Beginning of the World As We Know It 4

Starting work on the update now. I will still accept any new faction submissions almost right up to the moment of posting.
 
Faction Name: Vault 404
Leader Name: Overseer Doug Moore
Leader Trait: Perceptive
Starting Location: Orchards near Indian Lake Estates
Leader Background: Doug Moore was appointed as overseer upon the death of his predecessor Richard Johnson. He is a middle-aged balding man with a bit of a paunch. He is an avid reader and relatively solitary, especially for a leader. He loves ice cream so much.
Origins: Vault Dwellers
Trait: Adventurous
History: TBD
 
Faction Name: The War Eagles
Leader Name: Maz the Destroyer
Leader Trait: Strongman
Starting Location: Auburn, Alabama
Leader Background: Maz son of Maz comes from a long line of War Eagles. Like his father and his father before him, he rules his faction with an iron fist, taking what he wants and killing anyone who gets in his way.
Origins: Raiders
Trait: Warlike
Background: The War Eagles are feared throughout the lands that once encompassed Alabama, Mississippi, Georgia and Florida. This band of raiders have secured a formidable stronghold in the wastes, bringing death to any who would oppose them. In recent years, Maz has focused on bringing more raiders into the fold, eradicating other local groups, such as the Red Elephants, the Northern Volunteers and the Swamp Gators. Now, he turns his malevolent gaze to the fertile lands to the southeast.
 
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Update 0: October, 2077 – December, 2160
Welcome to the Sunshine Wasteland

Faction Reports​

The 500
The walls around the Daytona International Speedway proved strong enough to survive the nuclear fire of the Great War. In time, a society emerged there, revolving around the still intact vehicles that resided within. These weary survivors, exhausted from fighting monsters, both man and mutant, settled down within the substantial security of the old race track, finding some of the cars to still be functional. With a limited supply of energy, and an adventurous, exploratory spirit, the people of the 500 are prepared to enter the wasteland to find what they need to keep the races running.
Spoiler :

Champion’s Challenge
Much like our own people, there are other survivors wandering the wastelands, some seeking out a home to live in. They represent both a danger and an opportunity. Inviting more people to join our community could make us stronger, but at the same time, they could be spies for raiders or other factions. On top of that, every new person who joins us is yet another mouth to feed. How should we treat the issue of immigration into our settlement?


Alexandrite Archivists
The Great War had ravaged humanity’s society and planet, turning both to ashes. Why it was waged, how it began, no one could say. The ravages of war have purged and removed much of the records. From these ashes, the Alexandrite Archivists have risen to prominence, a council of the descendants of pre-war scientists that have seen that the madness of war (and all wars) has destroyed the truth of the old texts. They have vowed to never let this happen again and they keep painstaking notes and details of their own actions and abilities to help preserve the discoveries and technologies they have made and will make in the years to come.
Spoiler :

Overseer’s Challenge
Much like our own people, there are other survivors wandering the wastelands, some seeking out a home to live in. They represent both a danger and an opportunity. Inviting more people to join our community could make us stronger, but at the same time, they could be spies for raiders or other factions. On top of that, every new person who joins us is yet another mouth to feed. How should we treat the issue of immigration into our settlement?


Citrus City
Citrus City is the latest in a long line of small towns that have risen out of the small roving bands of Southwest Florida. In time, these past settlements eventually dissolved out of division, invasion, and starvation. Time will tell if Citrus City suffers the same fate. Thanks to the fertility of the land and the skill of the tribe, it seems unlikely that this new settlement will starve, offering a chance at building a stable society rather than just a passing gust of proto-civilization. The smell of orange blossoms offers a refreshing gasp of air to the new residents, as they look to tend the wild growth of orange trees from the region.
Spoiler :

The Fox’s Challenge
As a tribe, we have always been a close-knit family more than those who cling to the ways of the old world. We have our own traditions, our own faiths, and even our own language. Some of our more charitable people suggest we should welcome immigrants into our ranks from the lone wanderers who travel the wasteland, but others believe we should not welcome corrupting influences into our ranks. How should we treat the issue of immigration into our settlement?


Crusaders of the Holy Land
The Crusaders of the Holy Land, or the Order of Saint George, is an ancient order of pilgrims and nomadic knights who were guided by the holy texts to journey south and east in search of the Holy Lands of yore. The people despaired, lost in the Sunshine Wasteland where they could no longer venture more south and to the east. Scouts who built ships to journey across the sea never returned. It seemed as if the Order would fail its quest for the Holy Lands, until a breathless scout returned, gasping that he had found the Holy City. The triumphant Order marched into the abandoned Holy Land, settling themselves around its large lake and ancient buildings. Soon, missionaries would emerge from a new township to preach to the surrounding community... to both spread the faith and earn recruits for the next Holy cause—purifying the Holy Lands of the Sunshine Wasteland of raiders, monsters, and demons.
Spoiler :

Grandmaster’s Challenge
One of the ancient highways of the old world rests immediately besides the Holy Land. Wanderers and travelers follow these routes frequently headed to the north and south. Some of our people suggest that we should conscript or confiscate goods from these travels to support our crusade. Others believe that we should offer them protection from the dangers of the Wasteland. How do we manage this debate?


Elias City Representatives
It was off-season when the war began, but thousands of people were stranded in Elias Planet when the war began. The staff, or Representatives, organized the people and became the basis of an interim government. The survivors of the Representatives and guests in the park are now led by a democratically elected leader known as the Senior Manager. Every Christmas or if the current leader is killed, the survivors gather and pick a leader. Generally the Senior Manager will appoint Junior Managers to have authority over functions of the faction. Elias City values hard work, honesty, and cooperation. All those who pull their weight are welcome to become Elias City Representatives and are given food, water, shelter and protection.
Spoiler :

Senior Manager’s Challenge
Faith and belief have never been a major cornerstone of Elias City society. However, recent migrants have begun telling us of a strange people to the north, claiming to protect a “holy land” from monsters. This is the first time our people have heard of a truly organized society other than our own in the wasteland. Some of our people believe we should send emissaries and welcome any new potential friends to meet us. On the other hand, some have expressed reservations about what they new group could intend towards us in the future. How do we respond to this new group?


Guards of the Coast
As the bombs dropped and the oceans soured, some local authorities and civilians on Key West cut off from the rest of the Keys, retreated to the US Coast Guard Sector Key West. Over the generations the Guard of the Coast holds onto some of its pre-war structures and authorities. While the leadership position is dubbed the Admiral, and many official positions in the community are given pre-war Coast Guard ranks as titles, Key Guard is run as a civilian settlement rather than a military base, though with a feudal twist. The title of Admiral is handed down at the current Admiral's discretion, and all community officials and decisions are determined by the by the sitting Admiral.
Spoiler :

Admiral’s Challenge
Our night watch spotted something unusual in recent nights. Flares have been seen coming from the west, in the location our charts say the Dry Tortugas are located. As far as we know, no one lives out there and the fort has been long abandoned. Some of our staff believe this could be a trap, but others suggest we are obligated to assist if someone there is in trouble. How do we respond?


Hermetic Order of the Drowned Temple
It is well known to the Order that the Temple was once a war machine, serving the imperfect creations of Yaldabaoth, the Demiurge, in a troubled antediluvian world. The Order teaches that humanity did not realize they were living in a flawed creation. The Great War, the Flood, was only the natural end for humanity in such a state. Yaldabaoth is not evil; merely flawed, imperfect--human, despite being bestowed with divine creativity. It was during the Flood, when the aging submarine beached itself in the inlet of the St. Lucie River, that one woman is said to have received what is called the Spark of Sophia, the Divine Wisdom. That woman's name true is a closely guarded secret, known only to those of the highest ranks of the Order she founded. To everyone else, she is only Angelia Soter, Daughter of Hermes, First Officer. Yaldabaoth is an imperfect creator, and it is up to this Order to perfect Yaldabaoth's creation, to bring it into the Age of Ma'at.
Spoiler :

Dame’s Challenge
The Order has become aware of a growing number of travelers and wanderers in the ruins surrounding us. They seek shelter from the horrors of the world. Some of our people believe these travelers to be weak and not worthy of full rights as mean, arguing that we should enslave them as involuntary workers. Others suggest that the doors of the Order should be open to all willing to believe the truth. How do we respond to this debate?


Nuclear Dragon Clan
Finding a natural enclave in the heart of the urban areas of Greater Miami, the Nuclear Dragon Clan was formed by a handful of Japanese survivors of the nuclear explosions that devastated the city. Preserving the ways of their ancestors, the Nuclear Dragon Clan was able to fend off attack after attack on their new compound, holding back ghouls, raiders, and monsters alike over the decades. Despite being so close into the heart of the city, they have long managed to survive due to their ferocity in battle. Now, with the Clan expanding size and a divine wind of change sweeping across the Wasteland, the Nuclear Dragon Clan may have chances to expand into an empire beyond just a name.
Spoiler :

Emperor’s Challenge:
We have begun to see more people traveling nearby our community who are not raiders or other undesirables. For the most part they seem to give us a wide berth, but some of our people believe they may join us willingly in exchange for food and shelter. On the other hand, some of our more aggressive warriors believe we should conscript these people unwillingly to provide us with brute labor, allowing our free citizens to be better warriors and guards. How do we respond to this issue?


Republic of Florida
After the Great War of 2077, what was the United States was plunged into chaos. Florida was no exception, and the state government had soon lost control over most of the state - except most of Tallahassee. Emergency measures were taken and violence ensued but after a great deal of blood, sweat, and tears, the government’s remnants were badly bloodied, but still standing. In 2134, public elections were held for the first time in decades. Tallahassee’s survival made it the new jewel of northern Florida, making it a prime target for raiders. They came by the hundreds to loot, pillage, enslave, and burn the last bastion of civilization in Florida. The continuous conflict to defend their city has gradually ingrained militarist tendencies into their culture. Now, a new Governor has been elected who promises to conquer and bring civilization to the raider scum once and for all and to begin the reclamation of Florida's rightful land and people.
Spoiler :

Governor’s Challenge
Within Tallahassee and moving around through the wastelands we have begun to see more and more travelers who are not immediately hostile. Some of our people believe that it is our manifest destiny to enforce citizenship upon each of these individuals. Others believe we should aggressively recruit and attempt to bring more people into our society. At the same time, a third group believes that new recruits not born among us could be spies for raiders or other factions. How do we respond to this rising debate?


Stake of Monticello
Harold Daughter set off from New Canaan as a missionary some 6 years ago travelling out east to spread the word and save the troubled peoples of this world. As he made the journey he attracted a group of followers with the promise that he would lead them out of darkness to a new home in the sunny east. He finally stopped the great journey upon reaching the ruins of Monticello, he declared this to be the place where they would make their stake and since then he has been growing his congregation of New Canaanites there. Now they look out into the darkness around them to see if they can bring a shining light.
Spoiler :

Overseer’s Challenge
We of course welcome all who seek safety and shelter from the Wasteland. However, some of those who join are resistant to embracing the faith of New Canaan. Some of our more devout converts believe that membership in the faith should be mandatory, while others feel that we should live and let live. How do we respond to this issue of religion?


Vault 299
Along with another vault on the West Coast, Vault 299 was established taking the Second Amendment very close to the heart. A massive unsecured armory was provided with the vault’s security forces, and ammunition for a small campaign of warfare with all of the weapons included. This has led to an occasionally volatile situation in the vault community. Originally member of Vault’s Security, Herman Pickett recently grew dissatisfied with the Overseer’s policy of keeping the Vault tightly shut. Eventually Herman launched a successful coup, exiling the now former overseer and taking his office. On a strange whim, he has recently started spreading word of calling the vault “Venice of the Keys”, apparently in effort to spread name and reputation of the vault. Time will tell if the name manages to stick.
Spoiler :

Overseer’s Challenge
The right to bear arms is a facet of our people’s history. Herman’s rise to power has brought up an old and unresolved debate between those who want the weaponry to be controlled strictly by vault authorities and those who believe that the weapons belong to all of the people of the vault to be used at will. How do we manage our massive stockpile of guns and the rights of the individual to them?


Vault 323
On October 23, 2077 the sirens rang the bells of nuclear war, and the doors of Vault 323 slammed shut. Those sealed within were a combination of locals, as well as a number of tourists who swarmed the gates at the news of the thermonuclear detonations. The locals were mostly scientists and officials working on various agricultural projects designed by Vault-Tec before the war. The experiments were widely a success, helping to provide higher yields and qualities of food from the vault’s facilities. With the success of the experiments they were assigned, the vault is now prepared to open the door and see what awaits in the world beyond.
Spoiler :

Overseer’s Challenge
As we get ready to head out, our people debate what we should do about those who already live in the wasteland. They will certainly want what we have, and some may want to migrate here peacefully. While some of our people accept this as a way to build our strength and share our wealth, others are more concerned about the possibilities of spies or communist saboteurs undermining our people. How do we respond to this debate?


Vault 404
Vault 404 was advertised as a “luxury” vault as those who entered found that their every needs were taken care of by a highly programmed staff of robots. When the alarms went off and the people entered the vault, they were told that they had no duties but to enjoy themselves. They were provided with no entertainment holotapes, and solely educational materials for reading and education. Due to these factors, the vault’s population has typically been larger than most, and they have barely avoided madness over the years with nothing to provide to society beyond occasional works of art and games of chance. Now, they seek a new future, opening the doors with a small army of robots to serve their wishes.
Spoiler :

Overseer’s Challenge
As we get ready to head out, our people debate what we should do about those who already live in the wasteland. They will certainly want what we have, and some may want to migrate here peacefully. While some of our people accept this as a way to build our strength and share our wealth, others are more concerned about the possibilities of spies or communist saboteurs undermining our people. How do we respond to this debate?


War Eaglers
The War Eagles are feared throughout the Sunshine Wasteland. This band of raiders have secured a formidable stronghold in the wastes, bringing death to any who would oppose them. In recent years, Maz has focused on bringing more raiders into the fold, eradicating other local groups, such as the Red Elephants, the Northern Volunteers and the Swamp Gators. Now, he turns his malevolent gaze to the fertile lands to the southeast.
Spoiler :

Overseer’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?


OOC

@Tolina: Do you have an official name for your settlement at UF? If not, I’d like to go ahead and spell it out as a phonetic word: “Yueff.”

I have added a “Water Purifier” structure to act as a lower tier water gathering source that’s more easily obtainable than a Water Station. Please, if you have any ideas for structures, let me know, and I will add them in if they work out.

@Immaculate: Your Perceptive bonus was canceled out by your Vault experiment. You have received a Unique Item instead.

World Map

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Faction Name: "Lordship" Of San Marcos
Leader Name: Commander Renard Ciccini
Leader Trait: Intelligent
Starting Location: Castillo of San Marcos
Leader Background: Renard quickly rose to prominence after the death of the last commander without child. Using his intelligence and Wit, he was able to navigate the toubleing politcal times and eventually maneuvering himself into the potion of Commander. He is an ambitious sort, and wishes to finally bring the vision of San Marcos to the wasteland.
Origins: Pre-War Military
Trait:Warlike
Background:
In the closing days of the Resource wars, the American government began a massive bunker-building frenzy. It constructed these wherever it wanted, including under tourist sites and federal parks. One of these, just happened to be built under the Castillo de San Marcos. Whether it was a secret or not is not known, but there was at least some military near it, and so when the bombs fell, the bunker became a safe haven for these soldiers. They were patriotic of course, but the years of isolation changed their culture, along with the strangely large stockpiles of historical works and books mostly setting themselves in the dark ages. Over time, the people in the bunker grew more and more attached to the ideal of feudalism, of lords and knights. Some of the more patriotic ones compared the state outside to the dark ages, and so the only way to rebuild America was to create kingdoms until the country was recovered enough to reunite into a single republic. Others just fully embraced those medieval ideas. And so, when the bunker eventually opened, it was made up of a warlike people hell-bent on establishing a Feudal State.
 
Citrus city will welcome anyone who fufills three criteria: First, they must have a sound body, without significant disease or injury. Second, they must be in good standing with the other factions of the wasteland, for harboring outlaws leads only to trouble and strife. Third, they must show clear willingness to respect, learn about, and assimilate into our culture. Should someone meet all of these criteria, they shall be allowed to join and granted the rank of Foreigner. As a foreigner, their word shall be worth less than a full member’s in trial, and they shall be the last to eat in times of starvation. A foreigner has the opportunity to become a full member upon three years of service. Should the foreigner have a clear command of our language and culture, and a recommendation by a natural-born tribesfolk in high standing with the community, they wll be invited to fully join as a member of the tribe, with equal privileges and responsibilities.
Spoiler :

While Citrus City could provide for all of our needed food, we are still left lacking in construction supplies and, more crucially, a source of clean water. Thus, Abigail will lead a grand expedition, consisting of all the tribesfolk of Citrus City, along with weapons, supplies, animals, etc. The target will be the Brandenton-Sarasota area. The ideal base for scavanging will be Sarasota-Brandenton International Airport, though should the danger be too great, other relatively central areas will have to suffice. The highest priorities for salvage will be first the airport itself, and second, various centers of learning and technology such as Mote Marine Laboratory and Aquarium, New College of Florida, Manatee Technical College, Argosy University, University of South Florida Sarasota-Manatee, and Sarasota Memorial Hospital. Should we encounter other scavengers, they are to either join up or leave, we will not tolerate competition.
 
Spoiler :
Lead Archivist's Log, 1.1.2161
The New Year celebrations just ended. After the initial rush of euphoria, somberness set in soon.

Lead Archivist's Log, 1.3.2161
I have ordered 20 of our people to begin preparations for farming as soon as possible.

Lead Archivist's Log, 2.5.2161
We're in a dire need of scrap parts and the like for construction. Therefore, Gainesville, as our nearest source, and "safest", has been deemed to be scavenged by 100 men, armed with one-handed guns. This should be enough to take care of anything nearby. Right?

Lead Archivist's Log, 3.7.2161
Not too far south of Gainesville, lies Ocala. What we know from pre-War info, is that it is a sizable city. In all likelihood, there must be a substantial library, as it used to be so in the pre-War cities of such size. We must send a scouting party to locate and find that library, as well as scout out the danger level present there. We shall send 25 men armed with two-handed guns, and 25 more with laser guns

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.
 
Overseer’s Challenge
We of course welcome all who seek safety and shelter from the Wasteland. However, some of those who join are resistant to embracing the faith of New Canaan. Some of our more devout converts believe that membership in the faith should be mandatory, while others feel that we should live and let live. How do we respond to this issue of religion?

The holy texts teach us one thing above all others that we should be loving to our neighbours and help those in need. Any who come to our doors are welcome to come or go and the help we will provide them is not restricted by creed or any other factor. Through our good works we sing the song of the father in this strange land and if upon seeing our works people are not swayed to hear the teachings of New Canaan then that reflects badly on us and not them. For if the work of our hands is insufficient then it is our duty to double those works.

Do not be swayed by those who think we should reject the outsider.
 
Spoiler :


Orders:


Have a group of 5 people (with 1H guns) in the Small Boat (the boat will be equipped with a Heavy Weapon, preferably a Minigun, for fire support if that is needed) searching around nearby islands for salvageable equipment and scraps, the basic necessities for survival in this new world, however, specific orders are to not endanger the only boat Vault has access to at present moment, and to withdraw quickly back to docks if raider boats that cannot be safely dispatched by the scavenging force appear to threaten their safety (“safely dispatched” means, to be specific, hostile groups with canoes or in boats without heavy weapons.).

In meantime, 2 groups of 5 (both with 3 1H-Guns and 2 2H-guns) will search Key Largo on similar scavenging missions.

10 people will be tasked to fishing to provide food for people of the Vault.

Overseer’s Challenge:

Armory is to be placed under guard by vault’s security officers to keep armed violence from escalating within the Vault. However, as necessary by dangers outside the vault, people (this includes the ones assigned to fishing) are allowed to freely retrieve 1H-, 2H guns and melee weapons for ventures outside the Vault, with Laser and Heavy weapons reserved for Vault Security or larger conflicts involving the Vault. In addition, the Fatman and Mininukes are to be kept locked in different safes in Overseer’s Office, as it should be brought out in case of emergency or if particularly strong show of force is required (against threats outside the Vault, obviously).
 
I'll be starting the update tomorrow morning, so those few of you who still need to get in orders, get them in!
 
Faction Name: Folkston
Leader Name: Madame Sylvestra Chapelle
Leader Trait: Lucky
Starting Location: Folkston, Georgia
Leader Background: Sylvestra is matriarch of the Chapelle family house, which has been in the business of travelling and trading for several decades. They hail from Quebec, are bilingual in French and English, and have several talented figures within the family - they have frequently travelled for several years, settled down, and then either been driven out of town for their schemes, left because of regional risk, or for greater opportunities elsewhere. Time will tell how many years they will stay in Folkston. Since Sylvestra took the helm of the family, it had expanded to include a small army of servants and a pack of warriors whose leader married into the Chapelles and receive the grace of the Chapelle's leadership and beneficence.
Origins: Immigrants
Faction Trait: Industrious
Faction Background: In the early period of the nuclear apocalypse the town of Folkston was unoccupied but it's infrastructure primarily intact. As the wastes became calmer, with various bands of survivors roaming about, some eventually settled down and made a modest village out of the ruins. Only when the Chapelles arrived did the town really become equipped to think beyond mere subsistence. Their Francophonic family brought in strong leadership, weapons, and some trophies of their journeys from Quebec to Florida, and the town allowed them to settle in - they promptly became the leading force of Folkston, and used their intrigue and charisma to arrange a deal with the town's aldermen to appoint their matriarch, Sylvestra Chapelle, as chief alderwoman of Folkston, leader for life of the settlement, in exchange for the Chapelle family's continued beneficence and protection. She remains known primarily however by her title internal to the Chapelle family, Madame Sylvestra.
 
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I'm beginning work on the update now, in a leisurely fashion.
 
Jeez, the pace of this thing!

Faction Name: Arsenic Hounds
Leader Name: MacMaster "Old" Kane Rove
Leader Trait: Enduring
Starting Location: Albany, Georgia
Leader Background: Unlike all previous MacMasters (or "supreme leaders") of the Arsenic Hounds, Old Kane was not a frontline fighter, but a dog trainer and a gang doctor, who stayed in the shadow of the other MacMasters for decades. His favorite saying was, "Heroes populate the graveyards," and he truly lived by it, spending time with two things he liked much more than humans: dogs and corpses. The former ones he trained and bred, the latter ones he used for surgical and chemical experiments. The gang had its ups and downs, but never stuck up too high to truly attract attention of other competitor gangs. Its high point seemed to come in the recent months, when its previous MacMaster Bladeface temporarily made it a scourge of the Georgian Wasteland, but Bladeface's ambition cost the Arsenic Hounds the lives plenty of good bruisers, and that shortage of manpower made Kane's well-trained fighting dogs (sometimes jacked up with war-chems) a key to their success in the field of battle. That meant that Old Kane became the true power behind Bladeface's throne: he granted life and death to the wounded, and he provided his war-breed of dogs (which he called "bullhounds") to soften up the enemies before sacrificing more lives in wild assaults that Bladeface so dearly loved. Eventually, the merry boys'n'gals got tired of Bladeface's dumb ambition, and the maniac briefly woke up one day to a slurping sound of a blade splitting his face (and immediately went into a deep, permanent sleep). That made Old Kane Rove the current MacMaster of the proud gang of the Arsenic Hounds
Origins: Raiders
Faction Trait: Warlike
Faction Background: Legends hold it that the Arsenic Hounds trace their origin to an Albany police K-9 unit that hid in a war bunker when the nukes started flying. The history of the early days after the Great War are lost now, as a shortage of supply and overcrowding of the bunker (which was overpopulated due to a clerical error) led to a so-called "Meat Wars," which cause is not hard to guess. Eventually, the K-9 unit and its descendants emerged victorious as the first Arsenic Hounds, and this violent past truly shaped them for their equally violent future. Once the bunker's ventilation system failed, the Arsenic Hounds' first Wasteland leader led them outside to the world, where the fittest survive. They quickly discovered that in cruelty and bloodshed they couldn't possibly compete with other fellow raiders, and the Hounds readily captured their difference from other slaughterers in their lore. According to a legend they most likely made up in these first days of venturing into the Wasteland, the Arsenic Hounds descend from a fabled pre-War American hero, a man nicknamed Mad Dog Mattis and once granted a highest possible position in the American military and police, one of a MacMaster (at least, so much can be assumed from the ancient texts and sacred newspapers that got preserved in the lore vault of their bunker). In accordance with this legend, all leaders of the Arsenic Hounds take the title of MacMaster, and their gang members love to emphasize their origins by tattooing fifty lines, separated by one blue line, on their bodies.
 
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Update 1: January – June, 2161
First Contacts

Faction Reports​

The 500
Spoiler :

The 500 have begun to desperately look out in the surrounding areas for any signs of any technology or goodies they may have overlooked in their time staying at the Speedway. While the Daytona ruins have been well picked over throughout the years, they were able to find a cache of weapons in a sealed locker at an old police station as they were scrapping the exterior. These weapons were added to the faction’s arsenal. With the opening of the Speedway to migrants who played lip service to the “way of the car,” the factions population began to swell under the Champion’s charismatic leadership. One such migrant even brought in some advanced technology to help his new home.

Turn Stat Changes
+550 Scrap Parts, +40 1-H Guns from Daytona area scavenging
+10 Population from natural growth
+100 Population, +3 Tech Parts from immigration
-670 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 :

While most of the archivists stayed at home fulfilling their duties, a well-armed expedition was sent south towards the large town of Ocala, hoping to find treasures on the way. Unfortunately, they hit a snag when they reached the first town ruin on their journey, Micanopy. It was discovered that an internment camp had been based there before the Great War, and was now overrun by ghouls. The expedition was able to hold the constant attacks in the area at bay, but a fifth of the expedition was lost to the unexpected and terrifying ambushes in the dark. Unfortunately, things only went from bad to worse for the ill-fated expedition as they continued south. In the town of McIntosh they blundered into a large raider encampment. The old town there, once clearly occupied by a friendly people, was now a hive of anarchistic ruffians. The raiders, calling themselves the Crackers, ambushed the expedition and nearly wiped it out completely. Only a handful of survivors escaped with what technology they had found in Micanopy, claiming that some of the expedition had been captured and taken back to the raider stronghold.

Further disaster struck the Archivists when it was discovered that some of the purified water stores had been befouled by a previously unfound radioactive contaminant. While the source of the radiation was removed, the contaminated water was irrecoverable, and was disposed of to prevent radiation sickness from spreading among the populace.

Turn Stat Changes
+100 Scrap Parts from Gainesville scavenging
-45 Population, -250 Ammunition, -25 2-H Guns, -20 Laser Weapons from Ocala expedition losses
+9 Tech Parts from Ocala expedition loot
+20 Population from immigration
+5 Population from natural growth
-200 Water from radioactive contamination
-280 Food from consumption
+120 Water from surplus production

Overseer’s Challenge
The capture of some of our people has sparked a violent emotional response from the relatives of those taken by the Crackers. They have begun advocating open war against these vicious raiders to get our people back. On the other hand, others have claimed that such a diversion is a betrayal of our mission and that we should do our best to simply avoid the raiders to prevent further losses. How do we deal with this issue?


Arsenic Hounds
Legends hold it that the Arsenic Hounds trace their origin to an Albany police K-9 unit that hid in a war bunker when the nukes started flying. The history of the early days after the Great War are lost now, as a shortage of supply and overcrowding of the bunker led to a so-called "Meat Wars," which cause is not hard to guess. Eventually, the K-9 unit and its descendants emerged victorious as the first Arsenic Hounds, and this violent past truly shaped them for their equally violent future. Once the bunker's ventilation system failed, the Arsenic Hounds' first Wasteland leader led them outside to the world, where the fittest survive. They quickly discovered that in cruelty and bloodshed they couldn't possibly compete with other fellow raiders, and the Hounds readily captured their difference from other slaughterers in their lore. According to a legend they most likely made up in these first days of venturing into the Wasteland, the Arsenic Hounds descend from a fabled pre-War American hero, a man nicknamed Mad Dog Mattis and once granted a highest possible position in the American military and police, one of a MacMaster. In accordance with this legend, all leaders of the Arsenic Hounds take the title of MacMaster, and their gang members love to emphasize their origins by tattooing fifty lines, separated by one blue line, on their bodies.
Spoiler :

Boss’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?


Citrus City
Spoiler :

The tribesmen of Citrus City headed west along an old road marked with the numbers “72.” They first arrived in the southern ruins of Sarasota. The ruins of the old city were surprisingly empty. There was no sign of significant damage from the bombs of the Great War, but at the same time, the entire area was empty. There was no sign of any habitation of the ruins, recent or ancient. Not even animals, save a few circling birds in the skies, could be found in the old buildings. The entire tribe was unnerved by the silence, keeping talking to a minimum as the only noises heard was the creaking of buildings and rubble. Many believed that these buildings could well be cursed, and some scrap and a handful of ancient guns were all that could be initially found by the expedition.

They pushed north to find an already extant community at an old airport name Essarqu. As the tribe was unwilling to give up scavenging rights, this first contact turned into violence. Multiple clashes took place between the tribe and the town’s workers resulting in a few dead tribesmen and town guards. Eventually a tense stalemate ensued as the town manned the walls and allowed the tribe to pass by without further violence, but under close supervision. Further violence was found in Bradenton, as the downtown area was walled off by another settlement that had claimed the ruins. Once again, the migrating tribe forced the townsfolk into their walls after a series of brutal skirmishes leaving a number of tribesmen dead.

The expedition was able to find a handful of remnants of function technology in the area after the townsfolk had retreated, but the true treasure came from a house not far from the airport. Within they had found some still functioning computers, containing a vast database of what was referred to as “never-ending stories.” Despite the name, it was very clear that the stories did indeed end, and local logs indicate that at the bitter end of the Great War, only a handful of people remained maintaining them, and all of the logs solely asked the question, “why did the stories die?”

The expedition returned to Citrus City to find that a small raider clan had moved into the tribe’s vacated encampment. While nothing had been left behind, the tribe was still forced to clear out the raiders before they could return to their homes. More tribesmen were killed in the fighting, but they managed to recover a smattering of gear and weapons from the slain raiders.

Turn Stat Changes
+400 Scrap Parts, +10 Ammunition, +13 Tech Parts, +5 2-H Guns, +1 Intact Computers from scavenging expedition
-10 Population from skirmishes with Essarqu
-30 Population from skirmishes with Bradenton
-10 Population, +5 Leather Armor, +15 Low-Tech Melee Weapons, +5 1-H Guns, +10 Ammunition from raider fight at Citrus City
+10 Population from natural growth
+10 Population from immigration
-770 Food and Water from consumption

The Fox’s Challenge
The ghosts of Sarasota continue to haunt our people. Long shadows, whispers in the dark, and other signs of ill omen seem to be everywhere in Citrus City since we’ve returned. The most superstitious of our people seem to think that we have cursed ourselves by salvaging in the silent ruins. How do we respond to these mutterings?


Crusaders of the Holy Land
Spoiler :

The Crusaders of the Holy Land have begun a quest to secure the old roads by their citadel. For the most part they have been successful, but there have been some teething issues as some would-be bandits took exception to the new security. The result was a series of skirmishes over the course of several months as the bandits learned the hard lesson not to attack travelers on this small stretch of road through Millenia. The brutal warnings displayed by the Crusaders have added to the lesson, and offer at least some resemblance of security for travelers in these lands.

The other great quest undertaken by the Crusaders was to head south and scout the lands towards the old ruins of Kissimmee. They did not travel far before finding a locked and secured old gun store. Within, they found untouched weaponry, though admittedly it did not meet their own preferences for combat and lacked ammunition. Despite these drawbacks, the party gathered the weapons anyways and pushed onward. As they headed south, they encountered a fortified old park, with people calling the place “Elias City.” They greeted the Crusaders friendly enough, allowing them to camp nearby before the quest continued.

The friendly, almost celebratory, meeting with Elias City proved to be a short-lived morale boost as the Crusaders came across a menacing metal citadel in the ruins of Hunters Creek, with an entryway shaped like an alligator’s head. These “Gatorlanders” ambushed the crusading force and drove them back away from the citadel, with heavy losses. The scouts were forced to pull back to Elias City before they returned to the Holy Land to report their findings.

Turn Stat Changes
+500 Food from Hunting/Gathering
-20 Population, -5 Dogs, +5 Low-Tech Melee Weapons, +20 1-H Guns from securing highways
+4 Tech Parts, +20 1-H Guns, +5 2-H Guns from scouting expedition salvage
-30 Population, -5 Dogs from scouting expedition losses
+10 Population, +5 Dogs, +1 Horse from natural growth
+25 Population from immigration
-785 Food and Water from consumption
-150 Food and Water from animals’ consumption

Grandmaster’s Challenge
A gauntlet has been thrown down by these heathen Gatorlanders who attacked our scouts. They are clearly a well-armed and organized raider band, but are a greater threat to this Elias City than they are to us. While some people advocate a full blown assault upon this unholy citadel, others believe that first we should extract payment or support from Elias City, as they stand to benefit more from an assault than us. These practicalists have been sharply criticized by the more devout who believe that it is our sacred duty to smite the heathen. How do we respond to this debate?


Elias City Representatives
Spoiler :

Elias City had a bit of an awakening this year. Rumors of bizarre protectors of the highways to the north manifested into reality when an expedition of one hundred armed “knights” showed up outside of the city gates. They appeared to be friendly enough, seeking out “knightly relics” in the area. They were welcomed with open arms and treated well, talking about their quest to protect the Holy Land to the north. Scouts identified this Holy Land, and wisely determined not to mention its origins as a theme park, much like Elias City. A second scouting group was sent south, but failed to return, lost to hazards unknown. News was better on the home front, as scavengers found a large supply of hidden technological parts under debris in a previous searched area. These have been added to the stockpiles along with a large supply of scrap.

Turn Stat Changes
-10 Population, -10 Ammunition, -10 1-H Guns from lost southern scouting expedition
+740 Scrap Parts, +8 Tech Parts from Williamsburg area scavenging
+10 Population from natural growth
+60 Population from immigration
-910 Food and Water from consumption

Senior Manager’s Challenge
We have been approached for a call for tribute from a group of raiders called the Gatorlanders (see NPC Diplomacy). They are dangerously close to us and offer a grave threat. Therefore quite a few suggest that we concede to their demands and hope this forestalls any attacks against us. Others believe that we should look to attack them, despite their heavy fortifications and overall superiority in weaponry. How do we respond to these demands?


Folkston
In the early period of the nuclear apocalypse the town of Folkston was unoccupied but its infrastructure primarily intact. As the wastes became calmer, with various bands of survivors roaming about, some eventually settled down and made a modest village out of the ruins. Their Chapelle family brought in strong leadership, weapons, and some trophies of their journeys from Quebec to Florida, promptly becoming the leading force of Folkston, using their intrigue and charisma to arrange a deal with the town's aldermen to appoint their matriarch, Sylvestra Chapelle, as chief alderwoman of Folkston, leader for life of the settlement. She remains known primarily however by her title internal to the Chapelle family, Lady Sylvestra. Sylvestra is matriarch of the Chapelle family house, which has been in the business of travelling and trading for several decades. They hail from Quebec, are bilingual in French and English, and have several talented figures within the family. Time will tell how many years they will stay in Folkston.
Spoiler :

Lady’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?


Guards of the Coast
Spoiler :

The Guards of the Coast have remained fairly isolated in Key West, far from the mainland. Having lived on the island for decades, there was little that remained on the island that wasn’t actively in use or already scavenged or repurposing. This year began with the Guards taking everything that was left and adding to their own supplies of scrap. The bigger news occurred when over a few nights flares were seen far to the west of the island. A ship was sent out to investigate, and they found a badly injured man speaking an unknown language with a tiny sailing vessel of his own. They helped him recover, and afterward, out of gratitude, the man pointed them to a set of advanced tools, which they returned with them to Key West.

Turn Stat Changes
+400 Scrap Parts from Key West scavenging (Tapped Out for Further salvage)
-1 Energy, +1 Precision Tools from Dry Tortugas Response
+10 Population from natural growth
-460 Food, -510 Water from consumption

Admiral’s Challenge
The recent collection of old scrap has led to a collection of people bringing up a new concern. They believe that while it has been some years since a major hurricane, a storm is always a grave threat for the island. They wish to take 100 Scrap Parts and use them to build hurricane shelters for various homes. Others believe that the preparations we’ve had in place for decades is more than enough to keep the people safe. How do we respond to this debate?


Hermetic Order of the Drowned Temple
Spoiler :

The Hermetic Order has taken its first steps into a larger world. They have begun by scouting Port St. Lucie itself, to find that it has been mostly emptied of monsters and people, with the exception of various independent farmsteads and individual homes. These have been mostly friendly, some listening to the words of the Order, and even joining them. Scouts headed even further north to White City, where they found an extant settlement that was ruled by an old family. A small town, they were impressed by the firepower of the Order and open to accepting an Officer of the Order. In Fort Pierce, the scouts ran into trouble, finding the city badly overrun with ghouls. During a running firefight, the scouts encountered the remains of a large expedition from a Vault 404 to the west. They had powerful robots protecting them, and the leader of the expedition politely declined any “Officer of the Order.”

The Order encountered a far worse problem immediately to the south. In Palm City the scouts sent south were ambushed by a group of raiders calling themselves the “Shark-Tooth Grin Clan.” The scouts were badly beaten, and those captured had their weapons taken and were released to the Order. They learned that the compound created by the raiders was large and consisted of many slaves and warriors, and that they consider themselves the true rulers of the area.

Turn Stat Changes
-10 Population, -30 Ammunition from northern scouting losses
-10 Population, -30 Ammunition, -5 High Tech-Melee Weapons, -10 Laser Weapons from southern scouting losses
+5 Population from natural growth
+5 Population from immigration
-240 Food, -290 Water from Consumption
+5 Energy from surplus production

Dame’s Challenge
The recent ambushing of our scouts must not go unpunished according to some of our people, who call for an immediate response against the Shark-Tooth Grin Clan. They claim that we should strike immediately, ridiculing those who call for caution. The others believe that we should bide our time and prepare ourselves for a proper war before we strike. How do we resolve this debate?


The Lordship of San Marcos
In the closing days of the Resource wars, the American government began a massive bunker-building frenzy. It constructed these wherever it wanted, including under tourist sites and federal parks. One of these, just happened to be built under the Castillo de San Marcos. Whether it was a secret or not is not known, but there was at least some military near it, and so when the bombs fell, the bunker became a safe haven for these soldiers. They were patriotic of course, but the years of isolation changed their culture, along with the strangely large stockpiles of historical works and books mostly setting themselves in the dark ages. Over time, the people in the bunker grew more and more attached to the ideal of feudalism, of lords and knights. Some of the more patriotic ones compared the state outside to the dark ages, and so the only way to rebuild America was to create kingdoms until the country was recovered enough to reunite into a single republic. Others just fully embraced those medieval ideas. Now the bunker, with only a couple years’ worth of supplies left, has opened the doors to expand their ideas to the wasteland.
Spoiler :

Commander’s Challenge
As we begin to open the doors to the outside world, a debate has emerged about the fate of those we find out there. There will indubitably be people looking for safety and shelter in the harsh wasteland, and we may find it useful to recruit them. Some of our people believe that we should impress travelers as involuntary serfs to labor for our benefit, while others state that we should keep outsiders away, due to the security risk they represent. How do we resolve this debate?


Nuclear Dragon Clan
Spoiler :

The Nuclear Dragon Clan has begun looking out into other parts of the Delray Beach area. For the most part they have found that it is empty of anything except a few isolated homesteads and friendly farmers. Quite a few of these friendly farmers and homesteaders have joined up with the clan, seeking a safer place to live. These scouts and scavengers managed to find a decent amount of rarer items, in locations previously explored, included a neglected gun shop, with a large supply of weapons within.

Turn Stat Changes
+85 Scrap Parts, +4 Tech Parts, +40 1-H Guns from Delray area scavenging
+5 Population from natural growth
+40 Population from immigration
-195 Food from consumption
+55 Water from surplus production

Emperor’s Challenge:
The Emperor has received an usual request from one of his advisors. The advisor suggests that the Emperor begin to make a big production out of nearly every action taken, creating a mystique and tradition. This includes elaborate ceremonies and ritual objects to create a sense of authority that would impress immigrants and visitors. Another advisor feels that this is foolish and the emperor and his staff should be more focused on practical things, at the expense of creating new tradition. How do we resolve this debate?


Republic of Florida
Spoiler :

The Republic of Florida has flung open its doors to new immigrants and workers, even as its supplies begin to dwindle. As soon as the doors were open, dozens of isolated families within the ruins of Tallahassee revealed themselves and were quick to be counted as citizens of the republic. The policy showed immediate dividends when one of the new citizens revealed where he had found a hidden cache of weapons, providing a decent number of assault rifles to the Republic’s arsenal. Meanwhile, the rest of the Republic has thankfully had a quiet start to the year, as they sweep the city for salvage, and the easiest bits of scrap are torn up and brought back to bolster the stores of the city for future development and production.

Turn Stat Changes
+750 Scrap Parts from Tallahassee scavenging
+100 Population, +40 2-H Guns from immigration
+10 Population from natural growth
-860 Food and Water from consumption

Governor’s Challenge
With such a large influx of new people, we anticipated a rise in crime. What we did not anticipate was so many treasured possessions being stolen over the course of only a month. Eventually, our security forces caught the thief, only to find that it was a six year old orphan boy, who had been sneaking into homes and hoarding trinkets and supplies. Nothing stolen was essential to life, but merely of sentimental value. Due to the age of the offender, some people are calling for leniency, but others believe that we need to show a strong hand, to prevent others from becoming thieves and miscreants. How do we deal with this young criminal?


Stake of Monticello
Spoiler :

The Stake of Monticello has put out feelers into the larger world, and have begun their exploration with the town of Eatonton. The Copper Angels, as they call themselves, ambushed scouts sent to the town, and quickly forced the Mormons to surrender. A handful of survivors were enslaved, and their fates only learned about when the Copper Angels sent an emissary to Monticello towards the end of June. A second expedition was sent to the northwest towards the suburbs of Atlanta, across the wildlands away from most known habitation. They were shocked to find another major raider enclave in the fortified ruins of the town, and were able to observe them silently. The “Thunder Demons” as they called themselves were active in the area, with plenty of slaves and firepower to go around. They learned this from a tribe of primitives called the Swift Sisters they discovered in the ruins of the town of McDonough. The tribe had been paying tribute to the Thunder Demons and were pleased to have found some friendly people. The expedition was forced to turn around after reaching the area of Flippen, a lush area which happened to be full of extra large and extra hungry wolves. The party was attacked in the dead of night, and barely made it out with all of their skins, returning home.

Turn Stat Changes
-25 Population, -25 Ammunition, -25 1-H Guns, -25 Combat Armor from Eatonton expedition losses
-25 Ammunition from northwestern expedition losses
+10 Population from natural growth
+40 Population from immigration

Overseer’s Challenge
An emissary from the Copper Angels has arrived (see NPC Diplomacy) demanding tribute either in the form of food or slaves. As we have neither to spare, we run the risk of having to give up some of our own people to preserve the rest. Some of our people believe it is better to die than condemn any man to slavery or bow to tyrants. How do we deal with bad situation?


Vault 299
Spoiler :

The residents of Vault 299 remained focused on cautiously exploring the world before they marched out into it. Small scouting parties were sent out to see what could be found, and the neighboring islands were surveyed. The furthest ranging of these scouting parties was upon the small boat that the vault had at its disposal, being sent to scout the surrounding islands in the Florida Keys. Most of these small islands were washed away in the wake of the Great War, but there were still some places of interest. The first of these was the town of Tavernier, which the ship found to be occupied by irradiated ghouls, who attacked on sight. The minigun on the ship was able to hold the horde at bay as the crew beat a hasty retreat. The gun proved useful again as the ship approached Plantation Key, when a small flotilla of canoes came out towards it, full of savage looking men with spears. The ship kept the savages at bay, as it fled back to the vault.

Turn Stat Changes
+10 Scrap Parts from Key Largo scavenging
-1 Energy, -20 Ammunition from naval expedition losses
+10 Population from natural growth
+1,140 Food, +1,190 Water from surplus production

Overseer’s Challenge
The discovery of a hostile tribe of primitives has led to some of our more ambitious populace calling for an expedition to “civilize the savages via use of excessive force.” Others believe we should live and let live and avoid open confrontation. How do we treat these hostiles on our doorstep?


Vault 323
Spoiler :

Vault 323 has opened the door for the first time since the end of the Great War. Outside in the heart of Hollywood, they have found only a handful of families living on their own, and only a much smaller crowd of hostile creatures and people. Most of the area appears to have been picked over by these small groups, but the vault scouts were pleased to find a large stash of high-tech melee weapons at the National Guard post that acted as the entrance of the vault. The scouts continued north into Fort Lauderdale, and found that much of the city was flooded and full to the brim with vicious mirelurks which occasionally venture south into Hollywood to hunt. The worst of these creatures were vast mirelurk “queens” standing as tall as some of the buildings and spitting acid that could (and did) disintegrate a man and his gear. The expedition suffered heavy losses as none of their firearms seemed to have any effect on the giant creatures, and they were forced to flee.

Turn Stat Changes
+45 High-Tech Melee Weapons from scouting expedition salvage
-40 Population, -70 Ammunition, -40 1-H Guns, -5 Mr. Handys from scouting expedition losses
+830 Scrap Parts from Hollywood scrapping
+10 Population from natural growth
+15 Population from immigration
+1,615 Food, +1,115 Water from surplus production

Overseer’s Challenge
A man has shown up on our doorstep claiming that he can offer a technological way to keep the mirelurks at bay from the vault using “sonic” technology. He has requested payment, however, and demanded 400 Scrap Parts, 400 Ammunition, and 50 1-H Guns and has flatly said that he will not work while observed or followed. Some of our people believe he may be a charlatan, though our leaders in education claim that what he says is theoretically possible. Do we trust him and pay him for this, or send him along?


Vault 404
Spoiler :

Despite living a cushy life in their vault, the people of Vault 404 have sent out a series of expeditions to investigate the surrounding areas and gather supplies. The first of these was sent out, led by the Overseer himself towards Winter Haven. The expedition started promisingly, when they found a sealed truck full of technological parts stuck on a side road in the tiny and otherwise worthless village of Nalcrest. The next town over, Alcoma proved to be infested by bloodbugs, giant mutated mosquitos. The expedition learned this when several expedition members were found drained of blood overnight, and from then on out, they made sure to be extra vigilant when traveling in the area. The next stop was a place called Bok Tower, where it appeared that a small group of civilians attempted to shelter after the Great War. Unfortunately, they seemed to have killed each other, leaving only a few guns behind for the salvagers. This disheartening find behind them, the expedition stumbled across the small but friendly town of Waverly. Ruled by an absolute authority calling himself the “Sheriff of Waverly,” the town was willing to let the expedition camp nearby, letting them know that there was very little to fear in the nearby larger town of Winter Haven. They proved true to their word, and the expedition had no problem finding plenty of scrap and supplies in the town, including an unopened gun store.

A second expedition was sent out to the east, towards the coastline. They found little for the first half of the trip, beyond some functioning technology in an old hotel in River Ranch. When they reached Yeehaw Junction they found, like the first expedition, that bloodbugs are a deadly threat when a person is unprepared. Ten people were killed by the creatures while passing through the area. Despite the losses, the expedition managed to find a non-looted gun store, and liberate a small amount of hunting rifles. When they reached the coast at Vero Beach, they found the city to be overrun with giant spiders. Several robots were lost to the webs, as they had not been programmed to deal with such obstructions. The spiders themselves avoided contact with the group, except when occasionally disturbed by the blundering of robots. This allow them to find a small amount of technology and guns in the ruins. As they headed south into Fort Pierce, they found that the city was overrun with a truly massive amount of ghouls, seemingly unending. The expedition’s protectrons were overwhelmed by the sheer mass of enemy targets, and quite a few people were killed as they were driven out. While escaping the town with the remnants of their robots, they encountered a small force of well-armed and strangely accented individuals with laser weapons. Identifying themselves as the Hermetic Order of the Drowned Temple, they initially demanded that the vault accept their protection. The officer in charge politely declined, while making sure the remnants of the robots kept the survivors of the expedition safe.

Lastly, another expedition stayed closer to home, following in the footsteps of the first one initially, passing through Nalcrest. They then moved onto the area of Babson Park, where they were shocked to find what looked like a mutated mix of a cow and boar living in the area. To make matters worse, these creatures proved highly aggressive, and breathed acidic breath, rapidly decaying flesh and rusting metal. They reacted violently to the expedition’s robots, and a whole herd of them rampaged through the expedition’s base camp. Many robots were destroyed and people killed in the chaos. The expedition fell apart and the survivors disjointedly fled back to the vault with whatever they had left. The survivors have called this odd creature a “catoblepas,” named after a monster out of some old books.

Turn Stat Changes
+280 Scrap Parts, +21 Tech Parts, +40 1-H Guns from Winter Haven Salvage expedition
-5 Population from Winter Haven expedition losses
+50 Scrap Parts, +5 Tech Part, +15 1-H Guns, +35 2-H Guns from East Coast expedition
-110 Population, -35 Mr. Handys, -20 Protectrons, from East Coast expedition losses
+70 Scrap Parts from local expedition salvage
-60 Population, -20 Mr. Handys, -8 Protectrons, -2 Mr. Gutsys from local expedition losses
+15 Population from Natural Growth
+40 Population from Immigration
+720 Food and Water from surplus production

Overseer’s Challenge
The start of this year was a devastating time for our people. It can be safely said that every single person in the vault lost someone in Fort Pierce or Babson Park. Morale is at an all-time low, and our advisors are pushing us to do what we can to reverse the situation. How can we improve the mood among our people?


War Eagles
Spoiler :

The War Eagles have begun to rest in their new stronghold, barely doing much more than the minimum. The raiders kept an eye on their army of slaves, who were sent out to gather food, allowing the raiders themselves to focus on tearing what’s left of Auburn apart for anything new of value. All they came away with was a limited amount of scrap.

Turn Stat Changes
+1,000 Food from Slave Hunting/Gathering
+300 Scrap Parts from local area scavenging
+5 Population from Natural Growth
-505 Food, -505 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: Elias City Representatives
From: Gatorlanders

We’ve heard from some new friends of the existence of your city. If you want to continue existing, you better turn over a good amount of food (200 Units per turn) to keep us fed and happy. Otherwise, we’ll have to come and take it ourselves.

To: Vault 404
From: Waverly

We always enjoy meeting new people, but we are concerned that you intend on further salvaging of Winter Haven. This area has always been our lifeblood for construction and scavenging purposes. We cannot afford to spare it to hundreds of others.

To: Hermetic Order of the Drowned Temple
From: White City

We are certainly interested in closer relations with you, what would it mean for us to have an Officer of your people stationed here?

To: Stake of Monticello
From: Copper Angels

We know all about you and your defenses now. Either you give us a good amount of food, or a good amount slaves (200 Food per turn, or 20 Slaves per turn), or we come over, work our way through what defenses you have, and take all of it. Your choice.

OOC

I have added a “Water Purifier” structure to act as a lower tier water gathering source that’s more easily obtainable than a Water Station. Please, if you have any ideas for structures, let me know, and I will add them in if they work out.

@Immaculate: Your Perceptive bonus was canceled out by your Vault experiment. You have received a Unique Item instead. Also, due to some overlap in the route of the Winter Haven expedition and the third, more local expedition, some stuff was done by the first, rather than the third.

It should be made clear by the events of most of you in this update, but the more people you have going out and directly salvaging scrap (not exploring), the most Scrap you’ll get. 10 people scavenging will get you a pittance of Scrap Parts, maybe half a pittance if they’re distracted by other tasks.

A minor rule change has been made. Docks will always provide yields of “Average” fertility when used to assign people to farming, regardless what the actual fertility of the region is. In some cases you may be better suited to a fishing economy.

World Map

TEvLmql.png
 
Brothers and Sisters of Monticello! This man came to our doors seeking salves. Rather - not just seeking but demanding. His kind have already killed 25 of our faithful and he threatens to kill many more. What he doesn't realise is that his men are slaves, bound by their ignorance and greed. When the Son died for our enlightenment we became free eternally, we are bound by no master but the Father and we will bow to none other.
As long as we have breath left in us we will not see others bow either. We came far through the mountains of the old Colorado, we crossed the Forever Plains and sailed on the Great River. We were pursued by raiders but we persevered. We were hounded by savage tribes, but we persevered. Even when the monsters clawed they way up out of the ground beneath our feet we fought them off and persevered. If these bandits think they have it in them to fight us then I wish them luck. We will not be slaves in this strange land.


The "diplomat" from the Copper Angles did not survive to report back to his people.
 
To: Elias City Representatives
From: Gatorlanders

We’ve heard from some new friends of the existence of your city. If you want to continue existing, you better turn over a good amount of food (200 Units per turn) to keep us fed and happy. Otherwise, we’ll have to come and take it ourselves.

From: Senior Manager Alyssa Chapek
To: The So-Called "Gatorlanders"

We have it on good authority that you have killed and threatened Elias City Guests and Representatives. We are happy to cooperate with anyone desiring peaceful coexistence, however you are obviously not interested in that. We will not spare you a single slice of bread. Gatorlanders will not be allowed into Elias City under any circumstances, if you fail to comply we will be forced to apply lethal force. If you want your food, you will have to come take it from us and we are prepared to fight. You have been warned.

****************​

After consulting with the Junior Mangers and many Elias City Representatives, we have decided to make it an offence to baselessly speculate about the origins of the Holy City while in the presence of members of the Order of Saint George. People failing to uphold this rule will enjoy a night in the Tower of Terror[1]. Hopefully we won't have to enforce this rule as people should know not to offend our new friends.

[1] - The Tower of Terror, formerly known as Mr Elias' Spooky Tower, is the primary punishment for people for serious crimes that are not serious enough for exile or death. The tower no longer functions normally, however the Representatives have managed to get the seat restraints working. As a punishment, Representatives put people on the ride overnight. It is very high up and it is really cold. The creaks and wobbles of the old tower will keep the victim awake and in constant fear that they are going to fall. What was once an joyful and safe thrill experience is now a dangerous and terrifying torture technique used to punish those who would endanger Elias City.
 
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