Botwawki 2.6

Conch Thalassocracy of the Keys Orders

Stats
The Conch Thalassocracy of the Keys: Grandkhan
Leader: High Doge-President Santiago Ruiz (Charismatic)
Faction Trait: Expansionist
Capital: Duck Key, FL (Pre-War Community)
Structures: Water Pump/Purifier, Market, Farming Equipment
Population: 465
Slaves: 30
Education: Oral
Food: 1,635 (+750)
Water: 2,000 (+750)
Energy: 0 (+0)
Tech Parts: 20
Scrap Parts: 1,500
Ammunition: 2,565
Military Equipment: 135 1-H Guns, 85 2-H Guns, 9 Heavy Weapons, 2 Rafts, 5 Canoes, 1 Small Boat
Robots: None
Military Skill: 10

Spending
-190 Food, -190 Water set aside for the Tubaroes
-1500 Scrap, -15 Tech parts into building a Small Boat

Orders
-20 people, armed with 13 1-H guns, 5 2-H guns, and 2 Heavy weapons, in one Small Boat, are to sail to the ruins of Port Charlotte in order to scavenge what they can from the ruins of the city. They are to fight off the mirelurks where they can. If they start taking too heavy casualties, they are to return back ASAP with whatever they can possibly get.
-A massive party is thrown in Duck Key to celebrate the construction of our first boat and the birth of Duck Key's self sufficiency.
-50 people in 5 canoes, 2 rafts, and 1 small boat armed with 20 1-H guns, 28 2-H guns, and 2 Heavy Weapons are to sail to Key Largo to scavenge the island for scrap, tech parts, and anything of use. In the event of danger to the Small Boat they are to return home ASAP. The canoes and rafts are nowhere near as important as the boat, and they can be sacrificed if necessary to protect the Boat.
 
Survivalist Union:

Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment, Water Purifier
Population: 850
Slaves: 0
Education: General
Food: 1,440 (+830)
Water: 1,810 (+900)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 550
Ammunition: 915
Military Equipment: 125 1-H Guns, 75 2-H Guns, 25 Laser Weapons
Robots: None
Military Skill: 5

Headman’s Challenge solution:
Spoiler :
This society was founded on the principles of freedom. As such, while the Headwoman fines religion to be (in general) a waste and pointless on account of god having never been there before, we will not shut down this cult.

On the other hand, given the nature of their group we do have a obligation to ensure that people are not being unfairly exploited or used. As such, any volunteer for sacrifice must submit to a full interview with an individual unaffiliated with this group who can ensure that they are of sound mind, and fully understand everything. As well, the sacrifice must be a fully consenting adult who is well aware of the nature of the… event. Any evidence of force or coercion (beyond that which all religion employs) will result in to group being force to abandon this custom.

Also ask if the blood must be in the form of human sacrifice. If not, then enquire as to less lethal forms of blood loss. Disperse a polite notice amongst the population that the world has already ended once, and that the random bloodshed of the old world didn’t work to stop it.



Orders:
Spoiler :
Keep with the scouts around the area.

100 hundred citizens (10 lasers, 20 2-H, 40 1-H) will be sent (carefully) to travel as far north as Salerno. In the event that the rout is unsafe or no loot is found, then they will return to Fort Pierce to perform a thorough search of the town.


40 (5 laser, 10 2-H, 25 1-H) citizens will carefully travel into the west, to look for 1) signs of raiders, 2) there were a lot of small airports between our area and the Old-15/441 heading north from Okeechobee. These might have some valuable loot, provided that they are safe. Proceed with caution, and only engage enemies if no choice is presented or success is certain.


Restrict immigration to no more than 20 people this turn, or enough to fill any loses.
 
Stats
Spoiler :
Vault 40: ChiefDesigner
Leader: Overseer Elizabeth Finn (Fearsome)
Faction Trait: Industrious
Capital: Vault 40, Everglades, FL (Vault)
Structures: Gunsmith, Ammo Convertor
Population: 820
Total Population: 1,220
Slaves: 0
Education: General
Food: 5,860 (+2,000)
Water: 5,260 (+2,000)
Energy: 0 (+0)
Tech Parts: 22
Scrap Parts: 1,230
Ammunition: 3,245
Military Equipment: 295 Low-Tech Melee Weapons, 135 1-H Guns, 35 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons, 5 B-26 Marauders
Robots: 3 Mr. Handys
Military Skill: 3
Outposts:
Spoiler :
Port Authority (Southwest Florida International Airport, Ft. Myers, FL; Urban Ruin)
-Population: 200
-Structures: Airfield
-Arsenal: 150 1-H Guns, 70 2-H Guns, 10 Heavy Weapons
Naples (Naples Municipal Airport; Urban Ruin)
-Population: 200
-Structures: Airfield
-Arsenal: 35 Low-Tech Melee Weapons, 120 1-H Guns, 35 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons


Orders
Spoiler :
* The route east is clear. An expedition of 75 People (35 2-H Guns, 2 Laser Weapons, 3 Heavy Weapons, 30 1-H Guns) from Naples scouts the Florida Power and Light nuclear power plant at Port St. Lucie for any usable salvage or items of interest.

* Build 23 1-H Guns, for 230 Scrap.

* 1000 Scrap Parts builds the town of Caloosahatchee, at the Florida Power and Light facility controlllng the I-75 bridge across the Caloosahatchee River. Transfer there 100 People, with 53 1-H Guns and 47 Low-Tech Melee Weapons. Welcome nomads and immigrants to this new town.


Overseer's Challenge
Spoiler :
Overseer’s Challenge: The B-26s have been sitting outside our vault for some time now, and local flora has begun growing over the aircraft, and a number of components have begun to experience rust and decay from the swampy conditions. Some of our people have advocated that these aircraft need to be moved out of the swamp as soon as possible to one of the new outposts with an airfield. They claim that should the aircraft be kept in their current position they may be rendered unusable. Others have argued that attempting to move the aircraft by land will damage them almost certainly, and state that flying them out is the only way. This has horrified yet a third group, which is concerned that the would-be pilots are not yet ready to take off in the aircraft. It is viewed that while the Tamiami Trail could be used for takeoff, the pilots would have to land at one of the other outposts or risk a crash. How do we respond to this new issue?

The Air Force called the B-26 the "Widowmaker" for a reason. An expedition of 100 People (3 Heavy Weapons, 3 Laser Weapons, 35 2-H Guns, 50 1-H Guns, 9 Low-Tech Melee Weapons) moves the planes carefully by land, clearing obstacles and wildlife and clearing a path to Naples to store the planes at the hangers there. Planes damaged beyond repair will still be useful for spare parts.

Give the pilot candidates ("nuggets") real-world experience in cleaning and maintaining the planes.
 
Vault 71 Orders

Stats

Vault 71: the Dright
Leader: Overseer Horatio Morgan (Scientific)
Faction Trait: Industrious
Capital: Vault 71 (St. Mary’s, GA; Vault)
Structures: None
Population: 900
Slaves: 0
Education: General
Food: 1,600 (+2,000)
Water: 1,600 (+2,000)
Energy: 0 (+0)
Tech Parts: 70
Scrap Parts: 2,500
Ammunition: 1,000
Military Equipment: 100 1-H Guns
Robots: 10 Mr. Handys
Military Skill: 0

Overseer's Challenge
Spoiler :
The Vault’s life support systems have all begun to shut down, and appear to be irreparable! Food, water, sanitation, and the reactor itself have all begun to power down and our technicians are powerless to stop it. They claim that if provided 500 Scrap Parts and 40 Tech Parts they ought to be able to run the vault at 25% efficiency, allowing for a much reduced food and water production. The technicians state that the equipment was apparently designed to fail simultaneously, rendering the vault worthless for habitation, but that some loopholes do exist. Opponents to the technicians have suggested that the vault be rapidly abandoned in favor of establishing a new community in the wastes. How do we respond to this crisis?


Overseer's Solution
Spoiler :
“Attention residents of Vault 71! This is your Overseer. We all knew this day would come, and come it has! All residents should report to their head of department for further instructions. The search for our new home in the wasteland has begun!


Orders
Spoiler :
Send 15 with 1-H weapons outside the Vault. First, they will scout for potential resources and other settlements in St. Mary's, while also investigating the likelihood of St. Mary's as a settlement site. They will continue to scout toward I-95, returning either after reaching it or encountering something deemed impossible to handle. After returning and reporting, they will then track and reinforce the other scout party, or return and report back. At all times they will try to move as unobtrusively as possible, avoiding contact with any settlements, wildlife, or 'raider' groups.

Send another 15 north to the King's Bay Naval Base, performing the same kind of scouting and investigating as the other group. They will continue up to Crooked River State Park, returning either after reaching it or encountering something deemed impossible to handle. At all times they will try to move as unobtrusively as possible, avoiding contact with any settlements, wildlife, or 'raider' groups.

70 with 1-H weapons, 50 with no weapons, and 10 Mr. Handys will be used for providing security around the Vault, and to support the retreat of either scouting party, should they come back pursued. They will also salvage resources identified in St. Mary's and King's Bay Naval Base, provided the areas have been identified as safe.

Should either St. Mary's or King's Bay be identified as a possible settlement site, that is, they have either food or water sources or some tech/defense capability, a New Settlement will be constructed for 2000 Scrap Parts, and the stockpiles and anything the 800 or so other residents can salvage resource-wise from the Vault will be transferred there.

If there is no place to create such a settlement, then the Vault will have to be kept operational, so we'll shell out the 500 Scrap Parts and 40 Tech Parts to keep it functional.
 
Hey EQ,

traveling right now. Quietly tell Maileek to leave. Keep scavenging by Apopka.
 
Spoiler :
Saint Vikings Lord Herobrine
Leader: Overseer Shawn Lapointe (Charismatic)
Faction Trait: Tech Savvy
Capital: Vault 73, St. Petersburg, FL (Vault)
Structures: Radio Tower, Ammo Convertor, Market
Population: 740
Total Population: 1,550
Total Slaves: 0
Education: Applied Science
Food: 11,100 (+2,000)
Water: 9,900 (+2,000)
Energy: 0 (+0)
Tech Parts: 47
Scrap Parts: 2,825
Ammunition: 1,650
Military Equipment: 200 Low-Tech Melee Weapons, 80 1-H Guns, 35 2-H Guns, 5 Laser Weapons
Robots: 10 Mr. Handys, 20 Mr. Gutsys
Military Skill: 3
Outposts:

Hangarville (Urban Ruin, Whitted Airport, St. Petersburg, FL)
Population: 810
Structures: Fortifications (2), Airfield, Jail, Forge
Arsenal: 200 Low-Tech Melee Weapons, 50 1-H Guns


Orders for Update Fifteen


Movements / Orders
-Shut down the radio tower to stop the altered broadcasts. Pour over the equipment extensively to identify the source of the alteration.
-Prepare our defenses for an assumed attack by the Calusa threat.
-In the event of an attack from the Calusa, use all available weaponry to overwhelm the invaders.
-Attempt to block off the peninsula with debris to prevent a possible attack from the Calusa.


OOC: Sorry for the extreme lateness and the bare-bones orders.
 
Update 15: 2247, January – June​

Can’t Stop the Signal​

Inter-Faction Reports​

A NEW ORDER FOR RADIO. Another older station has gone off the air as the Sunshine League Radio has stopped broadcasting after becoming a bit more surreal in recent months. No word was really sure about why the radio stopped broadcasting, but many state that they will miss the soothing feminine voice that had been talking to them over this station. However, like a hydra, the loss of one radio station has led to the rise of two more. The Nasa Educational Radio is back on the air, resuming its old programming of news, music, and other helpful information. Joining it is the Collective Assistance Radio, also providing tips and tricks on surviving in the wasteland, in additional to a diverse selection of music. The two new radio stations have been greatly appreciated by the people of the Sunshine Wasteland, helping to aid in the constant struggle that is simple survival in the post-apocalyptic world.

Faction Reports​

The Citadel
Spoiler :

The Citadel has sought to save its people from inevitable starvation and disaster by seeking out a new stronghold outside of the radioactive ruins of Charleston. The best choice has been a peaceful settlement known as Holy Wood, which was located not too far away from the Citadel Bunker. They launched a strong expedition, amply armed with laser weapons and power armor to help subjugate the people of Holy Wood to the leadership of the Citadel. Shortly after arriving outside the walls of the community, the party was attacked by a surprised band of raiders which had also been hoping to loot the people of Holy Wood. The raiders were destroyed, and the grateful villagers were dismayed to find a new enemy at the gate. The resulting battle was brief, and after fifty of the Holy Wood’s people fell to the advanced weapons of the Citadel, the rest surrendered and the rest were enslaved as involuntary “serfs.” The warriors of the Citadel moved into Holy Wood, and promptly put the surviving villagers to work to make sure that they would have enough food to last for a good, long time.

Turn Stat Changes
-5 Population, -255 Ammunition from raider attack on war party
-5 Population, -255 Ammunition from conquest of Holy Wood
+1 Military Skill from combat
+80 Slaves, +1,500 Food, +1,500 Water, +100 Ammunition, +100 Low-Tech Melee Weapons, +50 1-H Guns from spoils of conquest
+260 Food, +210 Water from surplus production

Commander’s Challenge: The status of serfs has been questioned by some of our people, and the issue which has come to bear is the fate of the children of the newly acquired serfs. Should they be born as full citizens of our faction, or should they bear the same burdens as their parents? This issue is weighing heavily on the minds of our leadership and demands resolution. How do we respond?


The Conch Thalassocracy of the Keys
Spoiler :

The Thalassocracy continues to profit with their new arrangements and trading routes across the southern Gulf of Mexico. The construction of a new ship from the scrap parts acquired from the Saint Vikings has helped expand their salvage fleet, and begin more operations than the one or two at a time they had been previously able to undertake. The first expedition sent out went to Port Charlotte, hoping to defeat the local mirelurk population with superior firepower to allow them to salvage throughout the area. Unfortunately while they were able to prevent the mirelurks from boarding their vessel, they were unable to kill enough to safely land on shore. This led to a standoff which ultimately resulted in the Thalassocracy’s vessel returning home empty handed. A second expedition was sent to Key Largo, and successfully managed to dismantle a few old buildings, vehicles and roads to act as new scrap for use at home. They encountered no resistance and safely returned home with a few rafts worth of salvage.

Turn Stat Changes
-20 Population from deaths in residential fire
-190 Food, -190 Water from tribute to Tubarões
-1,500 Scrap Parts, -15 Tech Parts from construction of small boat
-35 Ammunition from failed expedition to Port Charlotte losses
+200 Scrap Parts from Key Largo expedition salvage
+5 Population for immigration
+5 Population from natural growth
+20 Slaves, +30 1-H Guns from market dividends
+300 Food and Water from surplus production

High Doge-President’s Challenge: A lack of decision on the housing for our rapidly growing slave population has led to our citizens being forced to provide homes for the slaves under their ownership. This has led to a variety of new arrangements and developments. Some of our people have allowed slaves to live under their own roofs, even treating them as part of the family in some cases. Others use cages or hastily constructed sheds. The two groups are increasingly at odds, as the former group decries the dehumanizing conditions of the latter group’s slaves, and has called for a ruling to prevent these horrid arrangements. How do we respond?


Maritime Collective
Spoiler :

The Maritime Collective has undergone substantial construction, building a new radio tower and opening a market for trade in the Florida Panhandle, the first of its kind in the region. The new radio station has begun broadcasting helpful hints and tips for survival in the wasteland, and has begun attracting a large number of migrants to the Collective. The market has yet to pick up to any substantial degree, but the faction’s leaders are highly confident that it will prove its value in time. A minor expedition was sent up Blackfoot Bay to the small town of Milton not far away from Pensacola. They found the area to be worthless for any farming or development and completely empty of life beyond the occasional radroach. As they were attempting to salvage what little freestanding scrap they could find, they made a great discovery in an old truck which was filled with inactive Mr. Gutsys. They proved easy to reactivate, and have been programed to be loyal to the Collective, granting the faction a powerful force on the battlefield.

Turn Stat Changes
-800 Scrap Parts, -15 Tech Parts from construction
+100 Scrap Parts, +10 Mr. Gutsys from Milton expedition
+5 Population from natural growth
+50 Population from immigration
-50 Food from consumption
+50 Water from surplus production

Mayor’s Challenge: The opening of the market has led to an unpleasant discussion. Some of our people have suggested welcoming slave traders for the purchase of cheap labor and to encourage a larger number of trading caravans to come to our community. Others have opposed this move on moral grounds, claiming that slavery is anathema to a civilized society. Should we allow the slave trade or ban it in our new market?


Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler :

The Brotherhood has begun to accept the preachings of a man once considered to be mad. He has claimed that the true holy land rests to the southwest, in the area once known as Tampa, and has evidence of miracles to support his claims. The Brotherhood’s leadership, publically at least, has begun supporting measures to establish a foothold in the Tampa area, preparing to send a force to construct a new fortress. Scavenging efforts in Gainesville around Oscargrad have been focused on this effort. A secondary expedition was sent to Morriston, but found that past expeditions had completely exhausted any usefulness the area may have had, even for mere scrap parts. A sizable expedition, armed even with guns, was sent to Tampa to verify the claims of the prophet and his previous companion. The journey itself was fairly uneventful, as the expedition followed the old Interstate 75, allowing them to move undisturbed by surrounding monsters or communities. Upon arriving in the outskirts of Tampa, they immediately noticed that the exterior ruins were not as extensive as in other urban areas. Eventually they reached what by any description would be considered a verdant paradise. Edible fruits of all kinds were found and the expedition did not lack for food at this point. As told in the past, even animals walked up to the expedition to be slaughtered for eating. They made contact with the inhabitants of the land, who indeed appeared to be godlike humans, all surpassing eight feet tall, and of impeccable physique and all men. No women were spotted, and these people, identified as the Minorne, welcomed them friendly but were not particularly skilled conversationalists. They encouraged the Brotherhood expedition to submit to Minorne and join with them as one in paradise. Declining for the moment, the expedition returned home to tell of their findings. During the return journey, many reported headaches and nightmares, but by the time the expedition made it back to the Citadel, these symptoms had passed. In good news, on the way back, an old warehouse was opened and a handful of old high-tech melee weapons were recovered, netting the expedition a profit.

Turn Stat Changes
-80 Scrap Parts into Ammunition
+100 Scrap Parts from local area salvage in Oscargrad
+15 High-Tech Melee Weapons from loot acquired during Tampa expedition
+60 Population from Immigration to the Citadel
+60 Population from Immigration to Oscargrad
+10 Population in the Citadel from natural growth
+680 Food, +480 Water from surplus production

Grandmaster’s Challenge: The results of our expedition to Tampa were clear, and those who were on the expedition seem to have little doubt that while the region in question could very well be paradise, its inhabitants are more likely to be demons than angels. This has caused ample discord between the followers of the prophet and the others in the faction, and even violence. Our leadership has been put on the spot and must make a decision to deescalate the possibility of revolt in the ranks. Are the Minorne angels or demons?


New Age Corporation
Spoiler :

The New Age Corporation has expanded its operations in the Sunshine Wasteland, establishing a new outpost at the pre-war town of St. Johns. The local area was cleared of wildlife previously, and any that had migrated in more recently were easily dispatched this time. The construction was quick, and assisted by the company’s available Mr. Handys, developing the area quickly. Unfortunately, the effort was vicious in its use of resources, and while a bit of material was recovered, including weapons from an old gun shop, it has been determined that the St. Johns area is thoroughly tapped out of salvageable scrap. On the home front, the slaves of the community have been moved into a sealed off part of town, under careful watch by the militia to discourage acts of rebellion like the murder which recently took place of a wealthy slave owner. The slaves are dealt with an iron hand, making sure they do not get out of line or risk slaughter.

Turn Stat Changes
-550 Scrap Parts converted to Ammunition
-3,000 Scrap Parts for new settlement construction
+200 Scrap Parts, +20 Ammunition, +10 2-H Guns from salvaged material in St. Johns (TAPPED OUT)
+10 Population from immigration
+15 Population from Natural growth
+15 Slaves, +5 Tech Parts from market dividends
-140 Food, -490 Water from consumption

CEO’s Challenge: A number of our younger people have been growing restless, and the marketplace has brought numerous tales of distant communities and lands throughout the Sunshine Wasteland. They want a major expedition to be formed to explore the lands surrounding us, like none before it. On the other hand, the older portion of our population is more cautious and has vehemently decried the idea of a long ranging expedition, stating that it could risk our resources and already short munition supply. Should we dispatch a new expedition or should we try to find some other activity to occupy the bodies and minds of the younger generation?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has managed to avoid any real disasters. The forces around Apopka have been focused primarily on salvage efforts, but have been unable to do more than accumulate a bit of scrap and a couple of tech parts. The faction as a whole has entered into prosperous stability, and continues to thrive and grow in the wasteland.

Turn Stat Changes
-400 Water from contamination
+200 Scrap Parts, +2 Tech Parts from Apopka local area salvage
+30 Population from immigration to Leesburg
+5 Population from immigration to Fort Apopka
+20 Population from immigration to Umatilla
+10 Population from natural growth
+65 Food, +165 Water from surplus production

Governor’s Challenge: Our people are upset that the radio has gone off the air, claiming that the broadcasting remaining isn’t really worth it. They have requested that our radio start broadcasting entertainment once more to help kill the time. Should we agree to this request?


Saint Vikings
Spoiler :

The Saint Vikings, spurred into great fear by the spreading Yawn Disease and the feared Calusa, found themselves torn apart into violence. The radio tower at the vault was shut down and broadcasting stopped immediately, as it was found that the radio was completely compromised and the broadcasts being made showed no resemblance to what was actually being said in the radio station. With apparent otherwise inaction by the Overseer, a number of vault dwellers took matters into their own hands, spurring rioting in Hangarville, as they outright attacked the quarantine areas filled with the afflicted. Hundreds were killed and injured, as the violence escalated. Eventually, the mob dissipated and the violence ceased, but only after a heft toll in bodies was racked up. One of those tasked with burying the bodies noticed something while removing valuable equipment, finding that not a single one of the afflicted had a Pip-Boy attached to their wrist, but all of the non-afflicted vault dwellers did. This report was passed on to the Overseer, as a possibly significant bit of data.

Turn Stat Changes
-230 Population, -50 Ammunition from civil unrest in Hungarville
+10 Population to Hangarville from immigration
+10 Population to Vault 73 from natural growth
+660 Food and Water from surplus production

Overseer’s Challenge: The Hangarville Massacre rests in the minds of our people heavily, and the brutal mob justice which took place has horrified the leadership of our faction. Some have called for the immediate persecution and execution of those responsible for leading the mob, while the opposition claims that they were acting in the only way they knew how to protect their families. Should the rabble rousers be punished for riling the mob into this chaotic event?


Sunshine Kingdom
Spoiler :

The Sunshine Kingdom has begun its own attempts at expansion once more. Faced with a possible critical shortage of food and water, they have had to focus upon developing their capacities. In Nasacity, they continue to explore routes of hydroponic agriculture, continuing to build up food production a bit at a time. The primary effort has been upon establishing a new outpost at the old Patrick Air Force Base south of Fort Cocoa. The base’s old fortifications were restored, establishing defensive lines and entrenching the position as an outpost. Within the perimeter, new farms were created using imported farming equipment, and the first bits of production have begun, though they’ve only really reached the point where they are producing relatively equivalent to the loss of production taking the farming equipment from Nasacity created. In other news, the radio has begun broadcasting once more, and for the time being the nasty side effects which had existed seem to have come to an end. Experimentation has revealed that the apparent piggy back signal had “infected” some of the older equipment, and was not originating from another area, explaining a bit of corruption in the signal’s message. They were unable to trace the source of the “infection” of the radio tower, as trace attempts consistently lead back to two locations. The first was the center of Tampa, and the second was to a collection of lakes south of Sebring. Scientists with Nasa are unsure of what to make of the duplicated signals causing infection, confused at the results of the test so far, stating that the equipment could be scrambled by something at one of the two locations.

Turn Stat Changes
-2,050 Scrap Parts, -1 Tech Part for construction
+300 Scrap Parts from salvaged materials at Patrick AFB during construction
+400 Scrap Parts from Fort Cocoa local area salvage
+200 Scrap Parts, +2 Tech Parts from Nasacity local area salvage
+30 Population from immigration to Nasacity
+10 Population from immigration to Mims
+30 Population from immigration to Fort Cocoa
+10 Population from natural growth
+12 Tech Parts from market dividends
-210 Food, -90 Water from consumption

Queen’s Challenge: A strange foreigner has come to our lands, settling in Fort Cocoa, calling himself Maieek the Liar and stating that he knows many things that others do not. In addition to his unusual accent, he has had many stories to tell of the Sunshine Wasteland and regions beyond. At the same time, people have begun to notice a number of items, particularly calipers, going missing, and they blame the newcomer for the thefts without any evidence. Quite a large group has begun forming up to “bring Maieek to justice”, but he remains popular with the town’s children as a teller of stories. How do we defuse this potentially ugly situation?


Survivalist Union
Spoiler :

The Survivalist Union focused predominantly on launching two scouting and salvage operations at a moderate range away from the town. The first, and larger, of the two went north along the old US-1, seeking new treasure and settlements in that direction. Fort Pierce and Vero Beach remained disappointing for the travelers, as nothing was within, and the expedition soon loaded up on all the scrap they could carry. The one boon they found was in Vero Beach, where they looted an old gun store, gathering a number of old rifles and ammunition for them. The ammo came in handy as they reached the town of Sebastian, where a vicious tribe of cannibalistic raiders were encamped. Calling themselves the Death Rays, they attacked the expedition outright, attempt to have them over for dinner. The expedition fended off the first attack, and beat a hasty withdrawal afterward, heading back home with word of this nearby hostile force.

The second expedition sent out was substantially smaller, but had far greater success. They went west towards Lake Okeechobee, hoping to find and salvage old airfields that were believed to exist in that direction. On their journey they did encounter a group of vault dwellers again arriving in Port St. Lucie, and both groups warily passed each other by, both intent on their own missions. Sadly they didn’t find any airfields throughout the area, though they eventually did reach the town of Okeechobee, finding infested with a truly monstrous number of radroaches. Outside of town, they found an old Army depot, holding nothing but tons and tons of ammunition. Seeing an opportunity for a tremendous haul, the expedition jerry rigged a large number of carts and brought it all home for storage.

Turn Stat Changes
-20 Population, -60 Ammunition from northern expedition losses
+350 Scrap Parts, +150 Ammunition, +25 2-H Guns from northern expedition salvage
-30 Ammunition from western expedition losses
+2,000 Ammunition from western expedition salvage
+10 Population from Immigration
+10 Population from natural growth
-20 Food from consumption
+50 Water from surplus production

Headman’s Challenge: A number of our people have begun reported fierce headaches and similar horrid nightmares. The leader of our local cult has claimed that this is divine punishment for the failure of the Headman to accept the faith and join in sacrifice. His cult has begun to loudly preach that these are signs of a coming reckoning and that the faithful should join in hands with the Goddess Minorne by sacrificing those unfit to ascend to a new paradise. Opponents to the cult are calling for a purge of the population to remove the cult and the potentially destabilizing influence it represents. How do we respond?


Vault 37
Spoiler :

Vault 37 has continued the extensive salvage projects it has undertaken throughout the former town of St. Cloud, seeking to denude it of all salvageable materials. They have taken to stripping buildings and roads, and in the process, found a sizable stash of tech parts in the walls of an older structure. The salvage operations were temporarily interrupted by a raider attack, but the vault dwellers attacked back with a ferocity and firepower that surprised the poor raiders. Pouring on a massive amount of missile barrages and small arms fire, the raiders were quickly obliterated, despite having managed to kill some sentries. The raider attack was repulsed and the vault dwellers had only been briefly interrupted before turning the poorly armed raiders into swiss cheese. An expedition sent to recover supplies from Kissimmee was less successful and half were wiped out by deathclaw attacks before they could even get close to the location known to have been the drop point of the supplies. Still being hunted, they fled back to the vault, but are concerned that some of the beasts may have followed them to the area.

Turn Stat Changes
-10 Population, -1,140 Ammunition from raider attack on Vault 37
+1 Military Skill for combat experience
+600 Scrap Parts, +6 Tech Parts from St. Cloud area salvage
-10 Population, -60 Ammunition from attempted Kissimmee expedition
+15 Population from immigration
+10 Population from natural growth
+1,325 Food and Water from surplus production

Overseer’s Challenge: One of the immigrants recently accepted turned out to be a rather strange person. We caught him in the arsenal, attempting to pocket our mini-nukes. We have imprisoned him in the Vault security cell and confiscating his assets, including a glowing green flashlight, a fez, and a blank piece of paper. Since his imprisonment he has been yelling at us, claiming that the world is doomed unless we let him out. He claims that only he knows how to save the world from Minorne and that he needs our mini-nukes to do so. Very few of our people are taking this man seriously, and most favor throwing away the key, but a sparse few others think that maybe we should listen to what he says. How do we respond to this issue?


Vault 40
Spoiler :

Vault 40 undertook a delicate operation moving the stored planes they had previously recovered to one of their newly acquired airfields at Naples. The expedition was mostly successful, as they gingerly moved the planes down the road by ropes and manual labor, but a giant snake was crossing at one point and toppled one of the aircraft, severely damaging it and destroying a number of irreplaceable parts. The plane was scrapped and salvaged for what parts could be recovered, and thankfully, no other planes were lost in the process. When they arrived at Naples, the expedition stayed to help bolster the defenses somewhat as another expedition was sent from that town to the east coast. Unfortunately, the expedition was attacked by raiders in the process, and though they repulsed the attack, they took some casualties. Another encounter was had when they reached their destination, encountering a salvage group heading west, claiming to be from the Survivalist Union. Upon arriving at the planned destination in Port St. Lucie, they found nothing of value, and they were only able to carry a minute amount of scrap for their return journey.

A second expedition had more success, leaving from the vault to establish a new town on the Caloosahatchee River, at an old power station. The building itself was in utter ruin caused by being a major target during the Great War, but the foundations and walls were still somewhat intact, and used as the basis for the new settlement. The settlement was named after the river on which it was built, and a scrap bridge was restored for crossing in the area. The settlement has been founded to welcome and bring in refugees and nomads, hoping to effectively be Vault 40’s embassy to the Sunshine Wasteland.

Turn Stat Changes
+50 Scrap Parts, +10 Tech Parts, -1 B-26 Marauder from moving loss
-1,230 Scrap Parts from construction
+200 Scrap Parts from salvageable materials during construction of Caloosahatchee
-10 Population, -190 Ammunition from Port St. Lucie expedition
+40 Scrap Parts from Port St. Lucie expedition salvage
+20 Population from immigration to Caloosahatchee
+10 Population from natural growth
+760 Food and Water from surplus production

Overseer’s Challenge: A man arrived recently at Caloosahatchee, calling himself “Minorne” and otherwise describing himself as a missionary. He is over eight feet tall and in apparently immaculate physical condition. He has refused accommodations in the town, but comes to the gate and preaches daily to our people. He claims that Minorne will lead the people of Vault 40 to a new paradise, and help them ascend beyond their current forms if they will cast aside the bonds that bind them to this world and move north. He has some appeal to some of the newer members of our faction, but overall, people view him as a nuisance, and want the overseer to ban this preaching. How do we respond?


Vault 71
Spoiler :

Vault 71 reached a critical point where all the vault’s systems failed simultaneously, apparently designed to do so by Vault-Tec construction. Combined with a radioactive contamination of the vault food supplies, a comfortable existence quickly turned critical. Immediately, the overseer ordered scouting of the surrounding areas to find a new place for the people to live and survive, ideally quickly. The area immediately adjacent to the vault in St. Marys was found to be suitable for moderate amounts of farming, and preparations were made to simply move the population out of the vault. However, a secondary expedition to the Kings Bay Naval Base not far away dispatched the local base defenses and found to their great shock that the base apparently had not been targeted during the Great War or at least not hit with any substantial weapons. Even better, the soil was found to be incredibly fertile and well suited to farming, moreso than St. Marys itself. Construction began immediately as the old fortifications were restored and the buildings reinforced by new walls. During the construction process, the vault dwellers were astonished to find the USS Florida, an old missile submarine, intact in a drydock and ready for launching and combat. Inside, there were even twenty intact conventional sea to surface missiles available for use, though it seems that the submarine may have automatically fired the rest of its arsenal during the war. Vault 71 itself was salvaged for any scrap as the rest of the population moved into the new compound.

Turn Stat Changes
-600 Food from contaminated supplies
-20 Population, -70 Ammunition from St. Marys exploration and defense
-30 Population, -30 Ammunition from King’s Bay base scouting
+1 Military Skill from combat
-2,000 Scrap Parts from King’s Bay construction
+200 Scrap Parts, +6 Tech Parts, +USS Florida from King’s Bay base salvage
+1,000 Scrap Parts from Vault 71 Salvage
+10 Population from natural growth
-910 Food and Water from consumption

Overseer’s Challenge: Our people are surprised by the setbacks we have had, but are confident that we will survive the year through hard work and intensive farming. They have distracted themselves from our woes by arguing about how to identify ourselves. With the loss of the vault and the apparent betrayal of Vault-Tec, it seems that we can no longer maintain our identity. Who are we, and what will we become?


Radio Stations​

Collective Assistance Radio – Broadcasting in the Clear – Pensacola, Florida
-Music
-Tips and Hints for surviving in the Sunshine Wasteland

Nasa Educational Radio – Broadcasting in the Clear – Titusville, Florida
-Educational Radio Broadcasts about Wasteland Survival
-News relating to communities on the Atlantic Coasts
-Weather Reports for east and central Florida
-Baseball invitations and games

NPC Diplomacy

To: New Age Corporation
Spoiler :

From: Fellowship of the Palm

We are looking to trade for 8 Tech Parts, what sort of price or trade would you be interested in?


To: Monastic Brotherhood of Crusader Knights and Lay-Fellows
Spoiler :

From: Ocala

We are desperately in need of more water or tech parts, could we convince you to a trade?


OOC

@DarkSaber1: In your orders you stated that the larger expedition was supposed to travel “as far north as Salerno.” Port Salerno is in fact south of you. Therefore I just sent the expedition north as far as it could go before being overloaded or overwhelmed by enemies.

@theDright: You have the devil’s luck. Enjoy your lucky as hell fruits.

World Map

NHXRcXD.png
 
Oh, so I did. Guess I got Vero Beach and Salerno crossed. Got watch my self, totally unfamiliar with Floridian geography.
 
@ EQ:
So suppose I interrogate this lunatic with the Fez, does he tell us where he's from or what he's doing, is there anything notable about him other than his possessions? And what does he say about this "Minorne" anyway?
 
He's spewing out a bunch of nonsensical sciencey sounding stuff, nothing that the Vault technicians can understand, and claims that Minorne is a force that will destroy humanity, and then the world, unless he is allowed to use the nukes.
 
The disease is spreading... :scared:
 
Perhaps Dright could pulverize the Minorne with his submarine of treasures!
 
Excellent update EQ! I really like this, everything to do with Minorne is just so weird. You do a really good job of setting the scene there.

Actually, re: pip boys - I'm unfamiliar with Fallout, does literally everybody in the universe have a pip-boy or is it just Vault dwellers?
 
Spoiler :
From the Grandmaster's office (currently barricaded and guarded with laser guns)
To all you people fighting outside over the nature of Minorne

Do not be fooled by their perfect looks and perfect bodies. These beings are clearly demons infesting the holy lands! Submit to Minorne, they said. BAH! SUBMIT TO MINORNE?! MINORNE? WHO IS THIS MINORNE? One of SATAN'S MANY GUISES, I SAY! If they were angels, surely they would have said 'Submit to God,' not Minorne. To submit to none other than God is BLASPHEMY.

Brothers, we must claim this true holy lands for the faithful that still lives in our nation. This is the reason why our Order was founded! We must be ready for whatever they are.

Also, to those who believed that Minornes are angels, please report to the chapel for immediate reeducation.
 
Maritime Collective: Everblack
Leader: Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station, Fortifications, Ammunition Convertor, Jail, Radio Tower, Market
Population: 350
Slaves: 0
Education: Oral
Food: 2,560 (+300)
Water: 2,860 (+400)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 120
Ammunition: 475
Military Equipment: 25 High-Tech Melee Weapons, 165 1-H Guns, 100 2-H Guns, 75 Laser Weapons, 1 Small Boat
Robots: 10 Mr. Gutsys
Military Skill: 4

Mayor’s solution:
Spoiler :
Here in the Maritime Collective everyone is free. Slavery will not be tolerated here even if it bring more profit. Any who is caught even black market slave trading will be imprison. The Maritime Collective was build by free people and will stay like that for many years to come.


Salvage Orders:
Spoiler :
-40 2-H Gunman will head to Spencer Naval Outlying Field to salvage
-Aerwyna Beckett + 25 1-H Gunman and 25 Laser Weapon will return to Naval Air Station in Pensacola to see if their is anything still their (their no way that place has nothing. I mean I lost alot of men their)


Building Orders:
Spoiler :
120 scrape will be turned into ammo


To: Hurlberg
From: Maritime Collective


We of the Maritime Collective would like to broker a trade agreement. I believe that with this agreement both Factions can benefit from this. Just as a reminder our faction won't allow export or import slaves in our market If you accept our trade agreement.
 
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