BOTWAWKI Revised Thread

Spoilers! ;)

Spoiler :

I liked the episode alot more than the opening to last season... Though Moffat is definitely going to have them change the future.
 
:( Hope things are OK EQ
 
The update's done, but our modem is busted. Will be getting a new one tomorrow hopefully. If not, I'll be dropping by the library with my laptop and posting it like that. Not too much longer!
 
Ah... Such a CRUEL taunt, there, seeing that you'd posted :p

Anyway, good luck, and I'm glad to hear it's something not too serious that's keeping you away.
 
Faction Name: Crips
Leader Name: Emcee Akay
Leader Trait: Fearsome
Starting Location: South Central Los Angeles
Leader Background: Emcee derives his authority from his claims to be the direct descendent of Malcolm X. He is an excellent marksman and the largest man in the headquarters of the Crips. He towers above other men at 7’4”.
Origins: Soul Survivors
Traits: Defensive
Capital Type: Urban Ruin- The whole community lives in the 452 floors of the AT&T Center in Downtown LA.
Background: Knowing that their people would find no protection in the vaults of lets say, mainstream society, they feld LA to the East. When the bombs began to fall they found shelter in the Rocky Mountains, after the worst was over they returned to Los Angeles to find that the vaults had provided little protection at such close proximity. They claimed a remaining landmark as their home and set to work rebuilding their society.

To Live and Die in LA is the place to be.
 
The two guardsmen sat on the roof, their instructions were the same as always. Watch for intruders, come to Emcee if they should see anything out of the ordinary.

“Hey” Cimon said

“Yea?” his friend responded

“Do you ever wonder why we’re here?” the Cimon asked

“It’s one of life’s great mysteries isn’t it? Why are we here? I mean, are we the product of some cosmic coincidence? Or… is there really a God? Watching everything with a plan for us and stuff…” and as he sighed he concluded “I don’t know man, but it keeps me up at night…”

….

“What?” Cimon finally responded “I meant why are we up here guarding this roof… there hasn’t been any sign of intruders or of basically anything… Ever.”

“Oh… ummm… yea” his friend said realizing his mistake

“What was all that stuff about God?” the Cimon asked

“Oh um nothing”

“ You wanna talk about it?” Cimon asked cautiously

“Uh no” his friend said

“Seriously though why are we up here?” they gaze out at the ruined cityscape, their home, they’ve made what they could out of what was left after the destruction.

It’s not much but if the stories can be believed they live a better life than the people who fled this city to escape the falling bombs. Scraping out a living on the ruins of society, they have made themselves strong.

The two friends sat talking as the sun hung high in the sky.

Cimon was the one who saw it, just a glint in the corner of his eye, but his head snapped around. Searching for whatever he had seen, and then abandoning the search as they both headed towards the stairwell.

Emcee must be told.
 
Gonna have to wait a bit longer, the Sunday Doctor Who Party has turned into a Monday party for obvious reasons. Still gojnng.
 
Faction Reports​

Appalachian Commonwealth
Spoiler :

The Appalachian Commonwealth had a year of mixed blessings and problems. The arrival and establishment of clinics of the Sons of the Apocalypse have offered some relief for the strained and stretched medics of Vault 104. Already their effects have begun to show as people undergo treatments for disease and birthrates overall increase. A new reactor was activated in Vault 104, having been recovered in years past, providing more electric output to the residents of the vault and the surrounding region. Smaller success was had as a new expedition was sent to the Edwin A Link Airfield, finding a small amount of salvage in scrap and small arms from the security office. Even smaller amounts of salvage was found around Windsor and Hawleyton. The greatest success, however, came with the return of the Ithaca expedition. While salvaging in the town, a small suburb was found to be still functioning, and due to a shortage of food, they agreed to return to Vault 104 with the Appalachian expedition. With them they brought the leftovers of their food and water supplies, numerous weapons, and even five functioning Mr. Handys they had been using to maintain their own settlement.

Unfortunately, the year was not all good news for the Commonwealth. An expedition to the Binghamton University was essentially a waste of time and resources, finding most of the books burned or far beyond the mental capacity and knowledge of the vault dwellers. Some scrap was brought home, but only a negligible amount. The patrols between the settlements, continuing to suffer from a lack of any weapons, faced heavy casualties throughout the years, frequently being overrun by monsters, ghouls, and raiders. An attempt to besiege the Oakdale Raiders failed miserably when the clumsy attempt to surround their outpost was easily detected and the raiders took apart their would-be attackers piecemeal thanks to their superior weapons and experience. Casualties were relatively low, however, as at least their dispersal made it hard to be completely wiped out. Further problems were had with raiders when the settlement at Oxford came under heavy attack, and due to a further shortage of weapons, was almost wiped out. Much of the local food and water were stolen, and only when the raiders tired of killing, did they retreat.

On a side note, a group known as the Sons of the Apocalypse were welcomed with open arms into the Appalachian Commonwealth. These medical professionals have already brought about a dramatic increase in quality of life for the Appalachians, providing them with improved healthcare and saving many a baby which may have otherwise died from the elements. The population of the Commonwealth views them with awe as they provide great service to the communities they reside in.

Overseer's Challenge: The amounts of large groups of raiders, nomads, and otherwise have begun to dramatically pick up travelling east towards the rumored wealth of New York City. Trouble continues to mount for our people travelling between our settlements, and these bands are typically better armed than prior groups we have encountered. Should we adjust our policy towards these potential immigrants and travelers through the wasteland?
Spoiler :

+20 Food per turn in Chenango, +60 Food per turn in Hullsville from farming expansions
-40 Population, -10 Ammunition, -60 Food, -60 Water, -20 Food per turn from raider attack on Oxford
-20 Population, -70 Ammunition from skirmishes with Oakdale Raiders
-70 Population, -90 Ammunition from losses on patrols
+100 Scrap Parts from Binghamton University scavenging
+40 Food, +30 Water, +200 Scrap Parts from Hawleyton Golf Courses scavenging
-20 Population, -10 Ammunition, -5 1-H Guns from Hawleyton Golf Courses salvaging losses
+20 Food, +10 Water, +100 Scrap Parts from Windsor scavenging
+300 Population, +600 Food, +300 Water, +500 Scrap Parts, +12 Tech Parts, +90 Ammunition, +300 Low-Tech Melee Weapons, +15 1-H Guns, +15 2-H Guns, +5 Mr. Handys from Ithaca Expedition return
-20 Population, -60 Ammunition from Ithaca Expedition losses
+80 Food, +60 Water, +300 Scrap Parts, +2 Tech Parts, +30 Ammunition, +5 1-H Guns From Edwin A Link Airfield salvage
+2 Energy per turn in Vault 104 from reactivated reactor
+40 Population, +60 Food, +10 Water from Immigration
+60 Population from Natural Growth
+40 Population, +5% Loyalty from the Sons of the Apocalypse



Bekwa
Spoiler :

The Bekwa had a year of considerable disappointment as major expeditions were sent out to scout and scavenge the regions around their capitol. A large force was sent to CFB North Bay and found it to be scavenged pretty thoroughly by the people of the Deifenbunker. They were politely told by people with much better weapons to leave the area, and they soon departed. They met with similar results on an expedition to the north, finding once more, the area to be picked clean of everything but scrap by the earlier expeditions and forces of the Deifenbunker. Further scouting towards Kipawa was rebuffed away once more by well armed troops at the town of Temiscaming. Events repeated themselves for a third time as another expedition was sent to the Algonquin Provincial Park, finding only settlements of the Deifenbunker, reportedly once more turning them away from potential scavenging. Fortunately, a good deal of weapons would be recovered from the Park in later scavenging actions.

An even larger expedition than the ones above was sent to the southeast, following the old Canadian road 17. They faced constant attack by raiders and Riverlurks from the nearby river the entire way. A hundred brave Bekwa died in the process, and they were ultimately forced to stop at Deep River, turning around and heading back home. They did manage to retrieve some decent salvage along the way, recovering scrap as well as some guns and ammunition. from some radical Canadian nationalist's secret stash.

Another important event took place for the Bekwa as people known as the Sons of the Apocalypse were welcomed into the fold. The Bekwa even offered up the best and brightest of their faction to gain training from these people, and the process has begun, though only a few select individuals have been accepted for the training and effort. Regardless, the medical skill of these individuals have dramatically increased the health and birthrate of the Bekwa tribe.

Overseer's Challenge: The recent blocking of our scavenging and exploitation of resources by the Deifenbunker has outraged some of our citizens. They demand action against the so called "Canadian Resistance" as soon as possible. How do we respond?
Spoiler :

+15 High-Tech Melee Weapons, +30 1-H Guns, +30 2-H Guns, +10 Laser Weapons from Algonquin scavenging
+40 Food per turn from increased farming efforts
+200 Food, +600 Water, +400 Scrap Parts, +4 Tech Parts, +125 Ammunition, +25 1-H Guns from southeast expedition salvage
-100 Population from southeast expedition losses
+300 Scrap Parts from northern expedition scavenging
+110 Population, +5 Slaves from Natural Growth
+10 Population, +5% Loyalty from Sons of the Apocalypse



Biloxi Outcasts
Spoiler :

The Biloxi Outcasts, as a small faction, had a fairly eventful year for their relatively tiny size. Mother Anne began welcoming those who would join them for safety in the Battle Tower, bringing in more people seeking shelter from the constant perils of the ruins of Mobile. Due to the constant threat of raiders and ghouls within the city ruins, scavenging produced less than ideal results this year as the Outcasts become more adapted to their new surrounds. Nonetheless some food, water, and scrap were brought back to the tower. The year ended with a small tragedy as some particularly bold raiders attacked the Battle Tower itself, though they were repulsed by much superior firepower. Unfortunately the Outcasts suffered some casualties in the attack.

Overseer's Challenge: Mobile is dominated by two warring gangs of raiders, the Baybers and the Laddpeeps, neither possessing the firepower or "civilized" status of the Outcasts. Both are run by vicious warlords, and likely cannibalistic. They have now both turned their eyes towards the Battle Tower after the recent destruction of a raider attack in order to bring its strength to bear on their rivals. It is possible that one or the other could be negotiated with. How do we respond?
Spoiler :

-10 Population, -275 Ammunition from Raider attack on Battle Tower
+100 Food, +100 Water, +200 Scrap Parts from Mobile scavenging
+35 Population, +50 Food, +60 Water from Immigration
+5 Population from Natural Growth



Black Mountain Rangers
Spoiler :

The Black Mountain Rangers, with their isolated location, had a fairly quiet year. No human settlements or any sign of civilization was detected within the forests surrounding the Black Mountain bunker, though some wreckage was found here and there. The forests were thoroughly scouted and analyzed, and it surprised many to find minimal mutations to the wildlife in the area, mostly resembling pre-war data and information. The lakes surrounding the area also had a surprisingly low amount of radiation, except for the lake and river system separating the old Georgia-South Carolina border, which is highly irradiated. The nearby town of Toccoa was scouted, but not entered, with radiation emanating from the center of the community. Regardless, movement was detected in the town and could be a source of contact or hostile action.

Overseer's Challenge: Some people have begun to challenge the validity of a "military authority" when no communication has been received from higher command. They suggest that the basis of running the faction on a military hierarchy is no longer legitimate, and thus neither is Colonel Rogers' rule. How does he respond?
Spoiler :

+250 Food, +200 Water, +300 Scrap Parts, +1 Tech Part from localized scavenging
+30 Population from Natural Growth



Brunswick Nation
Spoiler :

The Brunswick Nation noted only a few major events throughout the course of the year. The first of these was the arrival of a group known as the Sons of the Apocalypse. These stalwart individuals have set up an independent clinic within New Brunswick, providing healthcare to the people of their new community. Unfortunately, their efforts have been greatly hampered and contained as they have been unable to leave an area of New Brunswick and denied access to all other of the faction's communities. So far while they have dramatically helped those allowed to come to them, they have not provided much value to the community as a whole.

A new trend has begun developing within the realms of the Brunswick Nation. Hordes of people have begun moving through Brunswick towards New York City, lured by promises of the great oasis created by the completion of Project Purity. Increasing numbers have been brought into the Nation, but at a much larger rate than ever expected or anticipated. These numbers will likely only continue to surge as the word of Purity continues to expand across the continent.

Scavenging provided only scrap to the Nation this year, as a new expedition was mounted to the Atlantic City Airport. Nothing of value was found there and all the planes were determined to be wrecked and beyond repair. It was presumed that some were even wrecked before the war, as reports indicate that the last commercial flight into the city was several years before the bombs dropped. Regardless, some decent scrap was found and returned to the stockpiles of the various bases of the Nation.

Overseer's Challenge: Some of our population has begun lobbying in favor of increased access to the Sons of the Apocalypse. Their medical treatment of the seriously wounded has been so spectacular that many want them to treat other ailments and issues. How do we respond?
Spoiler :

+550 Scrap Parts from assorted scavenging
+100 Population, +60 Food, +30 Water from Immigration
+20 Population, from Sons of the Apocalypse
+50 Population from Natural Growth



Crips
Spoiler :

Knowing that their people would find no protection in the vaults of lets say, mainstream society, they feld LA to the East. When the bombs began to fall they found shelter in the Rocky Mountains, after the worst was over they returned to Los Angeles to find that the vaults had provided little protection at such close proximity. They claimed a remaining landmark as their home and set to work rebuilding their society.

Overseer's Challenge: There are travelling bands of folks and scavengers wandering the ruins. While many are obviously villains, some may become decent members of society. What sort of attitude should we display towards these people?


Deifenbunker
Spoiler :

The Deifenbunker faced a year plagued with raiders and violence. The year started fairly peacefully as a radio tower was set up at the bunker to provide comforting broadcasts of music and propaganda to the Canadian wastelands. Ultimately this attracted the attention of an organization known as the Sons of the Apocalypse, an apparently American group which offered unrivaled medical aid and treatment. They were rebuffed from the bunker and left. Though they were followed by the bunker's scouts, they eventually lost the Sons as they headed towards the St. Lawrence River to the southeast. Others were lured by the radio broadcasts, as they were caught travelling east to the rumored oasis of plenty at New York City. Some chose instead to stay with the protection of the Deifenbunker and to throw in their lot with the Canadians.

The extra manpower would prove useful as the Deifenbunker faced numerous losses through growing warfare. A major expedition was first sent north to Temiscaming, and was attacked by a major party of raiders while en route. After fighting a tough battle on the road, they reached the town to once more fight again, a vicious struggle against various French-speaking raiders. The raiders were eventually wiped out and their stores confiscated by the victors including their weapons and food and water supplies. A new settlement was established there to begin the production of local food sources. Unfortunately throughout the process the last remnants of the Deifenbunker's ammunition reserves were expended.

The shortage of ammunition would prove fatal as other expeditions did not prove nearly as successful as the one to Temiscaming. Far to the east a large force of over one hundred people travelled to the Algonquin Radio Observatory. They reported by radio of being constantly tracked and attacked by raiders the entire journey, losing the last of the bunker's ammunition and half of their forces while in movement. The tattered remnants, with no defense but fifteen melee weapons. They were overrun by raiders and wiped out to a man. A settlement at Kiosk met with a similar fate, lacking any ammunition for their guns. A major raider attack upon their community led to it being wiped out in a single blow. Both outposts did have one thing to report though, that one of the last things they experienced were visits from Bekwa scouts.

The rest of the year was punctuated only with some minor fortunate events, as farming picked up across the board, providing vital sustenance to those who remained of the population. Scavenging in North Bay, having been done extensively for the past years, has begun to decline, with only small amounts of water and scrap being found by the various parties sent out. Regardless the scrap has been returned to the stockpiles within the bunker.

Overseer's Challenge: The recent tides of travelers through our lands heading south has begun to cause us some concern. It is indubitable that they are stripping the lands of Canada as they go through our territory and reducing the amounts of goods we could hope to recover. How do we respond?
Spoiler :

+40 Food per turn at Deifenbunker, +40 Food per turn at Sturgeon Falls from farming expansion and creation
+30 Water, +250 Scrap Parts from North Bay scavenging
-50 Population, -30 1-H Guns from lost Kiosk settlement
-125 Population, -40 Ammunition, -15 High-Tech Melee Weapons, -30 2-H Guns, -10 Laser Weapons from lost Algonquin Radio Observatory settlement
+80 Food per turn, +50 Water per turn, +500 Food, +600 Water, +400 Scrap Parts, +60 Low-Tech Melee Weapons from Temiscaming settlement
-20 Population, -440 Ammunition from Temiscaming settlement losses
+100 Population, +60 Food, +30 Water from Immigration
+5% Loyalty from Radio Broadcasts
+25 Population from Natural Growth



Earth Reclamation Command
Spoiler :

The Earth Reclamation Command continues to be plagued by a shortage of supplies, greatly influencing the efforts undertaken this year. Nearly one hundred people died over the course of the year due to a lack of water supplies, and not just the children and elderly. Attempts to scavenge up new supplies of food and water met with failure at Fort Peterson, as it seems that most supplies were already taken in previous expeditions. Some greater success was had in western Colorado Springs, as grocery stores and pharmacies were looted for the food and water stockpiles they possessed. Some relief has also arrived for the food shortage as deer and other game were found throughout the mountains, and hunted down by the people at Mueller Park. Farms were expanded by the Mr. Handy robots, providing great output of food, but it remains to be seen whether the efforts will be enough.

Overseer's Challenge: Our efforts were not enough. We are not only still running short on water, but food as well. Over one hundred people will die over the course of the next year due to the shortages. How do we respond?
Spoiler :

+250 Scrap Parts recovered by Mr. Handys
+50 Food per turn at Cheyenne Mountain, +10 Food per turn at Fountain Valley, from farming expansion
+30 Food from hunting
+300 Food, +300 Water, +100 Scrap Parts from Colorado Springs outskirts scavenging
+60 Food, +10 Water, +150 Scrap Parts from Fort Peterson scavenging
+70 Population from Natural Growth
-80 Population, -10% Loyalty from lack of water supplies



Fort Morgan Refuge
Spoiler :

The Fort Morgan Refuge was beset with great crisis this year as the Power Armor Corps demanded special treatment and the establishment of a position of greater strength and authority within the Refuge. Duvol stalwartly refused, which sparked the PAC to seize control of Tarkiln and the Mr. Gutsys located there. The people of Tarkiln have thrown their support in with the PAC, though it could be out of reasons of fear or family. The families of those in PAC have been allowed to join them there if they were not already present. The former outpost has been heavily fortified as the PAC challenges the Refuge to restore authority.

Overseer's Challenge: The Power Armor Corps has offered us new terms unrelated to the old ones. While they seem willing to fight us, they are not obviously eager. They have insisted that power armor be made hereditary possessions and that those who own it will have special status and training to make them even more efficient and natural warriors. While this would create an elite warrior caste, it does have some merit as an idea for improving the quality of our power armored forces. They are willing to return peacefully if these demands are met. How do we respond?
Spoiler :

+5% Loyalty for remaining people at start of PAC secession; see stats for full division
+60 Population, +40 Food, +40 Water from Immigration
+25 Population from Natural Growth



Kritarchy of United Slavers
Spoiler :

The Kritarchy of United Slaves had another fairly quiet year in terms of external problems, but in internal politics, things continued to worsen. Facing criticism that he put the Kritarchy into an "unwinnable war" against the spiders of New Orleans, High Judge Meltan was forced out of his position and his successor Jared Karrington has taken charge. Despite the hefty popular opinion against maintaining Kenner, Karrington has vowed not to withdraw from the settlement, throwing what resources remained into the partial construction of a wall surrounding the town. The construction efforts have attracted even more spider attacks, and some have died while outside the walls at night.

Overseer's Challenge: Slaves in Kenner have refused to do anymore labor outside of the defensive area. They're refusing to work, and armed slaves have prevent forced labor, keeping the militia at bay. No violence has occurred yet and the slaves have demanded to leave Kenner and return to New Lafayette, calling the struggle there "completely futile." How do we respond?
Spoiler :

-5% Loyalty slave unrest
+5 Population converted from slaves
-10 Population, -85 Ammunition from Kenner Spider attacks
+10% Loyalty from regime change
+40 Population, +20 Slaves from Natural Growth

 
Liberty Commonwealth
Spoiler :

The Liberty Commonwealth experienced a dramatic year of change and new problems and threats. The first change was the welcoming of the establishment of clinics and hospitals by the Sons of the Apocalypse throughout the various communities of the commonwealth. They have proven to be highly professional and skilled at medical work, providing an improving state of healthcare throughout the Commonwealth. While they are autonomous of the government, they have proven to be efficient at fixing medical problems and have improved the standard of living and birth rate all by themselves.

Immigration proved to be a major new concern throughout the Commonwealth, as a larger than usual number of immigrants arrived from the west, lured by rumors of a oasis of pure, free water in New York City. Some of these travelers have instead settled down in the various Liberty Commonwealth settlements in New York. These few new residents of the Commonwealth though are nothing compared to the flood that has arrived in Gananoque. Stories claim that the Gananoque crossing is the single safe and available crossing over the St. Lawrence River. People from throughout Canada have arrived here seeking transport over the river in order to continue their journey southeast to New York City. As the local rafts and canoes can only take so many over, as much of their transport is for food and water, a large number continue to settle in Gananoque, awaiting their turn to cross. New farms, stores, and businesses have popped up overnight as the community has turned into a boom town. The mayor has required that all guns and weapons be turned over, and continues to charge a steep fee for crossing, but allowing people to work off a debt. This has bolstered the town's population as it quickly becomes one of the strongest communities in the Commonwealth.

Scouting and scavenging were not neglected by the people of the Commonwealth throughout the year, as the steamship continued its explorations along the Great Lakes. The crew reported that nearby Kingston was crawling with ghouls and other monsters, though they seemed content to stay where they were. A later scout from Gananoque confirmed this information. The steamship later travelled to Oswego, which appeared to be in similar circumstances, though they reported hearing gunfire, they could not locate the source. Scouts from Adams Center headed south along the old Interstate 81 as far as Pulaski. They reported that the various towns along that route were mostly abandoned, lacking any signs of life whatsoever. The surrounding regions typically seemed to be too wasted for use, though with significant effort some farming may be able to be achieved. The greatest scouting coup of the year though took place as scouts from Lowville went east. From Independence River to Wilcox Lake, it seemed that the parks in the area were virtually untouched by war, and ripe for farming. Most of the lakes were confirmed to have significant levels of radiation, but the land seemed ok, and some small farmsteads were even spotted by the scouts. It is clear that the whole region is fertile for further exploitation, though the lakes would definitely require purification before use.

The towns of the Liberty Commonwealth did not have entirely a good year. Throughout the lands south of the St. Lawrence several vicious and large raider attacks were launched. The worst of which was against the town of Clayton. With much of the population and weaponry away with the steamship, the water bottling plant in town was badly damaged, ruining the local hydroponics productions as well as damaging the plant itself. Almost half the population was killed, and the steamship crew returned to find most of their friends and family dead except for a few shell-shocked survivors who were able to hold the attackers off in the town's armory. Similarly large attacks were reported on Lowville and Perchtown, though the defenders of both settlements were able to repulse the raiders with moderate casualties.

Overseer's Challenge: The recent swell in Gananoque's population has led to problems with law and order in the community. Most of the new arrivals speak very little English and hail from Quebec. How do we deal with these Frenchies and their lack of communicative skills in the world's best language?
Spoiler :

-20 Population, -260 Ammunition from raider attack on Perchtown
-30 Population, -40 Ammunition from raider attack on Lowville
-60 Population, -40 Food per turn, -60 Water per turn, -10 Ammunition from raider attack on Clayton
-15 Ammunition from raider attack on Adams Center
+20 Food per turn in Adams Center, +60 Food per turn and +20 Water per turn in Gananoque, +10 Food per turn and +50 Water per turn in Lowville, +30 Food per turn and +30 Water per turn in Perchtown, +30 Food per turn in Three Mile, +30 Food per turn and +30 Water per turn in Watertown from agricultural expansions
+20 Food, +60 Water, +50 Scrap Parts from Adams Center expedition and scavenging
+30 Food, +40 Water from steamship exploration and scavenging
+300 Food, +300 Water, +100 Scrap Parts from Caravan scavenging and trade
+300 Scrap Parts from scrapping programs
+680 Population, +110 Food per turn in Gananoque, +200 Food, +100 Water, +200 Scrap Parts, +1 Tech Part, +150 Ammunition, +20 Low-Tech Melee Weapons, +50 1-H Guns from Gananoque Boom Town
+100 Population, +60 Food, +40 Water from Immigration to southern towns
+50 Population, +5% Loyalty from Sons of the Apocalypse
+100 Population from Natural Growth
+50 Food, -50 Water from Flour City trading



Narwhal Imperial Republic
Spoiler :

The Narwhal Imperial Republic has had a massive surge in its prosperity over the other nations of the Imperial Wasteland. The Project Purity has continued to flood the region with purified water of immense amounts, and has been freely distributed throughout the area. They've been gaining popularity from the various other settlements in the region, and people from all over the region have begun flooding towards the gates of the Narwhal settlements. With the security and resources of the Narwhal Imperial Republic, many people view it as a good move to join them. Over a thousand new people have surged into the ranks, seeking a new life for them and their families. As it had been over two hundred years ago, New York City continues to be a haven for besieged and beleaguered immigrants.

A group known as the Sons of the Apocalypse introduced themselves to the Narwhal Imperial republic, offering medical knowledge and assistance. They offered to set up autonomous clinics in each of the Narwhal settlements, and have been successful in their efforts. The improved medical care has been noticed by the people, and they have been duly grateful as many who would have died of their ailments instead survived.

The people of Narwhal City began heavy work on deconstructing the surrounding buildings of the former New York City. They managed to salvage numerous scrap parts and food from the ruins to aid in the construction of fortifications and buildings within their compound. The other communities had similar successes, with the plentiful amounts of ruins in their respective areas.

A major expedition was sent through the ruins of the metropolis to Long Island, setting up a new outpost at the ruins of Fort Totten. Unfortunately, they found only rubble and ruins, though an unfortunate event occurred when they opened an underground door only to have a massive amount of ghouls pour out into them. Though they managed to defeat the ghouls, a large amount of deaths occurred before they could be contained. Another major settlement was established near Philadelphia nearby the sunken hulk of the USS New Jersey. Though they has wished to settle on the old ship, the damage was far too severe to risk it. They immediately came under major and constant attack by a large group of nomadic raiders from the south, as well as the residents of Philadelphia. Their extreme advantage in firepower led to only minimal losses, as they contained the attacks. After holding their ground in Philadelphia, the Narwhales launched a massive offensive into the city. They scoured the city for raiders and monsters, unleashing extensive firepower into the city ruins. Though they suffered a sizeable amount of casualties of their own, they proved to be highly successful, reducing whatever intact buildings remained in Philadelphia to even further rubble.

Overseer's Challenge: The massive increase in immigration is threatening to overwhelm our food supplies and the surviving original Narwhales are increasingly resentful and bitter towards the new people, particularly since they do not seem to follow the true faith within the old Cap'ns. How do we respond?
Spoiler :

+50 Slaves from Seven-Sixers
+1,250 Scrap Parts from settlements' salvaging efforts
+50 Food per turn at Fort Narwhal from farming expansion
+200 Food, +50 Water, +700 Scrap Parts from Philadelphia fighting
-50 Population, -1,070 Ammunition from Philadelphia fighting
+200 Food, +300 Water, +500 Scrap Parts, +3 Tech Parts, +75 Ammunition, +25 1-H Guns from settlement of Battleship City
-10 Population, -1,070 Ammunition from Battleship City settlement losses
-70 Population, -450 Ammunition from Fort Totten losses
+50 Food, +900 Scrap Parts from Narwhal City deconstruction of NYC
+60 Population, +5% Loyalty from the Sons of the Apocalypse
+1,000 Population, +600 Food, +400 Water, +150 Low-Tech Weapons from Immigration
+140 Population, +15 Slaves from Natural Growth
+1,000 Water per turn in Narwhal City with increasing Project Purity efficiency
-10,500 Water to Brunswick Nation



New Frostburk
Spoiler :

The people of New Frostburk had a year of new accomplishments and unpleasant surprises. A group known as the Sons of the Apocalypse have set up clinics in the various communities under New Frostburk's control. These people have remained silent completely about their origins and background, refusing to give even the slightest information about where they came from. Regardless, they have been greatly appreciated by the people of New Frostburk, giving vital medical aid of astonishing quality and skill. The people of this faction were given further satisfaction as old drive-in theaters were reactivated, and used to display old holotapes in astonishing size and quality. Unfortunately, the lights from these has attracted a large number of raiders, leading to a couple of massive attacks, even on the New Frostburk bunker, which had been previously hidden from most people's knowledge.

Several expeditions were sent out by New Frostburk throughout the year to areas nearby their region of control. The largest of these was to the Savage River Dam, which was discovered to be structurally intact, though most of the sophisticated internal components of the dam were far beyond repair. A major outpost was established upon the dam, providing a source of relatively pure water to the outpost and the faction as a whole. Furthermore a good deal of backup computers were discovered along with a sizeable cache of conventional weapons in a arsenal in the dam. Another expedition was sent to the town of Dickens to the north, and it was determined that the town was mostly wrecked beyond repair, though the area around it did seem like it could be used for future farming efforts. Wellersburg, in Pennsylvania, had a similar expedition sent to it with similar results.

Overseer's Challenge: Some of our people have begun to resent the Sons of the Apocalypse, viewing their advanced knowledge and skills with suspicion. They mutter of attacking them or otherwise "testing their mettle." How do we respond?
Spoiler :

-15 Population, -180 Ammunition from attack on Cumberland
-5 Population, -780 Ammunition from attack on New Frostburk
-2 Tech Parts, +5% Loyalty from restored movie theaters
+40 Food per turn, +20 Water per turn at Rocky Gap from farming expansions
+10 Food, +20 Water, +300 Scrap Parts from Wellersburg scavenging
+20 Food, +60 Water, +150 Scrap Parts from Dickens scavenging
+200 Food, +250 Water, +120 Water per turn, +500 Scrap Parts, +5 Tech Parts, +150 Ammunition, +15 1-H Guns, +15 2-H Guns from Savage River expedition and settlement
+20 Population, +20 Food, +10 Water from Immigration
+20 Population, +5% Loyalty from Sons of the Apocalypse
+20 Population from Natural Growth



Seven-Sixers
Spoiler :

The Seven-Sixers, previously a group of disjointed raiders, have been more or less recognized as a "civilized" group by the other factions in the Imperial Wasteland. A treaty with the Narwhal Imperial Republic has led to relative peace in the area, but this treaty has proven to be somewhat unpopular among the people. The Rush was mostly abandoned in favor of a settlement called Van Solver, which is upon what's virtually an urban island, well protected from other incursions with only one feasible bridge still standing. The new settlement was established after the Narwhal armed forces scourged Philadelphia of raiders and ghouls, leveling most of the city's ruins in the process. Therefore the settlement was a rather easy process, as the Seven-Sixers picked over the best of the ruins missed by the sweeping Narwhal assault on the city.

The Seven-Sixers made a surprising find throughout the course of the year, that the glowing fungus in the cities is actually edible! Unfortunately, due to the large amount of space growing such fungus takes, it isn't truly suitable for large amounts of people, it still seems to be enough to feed a portion of the population, if not very well. This new "shroomaculture" has taken root throughout the settlements of the Seven-Sixers.

The Narwhal Imperial Republic seems to be meeting the Seven-Sixers at every turn, as they find that raiders they hoped to recruit have been wiped out by the Narwhals, and the various places they hoped to find salvage already stripped or destroyed. The massive Narwhal offensive through Philadelphia left little behind it, and scavenging has found little but scrap in most locations. Regardless, the best pieces of scrap and even a small amount of handguns have been returned to the main stockpiles in Van Solver.

Overseer's Challenge: A group of rather intellectual types have arrived at Van Solver, calling themselves the Sons of the Apocalypse. They've proven to be superb medics and salvagers, and have asked to set up their own autonomous clinics in each of our settlements. As a request though they must have complete autonomy within their buildings, and our officials would not be permitted to observe their methods. Also, they clearly state that they will not inform us of where their home is located due to safety reasons. How do we respond?
Spoiler :

+500 Scrap Parts from airfield scavenging
+150 Scrap Parts, +10 Ammunition, +5 1-H Guns from Trenton scavenging
+300 Scrap Parts from Philadelphia scavenging
-50 Slaves to Narwhal Imperial Republic
+50 Food per turn in all settlements from "shroomaculture"
+600 Food, +400 Water, +100 Scrap Parts, +5 Tech Parts from settlement of Van Solver
+30 Population, +10 Slaves from Natural Growth
-5% Loyalty from Narwhal treaty



Spring Valley Food Corporation
Spoiler :

It was a full year for the Spring Valley Food Corporation as the shadow of food and water shortages continues to loom over their heads. Some people, lured by the promise of wealth and safety left the community voluntarily, taking supplies with them to make the trip east. Most of those remaining have resented them for this and the loyalty to their leaders grows ever stronger. A small group of immigrants arrived shortly after, bringing with them a large amount of food and water, claiming that the nearby city of Fremont possesses a large amount of both just sitting behind locked doors and in ancient freezers.

An expedition to Fremont was eventually launched, meeting with several attacks by ghouls and small groups of raiders, creating three major fights during the course of the expedition. Fortunately in the end, those who died did so not in vain, as the expedition returned with a massive amount of food and told the leadership that much more awaited any future expedition. Though most of the area seems highly irradiated, the old stockpiles of food seem to be mostly intact, just resting away in silos and storage facilities, preserved by the old technology of the pre-war world. Another expedition was sent north to the Cunningham and Loneregan lakes, to determine their viability for exploitation of the water. They met with constant attack by lakelurks, which seem to infest both bodies of water. Both lakes are highly irradiated and would require extensive purification efforts to be of any use.

Back home, the Spring Valley HQ continued sending out scavengers and scouts throughout the ruins and met with fair success, running into only molerats and having few wounded. Amazingly, they found a overlooked storage facility, which possessed invaluable and intact technology supplies. This replenished their depleted supply of tech parts. Unfortunately, not all news was good news, as Wehrspan came under attack by a major band of raiders. Running out of ammunition halfway through the battle, those who defended the settlement were slain, and the only survivors were the ones who hid, causing half the community to be slaughtered. Crops were trampled and water ruined, as the marauders left. Those who remained have stalwartly begun to pick up the pieces and rebuild their homes.

Overseer's Challenge: Some people have begun to argue that we have depended too much upon pre-war weapons and technology, pointing to the tragedy of Wehrspan. They have stated that it would be more practical and better suited to modern life to instead adapt more simple and older techniques of farming and warfare. How do we respond?
Spoiler :

-40 Population, -60 Food per turn, -20 Water per turn, -10 1-H Guns, -20 Ammunition from raider attack on Wehrspan
+200 Scrap Parts, +6 Tech Parts from Omaha scavenging
+400 Food, +40 Water, +100 Scrap Parts, +1 Tech Part from Fremont Expedition
-20 Population, -510 Ammunition from Fremont expedition losses
+40 Food, +60 Water from Cunningham and Loneragan Expedition
-30 Population, -70 Ammunition from Cunningham Lake Expedition losses
-20 Population, -20 Food, -20 Water, +5% Loyalty from refusal to send expedition east
+10 Population, +50 Food, +60 Water from Immigration
+40 Population from Natural Growth



The Community
Spoiler :

The Community's infrastructure began expanding a bit this year as the beginnings of a irrigation system allowed the salvage of enough scrap to build a new pumping station at Greenhorn. The water quickly began flowing to the homesteads as local food and water production dramatically increased. The threat of starvation seems a distant one as they continue their quiet existence. Of course, quiet should be kept in perspective, as this year saw the construction of a new Community casino, allowing supervised gambling, particularly as a police force was established to maintain order. This is an increasingly difficult task in the casino, though they've managed to contain it so far. Unfortunately the year was marked with tragedy, as the young, but ambitious, band of explorers which made it to Sacramento last year failed to return from Reno this year. No signs of their fate were ever discovered beyond the three stolen handguns they apparently bribed someone to take on their journey. The Community mourned their loss, but understood the reason, and calls for further expeditions have begun to quiet.

Overseer's Challenge: The recent rise in crime, petty and major, caused by the tensions brought about by gambling have risen calls for an official jurisprudence system, spearheaded by a "Constitutional" movement which has called for a system based on the hazily understood United States' history textbooks. How do we respond?
Spoiler :

-5 Population, -5 1-H Guns from lost expedition
+5% Loyalty from casino construction
+150 Food per turn, +200 Water per turn from Greenhorn pumping and irrigation system
+200 Scrap Parts from Agrestic scavenging
+30 Population from Natural Growth



Vault 100
Spoiler :

Vault 100 had a fairly quiet year, conducting science from behind the vault's massive doors. No real expeditions were sent out of the vault, though several external events almost interrupted science. The first of these was a group of people called the Sons of the Apocalypse. Though they were offered positions to help research, they reluctantly refused, stating that it was not within the bounds of their mission. They departed Vault 100 and would not be seen again. Afterwards several groups of raiders appeared at the doors of the vault, attempting to smash their way in, but with no success. They would be easily dispatched by the vault's automated defenses.

Overseer's Challenge: Dave wants to open the bay doors, how does INAHAC respond? Wait, wrong challenge. A group of younger people have begun using the Vault's computer system to "play" text based political games with each other. These "New Entertainment Supporters" have been flagrantly wasting time to play their games. How does INAHAC respond?
Spoiler :

+60 Population from Natural Growth



Vutg
Spoiler :

Vutg suffered from a terrible water shortage this year, as water supplies were far below the required level for many people. Nearly a hundred people died from a lack of sufficient water, though many desperately tried to survive. Some of these died drinking unpurified water, dying from radiation or other types of poisoning. Though it was too late for these poor souls, efforts to help prepare for the future have been made with the construction of a new settlement at Clear Creek. Farmers there have begun producing enough food for themselves, easing the strain just a little bit more and sending surplus found back to Vault 9.

Overseer's Challenge: A group of younger people have begun using the Vault's computer system to "play" text based political games with each other. These "New Entertainment Supporters" have been flagrantly wasting time to play their games. How do we respond?
Spoiler :

+300 Food, +300 Water, +600 Scrap Parts, +100 Food per turn, +40 Water per turn from settlement at Clear Creek
+40 Population from Natural Growth
-90 Population, -5% Loyalty from Water Shortage losses



Wild Wolves
Spoiler :

The Wild Wolves had an eventful year. First among these was the tracking down and wiping out of a major raiders' den nearby Homecave and Camp Forward in the ruins of Jacksonville. Responsible for the attacks on both settlements, they were wiped out in the fighting, and the few survivors enslaved. The success was tremendous, although they did suffer some unfortunate casualties when the guns brought to the fight ran out of ammunition.

A slave woman, accused of being a witch was brought forward to the leaders of the Wild Wolves to prove her value at the risk of being executed. With surprising precision, she was able to pinpoint the location of previously unknown caches of food, and even an unsuspecting minor settlement which was located and enslaved based off her information. She has proven eerily correct in other similar matters, citing her skills as a witch to aid her in these efforts. Our people, superstitious already, have been placed into awe and fear of their abilities, wondering what could happen if she turned them against the Wolves once more.

A major expedition was sent to the pre-war town of Gainesville to scout the region for possible supplies and areas for settlement. While it appears that the city was hit with at least one nuclear weapon, it must have been a relatively small one as only limited amounts of background radiation remain. All the various sites in and around the town seem relatively free of monsters and other folk, almost hauntingly empty. The scouts say that movement could be heard in town during the night, but no signs of life were ever confirmed. Overall it seems the area could be well suited to farming and further exploration.

Overseer's Challenge: Though our efforts at improving farming and water gathering proved moderately successful, it still appears that it wasn't enough. It appears that literally hundreds of people are going to die, regardless of what action we might take, as we simply do not have enough food to go around. Our people suggest that our slaves be literally cannibalized to aid in this crisis, in order to assure the survive of the full members of the Wild Wolves. How do we respond?
Spoiler :

+20 Food at Homecave, +50 Food at Camp Forward from hunting
+60 Food per turn, +120 Water per turn at Homecave, +120 Food per turn, +80 Water per turn at Camp Forward from farming expansions
+10 Food, +40 Water from Gainesville scouting expedition
+300 Food, +200 Water, +20 Slaves, -5% Loyalty from witch resolution
-20 Population, -150 Ammunition, +20 Slaves, +20 Food, +50 Water, +60 Low-Tech Melee Weapons from battle with raiders' den
+105 Population, +15 Slaves from Natural Growth



Radio Stations​

ERC Radio
Received by: Vutg, Earth Reclamation Command

Liberty Commonwealth Radio
Received by: Liberty Commonwealth, Vault 100, Appalachian Commonwealth, Flour City, Bekwa

Narwhal Radio
Received By: Vault 100, Appalachian Commonwealth, Seven-Sixers, Brunswick Nation

Radio Canada
Received By: Deifenbunker, Bekwa

Spring Valley Radio
Received By: Spring Valley Food Corporation, Earth Reclamation Command

Vault 9 Broadcast Channel
Received By: Vutg, Earth Reclamation Command

NPC Diplomacy​

To: Liberty Commonwealth
From: Flour City

We ask what your message meant by further collaboration? Could you be more specific?

OOC

@Technojock, not sure why you'd want to move the reactor there without a settlement? Is it a gift for raiders and salvagers? For now, it's being kept in Vault 104 where it'll do you some actual good.

@Vertinari118: You did not start the update with any Scrap Parts. While it was an oversight on my part that it was not included in your stats, the number would have been "0" anyways. This has been taken into account with your orders. Any minor amount of Scrap Parts you received has been banked for your disposal with the next update.

@thomasberubug: I was unsure of how many people you had at Liberty Island, so when I updated it as an outpost, I just made it 50 with no weapons. Feel free to change these numbers with your next update.

@Blaze_Injun: You live on a dam, or in the Potomac River?

@Skilord: The conversion of scrap parts to tech parts works only one way as do all conversion. This is to reflect that while many scrap parts may be wasted in the effort of building a functioning bit of old-world tech, it certainly does not work the other way around. I'm assuming some scavenging took place to assemble the scrap parts for the pumping station, as that would not be too hard to do, particularly with Mr. Handys which excelled in that respect. In regards to the casino, I assumed they simply worked on and adapted a building already present within the community.

From here on out, update deadlines will be typically Mondays and Tuesdays as they seem to be the best days of the week for me to actually work on updates. This should give all of you the weekend in most cases to finish your orders and get them in. Other than that, a fair warning. The upcoming expansions to Fallout New Vegas (one each month until July) are likely to absorb my time, and also, I'm moving in June to a new apartment. Therefore, expect long-delayed updates like this. Despite that warning, try to get orders in promptly, as in every case I'll be attempting to do them on time regardless. I'd like to conclude that so far, I feel that the factions ya'll have developed have done so fairly realistically, and I'm very impressed at the methods ya'll have used. So far, so good.

Thoughts on Doctor Who new season:
Spoiler :

Ecstatic, rather shocked here and there, but the Silence is definitely the creepiest alien they've had since the Weeping Angels were first introduced in "Blink". After all they could really exist and we'd never know it. Dun dun dunnnn. Furthermore the revelations we've had since the start have been rather interesting and I look forward to see how they resolve most of them in the upcoming series. On a related note, part of the reason I'm moving update dates is because it looks like we're making Doctor Who parties an essential part of the balanced week.


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Yay! I didn't screw up :D
 
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