting expedition salvage
+10 Population from natural growth
+40 Population from recruitment
-540 Food, -390 Water from consumption

Innkeep’s Challenge:
The plants we gathered from Toccoa won’t grow. We cut them out, but they just don’t seem to be able to revive or grow outside of their natural habitat. Unfortunately, one of our “trusted” advisors seems to be about to mention that we brought it back to our settlement, and once that news hits, a lot of the raider clans won’t trust us anymore. How do we respond to this issue?


Folkston
Spoiler :

The people of Folkston continue to eke out an existence from the remnants of the wasteland. Plenty of scraps continue to be found locally as the old houses are taken apart. A new farm was created to allow for food, alleviating some concern about local food supplies. Scouts were sent across the St. Mary’s River into Florida, easily using a standing bridge into a long abandoned town of Boulougne. Only a handful of old buildings remained, barely worth the trip. They continued into the Ralph E Simmons State Forest, and found that the old camp buildings were long gone. They then sought to chop down some of the tall, strong trees there for use, but that’s when all hell broke loose. Cutting into the trees unleashed some sort of gas that sent the cutters into a frenzy, causing them to turn violently on each other. A good number were killed by the infighting before the remainder escaped back into the open.

Turn Stat Changes
-300 Scrap Parts, -1 Tech Part from construction
+275 Scrap Parts from Homeland area salvaging
-20 Population, -30 Ammunition from southern scouting losses
+50 Scrap Parts from southern scouting salvage
+5 Population, +5 Dogs from natural growth
-90 Food, -240 Water from consumption
-90 Food from animal consumption

Madame’s Challenge:
Some of the people, ten total, who were exposed to the gas in the Ralph E Simmons forest but did not die have been acting very oddly in the community. They’re known to wander around the town aimless, disregarding any orders or conversation. Some nights they will go out and just stand around and stare at each other, unnerving others of our town. How do we deal with this issue?


Grackle Felda
Spoiler :

The Grackles have faced adversity as the raiders known as the Brass Lions sought to extort tribute from them. The Grackles claimed to need to consult the elders, but instead fled their campsite and headed south to the town of Felda. After careful negotiations, the town agreed to allow the tribals into their community, provided that they all undergo local education courses and abandon their tribal ways. This was accepted, and the Grackles were let into the walls as they all prepared to face down the Brass Lions’ retribution. The vengeance was swift, and the Brass Lions assaulted the reinforced walls of Felda. Their attacks were in vain, and the united Grackles and people of Felda repelled the advances, securing their home. With Felda secure, the tribals and townsfolk now face an uncertain future together.

Turn Stat Changes
+300 Population, +500 Food, +500 Water, +700 Ammunition, +1 Defunct Reactor, +50 Low-Tech Melee Weapons, +50 1-H Guns, +50 2-H Guns from merger with Felda
-500 Scrap Parts from construction
+50 Scrap Parts, +9 Tech Parts from Felda area salvage
-70 Population, -300 Ammunition from repulse of Brass Lions attack
+10 Population, +5 Dogs, +1 Horse from natural growth
-460 Food and Water from consumption
-145 Food from animal consumption

Elder’s Challenge
The unification of our people and the people of Felda has led to some issues. The people of Felda have long elected their rules, rather than simply appointing them from merit of the tribe as we long have. They demand new elections, and while Elder Arl has led our people through a crisis, we may face unrest if he stays in charge without the elections. How do we respond to this issue?


Guards of the Coast
Spoiler :

The Guards of the Coast have continued their sacred duty in protecting the Florida Keys. They have continued to build close ties with the larger community of Neuquex, which has provided food and water. They have also continued their own missions to develop their abilities for future expansion. The remains of the areas around Key West that could be reached without use of the ship have been completed ransacked, and no further scrap remains in the area. Amid the last bits of rubble, they found a cache of high-tech melee weapons likely stowed away by a corrupt officer before the war. The ship, meanwhile, went east to the island of Marathon, which they found peacefully empty, besides a few remote nests of mirelurks. There they were able to pull out a small amount of scrap, and a large amount of technology found in the ruins.

Turn Stat Changes
+400 Scrap Parts, +5 Tech Parts, +20 High-Tech Melee Weapons from local area scavenging
-1 Energy from Marathon scavenging losses
+50 Scrap Parts, +10 Tech parts from Marathon scavenging
+250 Food and Water from Neuquex support
+10 Population from natural growth
-490 Food, -140 Water from consumption

Admiral’s Challenge
Key West has long had a population of what we have known as “Hemingway cats,” felines with six or seven toes on their paws. They’ve thrived even after the war, living off the rats and mice that would raid our food stores. People in Neuquex have expressed interest in purchasing some, offering us some privately owned stocks of ammunition if we agree. On the other hand, many of the cats are treasured pets among our people, and they would be reluctant to see them go. How do we respond to this proposal?


Hermetic Order of the Drowned Temple
Spoiler :

As the situation calms in the Port St. Lucie area itself, the Hermetic Order has sent out two wide-ranging scouting expeditions, having heard rumors of war and peace to the north. The first of these expeditions therefore followed the old Turnpike, headed to the northwest. The expedition disappeared somewhere along the road, and failed to report back in to the temple. The second expedition had somewhat more success, headed north on the Interstate 95. They did encounter a large amount of ghouls previously known in Fort Pierce, ranging out towards the highway. They were driven back by a judicious use of laser weapons. For a good portion of the expedition, they stayed away from the beach cities, sticking to the highway, which proved a good tactic for safety. They eventually were hailed by sentries for the large community of Melbourne, a civilized outpost in the ruins and wilderness. The scouts were offered sanctuary but were rebuffed when offering support from the Order, as the town was doing just fine on its own. The area seemed to be mostly civilized, an impression that grew as the scouts arrived at the even larger town of Fort Cocoa. A well protected and large farming community, the town boasted several inns that offered nice room and board to the scouts as they continued their journey north. They were warned about the road north being infested with mirelurks, and they had to see for themselves. The area proved to be littered with nests and occasionally fighting mirelurk queens. The ruins of Titusville were clearly a dangerous place, the scouts returned south with reports of all they had discovered.

Turn Stat Changes
+100 Food from White City tribute
+400 Water from Palm City tribute
+235 Scrap Parts from local area scavenging
-10 Population, -30 Ammunition, -10 Laser Weapons from Turnpike expedition loss
-30 Ammunition from I-95 expedition losses
+5 Population from natural growth
+20 Population from immigration
-210 Food, -310 Water from consumption
+5 Energy from surplus production

Dame’s Challenge
The disappearance of one of our scouting expeditions has led to calls for a full scale reconnaissance in force up the Turnpike. Those suggesting this believe that the force of our will can overcome whatever obstacle may have stood in the way of a small party. Others believe that we should send another smaller force, though larger than the last to cautiously follow the road. All parties agree that we need to continue our scouting along this route. How do we resolve this debate?


The Lordship of San Marcos
Spoiler :

The Lordship of San Marcos has remained focused on salvaging the area of Saint Augustine, but has once again turned its eyes upon an expedition along the old 207. With the raiders of Vermont Heights destroyed, a small expedition was sent down the road. At first they had some troubles, facing a large amount of ghouls from an internment camp in Elkton. Several scouts were killed in the skirmishes here, leaving less to fight off the mirelurks in Armstrong. It was worth it however, as outside of the internment camp, they found a massive stockpile of preserved MREs, which they quickly had transported back to the Lordship. Despite this discovery, and a stockpile of old bits of technology, the greatest find would be the discovery of the Republic of Spuds. This massive settlement dwarfed the population of the bunker, and seemed to be thriving off of numerous farms that provided piles upon piles of potatoes. A neighboring settlement called Hastings seemed to have similar prosperity, though it was clearly a shadow of Spuds.

Turn Stat Changes
-40 1-H Guns, -20 2-H Guns from trophies taken
+270 Scrap Parts from local area scavenging
-400 Scrap Parts from construction
-10 Population, -180 Ammunition from 207 expedition losses
+1,500 Food, +10 Tech Parts, +5 2-H Guns from 207 expedition salvage
+5 Population from natural growth
+15 Slaves from immigration
-185 Food, -335 Water from consumption

Commander’s Challenge
The discovery of the peaceful metropolis of Spuds has surprised some of our people, who expected only to find decay and despair in the wastelands. They have a lot of resources that we lack, and some of our people suggest that we charge in with power armor and conquer them. On the other hand, some believe that we have already won good will by our destruction of the raiders, and we may be able to come to a trade agreement. How do we deal with our new neighbors?


Nuclear Dragon Clan
Spoiler :

The Nuclear Dragon Clan has been busy on the home front, building a new forge and immediately setting the aspiring smiths to work in developing new melee and ranged weapons for use. The production line has been rapid and new katanas and bows have been produced for training and usage by the Clan’s soldiers. Unfortunately, they would not see use as the Clan launched its main salvage expedition for the end of the year. They headed north, into Boynton Beach, and they found something strange. The entire area, buildings and all, had all sorts of plant-life and animal life within, all of which was hostile to the expedition. One man swore that he saw a giant flower with teeth actually eat the rest of the squad. Another claimed that a family of enraged elephants trampled two dozen people in front of his eyes and then swallowed them whole. The expedition fell apart rapidly, and only a shockingly small number escaped from the nightmare into which they had fallen, as plants and animals alike tore apart the entire salvage team. Some scouts of the expedition who returned claim that the jungle stretches north as far as the eye can see.

Turn Stat Changes
-300 Scrap Parts, -5 Tech Parts from construction
-250 Scrap Parts, +100 Low-Tech Melee Weapons, +30 Low-Tech Ranged Weapons from production
-240 Population, -230 Ammunition -20 1-H Guns, -10 2-H Guns, -10 Laser Weapons from northern expedition losses
+90 Scrap Parts, +2 Tech Parts from north expedition salvage
+5 Population from natural growth
+25 Population from immigration
-35 Food from consumption
+215 Water from surplus production

Emperor’s Challenge:
The devastating losses that ended last year have struck every family in our community. There is no person in our Clan who hasn’t experienced the death of a loved one. This has had a severe negative effect on morale. How do we respond to this issue?


Poxxy’s Chem Dogs
Spoiler :

Poxxy’s Chem Dogs, beyond the deal with Vault 404, have continued to work the land hard, finding any scrap they could gather in the ruins of Winter Haven. Recently, a number of raiders and even slaves have begun worshipping a Vault-Tec bobblehead found among the trinkets in town. Some even built a large statue of the bobblehead outside of the main encampment, allowing for a growing crowd of worshippers. In between salvaging and raiding, more and more people seem to be turning to the god “Bobble” for solace.

The other big news came from an expedition to the southwest, as the raiders sought to uncover any secrets that could exit in the Bartow Municipal Airport. Along the way they reached the small ruins of Eagle Lake. One of the literate readers saw that a sign read that the location was used as a robotic testing ground for an advanced technology center to the south. Signs of strangeness continued as they headed into town, and the shoreline of the lakes were frozen, and the entire community covered in snow. No sooner than the raiders began having second thoughts when they heard the thundering of metallic hooves. Strange robots, shaped like bulls, charged the bandits, and bullets harmlessly ricocheted off of the armor. To make matters worse, they exuded freezing cyro blasts, which froze raiders solid mid-movement. The small herd of robots attacked in a coordinated manor, and the majority of the raiders were wiped out, while others were badly injured having limbs frozen and broken off as they fled.

Turn Stat Changes
+780 Scrap Parts from local area scavenging
-100 Scrap Parts, -20 Slaves, -50 Ammunition, +80 Alcohol, +1 Tech Part from Vault 404 trade
-60 Population, -125 Ammunition from Bartow Municipal Airport expedition losses
+10 Population from natural growth
+50 Population from recruitment
-730 Food and Water from consumption

Doctor’s Challenge:
Some of our raiders as a joke gave one of the slaves worshipping Bobble a lethal dose of chems, but to everyone’s surprise, the slave lived. Not just lived, but apparently had visions of things she had no way of knowing. Since then, raiders have been giving chems to the “Prophet of Bobble” to give different visions, and they claim that she can see the future. This Prophet is becoming a heavy influence among the raiders, how do we respond to this development?


Republic of Florida
Despite almost lasting one hundred years, the remains of the Floridian government collapsed under the constantly growing needs of the Republic. With food and water supplies running short, the republic was unable to hold things together after those supplies began to run out. To make matters worse, the governor reportedly shot himself in the governor’s mansion in central Tallahassee, leaving the faction without leadership. The rest of the population quickly began fighting and occasionally eating each other, struggling to obtain whatever scraps were left in the city. A handful joined a group of passing Mormons, seeking out any haven, and buying their admittance by turning over what they could salvage from the Republic’s arsenal and scrap piles. As the Mormons left, the few survivors of the Republic slowly followed or died out, leaving little for those still living in the Tallahassee ruins as another remnant of the old world was washed away.

The Revenant Corps
Spoiler :

The Revenant Corps has emerged from the grave that was its bunker to search out the surrounding region for any surviving goods and equipment. Dobbins Air Reserve Base was the first target, and the Revenant Corps was pleased to discover row after row of Fusion Cores that had been prepared to be deployed into the bunker but arrived too late in the war. The cores were immediately retrieved along with a small cache of small arms that were also found. The rest of the base was quiet and abandoned, clearly having taken serious damage in the war.

The scouts pushed outward from Dobbins, first into Fair Oaks. The town was overrun with vicious ghouls that attacked without hesitation, leading to some casualties among the soldiers not in power armor. The area had a few bits of technology worth scavenging, but otherwise very little. In Powers Park, they found a nest of Radscorpions which proved to be problematic due to their tendency to burrow into the earth and attack patrols by surprise. Their deadly poison inflicted lasting damage to a handful of scouts. Despite the interference, the expedition found a massive shipment of pre-war melee equipment sitting in a warehouse, marked for China. They quickly brought this gear back along with some technology nearby. In Cumberland they found very little, and returned successful heroes with their hefty salvage.

Smaller expeditions were also sent out to scout other locations of interest. One group was sent out to Marietta, which they found to be surprisingly fertile considering the nuclear war, with ample plant life and even some edible vegetation. It was also inhabited by a number of ferocious bears and other wildlife, and one night the scouts accidentally camped in a large bear’s lair, leading to a few deaths before it could be put down. They still managed to return with some technology scavenged from the ruins. Smyrna on the other hand proved to be empty, despite some signs of recent human habitation. The previous occupants clearly emptied the area of anything of value before departing.

Turn Stat Changes
-20 Population, -300 Energy, -570 Ammunition from scouting and salvage expedition losses
+150 Scrap Parts, +9 Tech Parts, +100 Energy, +400 High-tech Melee Weapons, +30 1-H Guns from scouting and salvage expedition gains
-5 Population, -15 Ammunition from Marietta scouting losses
+6 Tech Parts from Marietta scouting salvage
+5 Population from natural growth
-280 Food and Water from consumption

Captain-General’s Challenge:
While our scouts have seen signs of human activity in the field, none of it has been particularly recent. Despite our hopes, there also were no spotted travelers or scavengers in the area, and we’ve gone six months without seeing any other human life. Some of our people are beginning to believe we may be the last ones left, and this is having a deleterious effect on morale. How do we respond to this issue?


Sons of Hope
Spoiler :

The Sons of Hope have continued to spread hope to the wasteland, as they joined forces with local settlers to wipe out several major nests of mirelurks among the lakes of the Southwest Florida International Airport. The expedition proved to be a success, but the mirelurks were stronger than expected. Some local militia types joined in the fighting, but the acid of a mirelurk queen is something to behold and be reckoned with. A large portion of the expedition was killed, but they ultimately triumphed and the mirelurks were wiped out. In thanks, the militia gathered a large amount of surplus food and water from local settlements and delivered it to the Sons’ of Hope bunker. Thankfully, this was not the only supplies that they could rely upon, as they worked hard in developing the infrastructure of the area around the bunker door, building a farm and some water filters to provide for the growing community.

Turn Stat Changes
-40 Population, -300 Ammunition from crushing of the mirelurks
+400 Food, +400 Water from reward for mirelurk destruction
-500 Scrap Parts, -5 Tech parts from construction
+70 Scrap Parts from local area salvaging
+10 Population from natural growth
+50 Population from immigration
-380 Food, -430 Water from consumption

Hope’s Challenge
Some of our ammunition has been stolen! No one but the people in the bunker could have had access to the munitions storage. So far, the population at large is unaware of this incident, so how do we respond?


Stake of Monticello
Spoiler :

Having arrived to found Monticello to be nothing but ruin and worthless farming land, the Mormons set out once more, this time to the west, with the destination of Pensacola. They immediately ran into problems, being hunted by large predatory cats, pouncing from treetops and old buildings, and killing scouts. These panthers plagued the expedition from Drifton, Lloyd, and Capitola until it was nearly all of the way into the ruins of Tallahassee. As they passed Tallahassee, they constantly heard the sounds of gunfire, and eventually they were approached by a starving band of people, claiming they were from a defunct republic built in the city. They offered guns, scrap and ammunition in exchange for food and water to join the Mormons. The Mormons accepted this proposal and were led on a brief detour in the city ruins. The survivors were true to their word and a good amount of scrap and gear was recovered.

The enlarged exodus continued following the signs left for them by god in the form of literal green signs along the old Interstate 10, pointing towards Pensacola. In the abandoned town of Midway, they found the remnants of an old Army convoy, and within, a cache of laser weapons. For the most part, they stayed on the elevated portions of the highway or in the ruins underneath, moving slowly with all of their supplies and equipment being dragged along or in small carts. They saw a number of towns off of the highway on their journey, but kept their distance rather than risking more losses. It wasn’t until they reached the ruins of Mossy Head that they had difficulty, finding a large wreckage of traffic west of there, full of ghouls, and high radiation. Apparently a bomb had hit the highway in the area, and left behind a ton of radiation. They would have to take a new path.

They followed the old roads, until they reached Crestview. The ruins here proved to be full of ghouls as well, and rickety old paths and buildings that were nearly as much of deathtraps as any monster. To make matters worse, as they exited through Milligan, they found themselves once again being pounced upon by feral panthers. Matters were relieved when they reached the friendly town of Holt, promising them that they weren’t too much further away from Pensacola. They told the Mormons of a large friendly town called Bagdad, but recommended that they be careful not to share too much of their religion, as they all worshiped the town’s leader, who they called the Prophet. The town was truly large, with fertile fields and lands, prospering greatly, and they were mostly welcoming to the Mormons, though wary at first.

The Mormons then followed the old Interstate 10 once more, but it ended at the water, with the bridge to Pensacola long destroyed and the area overrun by mirelurks, who attacked viciously. They were forced to head north and look for another crossing. They found another crossing the suburb of Pace, along with a horde of ghouls. The Mormons had to constantly fire upon wave after wave of ghouls coming out of the ruins seemingly without number. Many were killed, but thanks to superior firepower, the Mormons escaped intact, without losses. As they entered Pensacola itself, through the suburb of Brent, they were discouraged to find even more ghouls in the area, though fewer than in Pace. When they reached the heart of the city, they found instead a fully functioning settlement, with strong walls and farms thriving. The settlement of Pensacola didn’t seem too excited at the thought of sharing their wealth, and kept the Mormons outside of the walls.

Turn Stat Changes
-40 Population, -670 Ammunition from exodus losses
+60 Population, +760 Scrap Parts, +8 Tech Parts, +550 Ammunition, +120 1-H Guns, +80 2-H Guns, +25 Laser Weapons from exodus salvage and recruitment
+5 Population from natural growth
+25 Population from immigration
-320 Food and Water from consumption

Overseer’s Challenge
We have once more arrived at our destination to find things not as we expected. Some of our leadership suggest we move on to somewhere else, others believe we should return to a place like Mossy Head, which had fertile land for farming once the ghouls were removed, and still others think we can perhaps negotiate with Pensacola to build a life here. So what do we do now?


Vault 99
Spoiler :

The people of Vault 99 have opened their door and begun exploring the area around the vault’s location. They found that Bayonet Point itself was abandoned and fairly empty of inhabitants. Neighboring Hudson was similarly quiet, though the coastline had several small nests of mirelurks, which were easily destroyed by the escorting robots. Plenty of scrap was recovered, along with the looting of an old gun shop in Hudson, providing an ample amount of a variety of types of weaponry, from hunting rifles to revolvers. Within these communities they found some struggling homesteaders who were thrilled to have the opportunity to join a safe society like the vault.

Turn Stat Changes
+520 Scrap Parts, +20 1-H Guns, +10 2-H Guns from scavenging in Bayonet Point and Hudson
+10 Population from natural growth
+30 Population from immigration

Overseer’s Challenge
A vicious political debate has begun among our people. Tradition dictates that we use the American flag as the flag of our people, but a radical ideology has emerged claiming that America died with the Great War. They argue we should have a flag of our own design and making. How do we respond to this dispute?


Vault 117
Spoiler :

The dwellers of Vault 117 have initiated a considerable amount of construction within and outside of the vault, building new storage facilities and water production plants. The overcrowding and desperation in the vault has led to growing concern about impending food and water shortages. A large expedition was sent out to gather the scrap and parts needed for further construction of a farming settlement somewhere in the wasteland. The expedition scout’s first visited the site of Centerville, where they found a large encampment of raiders, calling themselves the Fangs. Fortunately, they managed to avoid detection by the raiders and turned back away before the main expedition was spotted. They instead went to Lilburn, where they began proper salvaging of the environment. Unfortunately the town was badly infested by ghouls and booby-traps, causing a number of deaths. Still, a old gun store was looted, and a large amount of assault rifles returned to the vault, along with a plethora of scrap.

Turn Stat Changes
-900 Scrap Parts, -9 Tech Parts from construction
-90 Scrap Parts, +30 Low-Tech Melee Weapons, +12 Low-Tech Ranged Weapons
-60 Population from scavenging expedition losses
+2,090 Scrap Parts, +50 2-H Guns from Lilburn scavenging expedition
+730 Scrap Parts from local area salvaging
+30 Population from natural growth
-750 Food, -550 Water from consumption

Overseer’s Challenge
We are dangerously low on food and water, and people will soon begin starving, and the resulting unrest could cause catastrophic damage to the vault. Some have suggested expelling the least valuable members of the community until we reach a level that would not require as many people to maintain the vault. Others have suggested building an exterior farming community for development, though we still won’t be able to make up the full amount of food and water we’ll need by the end of next year. How do we deal with this crisis?


Vault 299
Spoiler :

Vault 299 has completed their efforts to salvage the remains of Tavernier, and very little remains of that once small town. Seeking new shores to exploit and explore, the Vault sent the ship with an expedition to scout out the ruins of downtown Miami. The first scouts reported the thrilling news about how many of the buildings seemed intact, with no signs of monsters or inhabitants, only the silhouettes of those incinerated by nuclear weapons showing any sign that people once lived here. When the ship returned from the revolt with a group of reinforcements, they were aghast to find the entire scouting expedition dead, with their bodies scattered and their weapons untouched. Stockpiles of weapons remained and a small amount of scrap had been gathered. The eerie environment and lack of sign of any hostiles led to the reinforcement gathering up the original expedition’s gear and equipment and returning everything to the vault.

Having secured Tavernier, the vault decided to take the fight to the hostile tribe calling themselves the Panthers. They attempted to send an emissary to the tribe to negotiate a peaceful solution, but there appeared to be none possible. The tribe killed and ate the emissary and a war was on. The vault sent a large, heavily armed expedition into Plantation Key, and the tribals attempted to fight. Flamers, machine guns, and sniper rifles proved too much for the tribals and only a handful of vault dwellers were killed in the fighting. The Panthers dispersed, many fleeing in what canoes survived to the north, towards the swampy mainland. The Panther settlement was trashed and much of it was recovered as scrap for the stores of the vault. Scouting further along the island found nothing else of value and no other inhabitants.

Turn Stat Changes
+220 Scrap Parts from scavenging of Tavernier
-40 Population, -1 Energy from downtown Miami expedition losses
+50 Scrap Parts from downtown Miami expedition salvage
-10 Population, -600 Ammunition from Plantation Key punitive expedition losses
+650 Scrap Parts, +1 Precision Tools, +110 Low-Tech Melee Weapons, +10 Low-Tech Ranged Weapons from Plantation Key punitive expedition spoils
+10 Population from natural growth

Overseer’s Challenge
After our successful destruction of the barbaric Panthers, we’ve had no further trouble from their remnants. However, around thirty have come out of the woods and requested amnesty and seek to join us. They have no food, water, or supplies, and some of our people are content to let them die, but others suggest we should allow them in to bolster our numbers for future growth. How do we respond to their request?


Vault 323
Spoiler :

The dwellers of Vault 323 have been very busy on the home front, as they dedicate themselves to construction and development. New storage facilities were built for the increasing surplus of food and water from the vault’s production systems. Eventually expeditions returned to the vault with new parts needed for the building of a sophisticated forge. This forge was immediately put to work turning hunks of metal into useful swords and crossbows to relieve the pressure on the vault’s dwindling supply of ammunition for its guns. Also on the home front, a small trading delegation was sent to the “Muharibs” on the coast with some supplies. The delegation and all of the supplies were seized, as it appears that the Muharibs have no interest in trade or diplomacy.

A large expedition was outfitted and sent south along the US Route 1. They sought to locate several buildings of importance on old maps, but found nearly all of them either utterly destroyed or otherwise looted of anything of value. Still, they explored the old suburb of Ojus, which was partially submerged under a few feet of water. This proved critical, as the expedition discovered the town was inhabited by a large amount of constrictor snakes which would swim under water, wrap around the feet of a traveler, and pull them under. A handful of people were lost, but at least a good amount of technological parts and guns were recovered. They continued pushing south into Miami itself, and they found a haunting site. The silhouettes of people were preserved in their last minutes on the walls and streets of the ruins, in haunting outlines of white. A strange wind seemed to blow through the abandoned streets against the members of the expedition, and no animals nor man were in sight. Suddenly, people became inexplicably suffocated, choking on thin air. Those who tried to help were repelled by an invisible force. Gunfire helped no one, as quickly nearly half of the expedition were killed by the unknown beings. The rest fled in a hurry, with one or two being lost to snakes on the run back to Hollywood.

Turn Stat Changes
-700 Scrap Parts, -5 Tech Parts from construction
-150 Scrap Parts, +50 Low-Tech Melee Weapons, +20 Low-Tech Ranged weapons from production
+700 Scrap Parts from local area salvage
-80 Population from US 1 Expedition losses
+110 Scrap Parts, +16 Tech Parts, +45 1-H Guns from US 1 Expedition salvage
-5 Population, -100 Food, -100 Water, -5 Ammunition, -5 1-H Guns from Muharib trade attempt
+10 Population from natural growth
+20 Population from immigration
+1,625 Food and +1,125 Water from surplus production

Overseer’s Challenge
The continuing hostility of the Muharibs has led some of our advisors to suggest a full scale assault on their compound before they can dig in and fortify their position. They may have a lot of weapons and numbers, but they are currently at a disadvantage, according to the advisors. On the flip side, opposition claims that attacking them outright may fail and leave us with dozens, maybe hundreds, dead and extremely vulnerable to other hostile forces in the wasteland. How do we respond to this debate?


Vault 404
Spoiler :

Vault 404 has ended the year with a frenzy of activity of all types. The annexation of Waverly has led to most of the vault picking up stakes and leaving the vault for the new town and its ample fortifications. With over a thousand new residents, the town has been packed full of temporary houses and new buildings going up all over the place, as the old residents drown under blue-suited immigrants. The return of those enslaved by the Chem Dogs has boosted morale, even as many head out on new salvage expeditions and operations. The largest of these was by far the scouring of Alcoma, as the local bloodbugs were chased out using crossbows and ample use of fire. The town was salvaged of every last scrap available there, as it was systematically dismantled by human and robot workers.

The trade with the Chem Dogs was not the only commerce taking place. The town of Frostproof sold the vault some ammunition in exchange for alcohol. Further gifts of food and water has also been granted to travelers and wanderers in the wasteland from the new center of activity in Waverly. A speakeasy in town has offered entertainment and luxury to all travelers seeking a port in the storm that is the Sunshine Wasteland. Food has continued to be dropped off near the super mutants and the Hunger, but there has been no response or emissary of any type by the mutants, though they do seem to be taking the food.

Multiple expeditions have been sent out to nearby important locations, seeking more valuable salvage. The first of these went towards the old Cypress Gardens. However, that area was being picked over by hundreds of raiders and slaves of the Chem Dogs, and the expedition chose to leave rather than provoke a fight. They went on to Wahneta, and once again made contact with the community there, as the government remains friendly to the vault. The last stop was to Eagle Lake, which they found under unusual circumstances, and a gibbering raider missing both of his arms outside. Inside they found a localized snowstorm and bitter cold. They were promptly outmaneuvered by what could only be described as robotic bulls, exhaling freezing temperatures. The robots of the expedition were the first targeted and wiped out, the rest were killed off one by one, as only a handful escaped, after watching their friends and comrades turned to statues of ice. They did report that explosives seemed to work well on the robots, though not enough to win the day.

A second expedition was sent north towards Haines City. In Dundee they encountered large cats that chose to prey upon sentries, leading to casualties, but use of Molotovs seemed to easily keep them at bay after experimentation. They found nothing of use in the town. In Lake Hamilton they had their days ruined when they found yet another violent gang of psychopaths. These so-called “Reapers” spotted the scouts and laid in wait. The expedition was wiped out completely, and the Vault would have never even known, if not for the arrival of a Reaper emissary towards the end of the year.

Lastly, an expedition was sent to the Arbuckle Military Region, where they found camp after camp of ghoulified Chinese prisoners of war and interned civilians. The ghouls were hostile, but apparently unable to leave the area. The scouts thankfully avoided contact and combat, and fled from the scene. They were unable to reach anything of value.

Turn Stat Changes
+130 Population, +1,095 Food, +1,045 Water, +100 Scrap Parts, +95 Ammunition, +50 Low-Tech Melee Weapons, +25 1-H Guns, +25 2-H Guns, +1 Military Skill from Waverly annexation
-30 Alcohol from speakeasy theft and gift
-3,000 Food, -200 Scrap Parts, +200 Alcohol, +40 Low-Tech Ranged Weapons, +400 Improvised Explosives from production
-50 Food and Water for wasteland aid
-200 Alcohol, +300 Ammunition from Frostproof trading
+20 Population, +100 Scrap Parts, -80 Alcohol, -1 Tech Parts, +50 Ammunition from Poxxy’s Chem Dogs exchange
-10 Food to the Hunger
-10 Population, -40 Improvised Explosives from Alcoma scavenging losses
+1,490 Scrap Parts from Alcoma scavenging spoils
-35 Population, -60 Ammunition, -50 Improvised Explosives, -20 1-H Guns, -15 2-H Guns, -20 Protectrons, -7 Mr. Gutsys from Eagle Lake expedition losses
-40 Population, -60 Ammunition, -20 1-H Guns, -20 2-H Guns, -50 Improvised Explosives, -20 Protectrons, -7 Mr. Gutsys from Haines City expedition total loss
+15 Population from natural growth
+10 Population from immigration
+805 Food, +755 Water from surplus production

Overseer’s Challenge
We’re now facing yet another vicious band of raiders. They’ve clearly taken some of our people as slaves, and now demand food and liquor. It’s unlikely that this will be the end of their demands, and we’re already offering Alcohol to the Chem Dogs. How do we deal with this new threat?


NPC Diplomacy

To: Vault 404
From: The Reapers

We’re pretty pissed at how many of our guys your scouts killed when we simply tried to take them and everything they had. We demand compensation. We’ve heard about your food and still, and we want 500 Food and 300 Alcohol, or we’ll start wrecking your horsehockey up. You’ve been warned.

To: Guards of the Coast
From: Neuquex

As much as we’d like to build another farm, we lack the technology bits we need to build one. If you could provide both that and the scrap, we can definitely provide you with the food from the farm.

OOC

@Brougal, as per the front page, a new settlement requires 3,000 Scrap Parts to build for basic fortifications and storage. You did not quite reach that point.

I want to make it very clear to everyone that I do not read orders until I am actually updating. This is to let me have a life outside of modding, and to give me some surprise and joy while reading and writing. Please, please, please distinguish any PMs sent that include questions from PMs that have orders. Do not add them to your orders thread in chat, cause I will not see them until it’s too late.

World Map

fUyBcNR.png
 
Due to manpower and weapon shortages, with the consent of the Order of Saint George we are withdrawing our garrison and civilians from Gator City for the time being. The Order of Saint George now have primary responsibility for the city.
 
To: Neuquex (@EQandcivfanatic )
From: Guards of the Coast

Of course, we will gladly send the required tech parts. We present this expanded deal for your assessment:

600 scrap, 2 tech parts to construct 2 farms. Nequex keeps 1/4 harvest (250 food), and sends 3/4 to the Guards (750 food).

If you have any desired modifications, we're all ears. Otherwise we'll send the materials immediately.

PS: We'll happily sell our weird cats to you.

(OOC: would Nequex's food be delivered the same turn the farms are built?)
 
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To: Guards of the Coast
From: Neuquex

That deal sounds perfect.
 
To: Kind Flayers
From: Alexandrite Archivists

Some time ago, the Crackers have taken our people as slaves. We're willing to make a trade for those people.
 
To: Alexandrite Archivists
From: Kind Flayers

Certainly, we'll accept 10 Ammunition per Slave.
 
To: Kind Flayers
From: Alexandrite Archivists

Well, we've received information that 10 of our own have still survived the Crackers' rule, so, we would trade in a hundred ammunition for them.
 
To: The Reapers, Vault 404
From: The Chem Dogs

In response to
We’re pretty pissed at how many of our guys your scouts killed when we simply tried to take them and everything they had. We demand compensation. We’ve heard about your food and still, and we want 500 Food and 300 Alcohol, or we’ll start wrecking your s**t up. You’ve been warned.

The sissies in blue spandex are under our protection. You better check yourself before you wreck yourself. Give us all of your chems, ammo and half your slaves, or we'll blast you into the nether realm so far you'll be considered a rare Earth mineral.
 
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To: Chem Dogs
From: Reapers

Bring it *****.
 
To: Vault 107 @EQandcivfanatic
From: Fair Play Inns


Good evening new Neighbors! We bring gifts of 10 alcohol and 10 food for this day we meet new friends in this dangerous world! My name is Krispy Grubber and I will represent the people of Fair Play Inns.

Now, unfortunately, we must be onto business. You see, my friend, southward, as far as the eye can see, are ants. Big ants, Ants that can eat babies whole and ask for more. We killed the Ants. *pauses for effect* Alright, we killed some of them, but they're everywhere. We can take some of you to observe the Ants, if you'd like. It's really cramping our style, and it'll cramp yours, too.

Our plans here are to head across the river to explore the towns and ruins on the other side. Now, there's nothing nearby, but we're prepping up to build some nice canoes and rafts and float over to ruins with stuff in them. Would you like to send people to join our expedition, or perhaps purchase some rivercraft for yourself? If we're searching separately, we should split our searches ... after all, we would be sad to have a misunderstanding with such good friends.

Secondly, and it's but a small matter, is our interest with your precision parts. Can you show them to me? After all, no two sets of precision parts are the same. We had some once, I mean, we still do, but they're being used to make this here booze. It's very much a decision we thought through more the morning after we did it. Anyway, if you have any plans for them, think twice, because we're willing to offer gen... gener... lots to acquire them for our future Workshop. Perhaps we can let you use it after we build it.
 
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To: Fair Play Inns
From: Vault 107

What did you have in mind as an offer for our Precision Tools? We could use weapons and ammunition, but also technology and scrap. Should trading work out well, we'd be happy to join you in salvage missions.
 
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