BOTWAWKI Revised Thread

I finally got around to make a flag for Vutg. I don't play around with photoshop software, but I think I could've done a worse job.




View attachment 287096

The flag and its imagery hold many levels of the meaning to the Kingdom Keepers, who worship the Animator. The flag first serves a symbol and a reminder of the Kingdom the Keepers are striving to bring about. The Castle also represents the unity of the Kingdom Keepers, while the star represents their continual strive for excellence.
 
Still working on the update, been delayed by RL stuff, but should be posted tonight or tomorrow afternoon.
 
Hey EQ, I'm back. Would you accept make up orders?

Here they are.

Spoiler :
General orders
Bekwa
2 scouting parties of 50 men and 30 low tech melee will move north and south. They would push a few days, then return after charting the land and describing it to our Rememberers.
Then, after locating piles of rubble or settlement spots, bring in another 50 people each party to collect them, making them 100 men expeditions each with 50 weapons each.

At home, the slaves will clear the forrests for agricutlrue, men will defend and hunt, women would raise the children ect.
 
Inter-Faction Reports​

RUMORS OF NEW WATER SPREADS ACROSS THE WASTES. Narwhal City, Narwhal Imperial Republic. From the ruins of New York City to the Pacific Ocean rumors of a place with an inexhaustible supply of fresh water have emerged in the form of legend, rumor, and myth. They say that a scientific people have completed a great project which has begun converting a miniscule portion of the Atlantic Ocean into fresh, drinkable water with no side effects. People of all types have begun heading east towards this perhaps mythical promised land, heading to a place of plenty for the security of their life, or to prey on them.

Faction Reports​

Acada Settlers
The promising faction known as the Acada Settlers met their end this year as the water shortage continued to worsen. Jonathan Hayes, once revered as a hero to the wasteland for his informational broadcasts, became reviled this year as he apparently hoarded water while the rest of the town dehydrated, often fatally. The community soon fell apart around him, as only he and his loyal backers fought in a stronghold. The infighting and chaos soon led to the collapse of Acada, sending the remaining people into the wilderness.

Appalachian Commonwealth
Spoiler :

The Appalachian Commonwealth had another eventful year, continuing to expand its influence throughout the Imperial Wasteland. Two new settlements were created one at the battlefield of Windsor and another in the quieter town of Oxford. Windsor was found once more to still be empty, and the settlers were even lucky enough to find a considerable cache of weapons and ammunition left behind from the refuse of the battle. The Oxford settlers had a harder time, falling under attack by wolves and bears which have infiltrated the region since the end of the war. A small part of the population was lost to these frequent attacks upon the settlement while it was still under construction.

Two major salvaging expeditions were launched by the Commonwealth this year, meeting with mixed results. The first was to the Edwin A Link Airport, and consisted of fifty people, poorly armed, like most of the Appalachian forces. The last anyone saw of any of these salvagers was when they marched out of the vault, never to be seen or heard from again. A much larger force was sent under the command of Raphael Dehay himself to the reputedly untouched city of Ithaca. On their way, they came under constant attack by various monsters, and at one point stumbled into a massive amount of ghouls which very nearly led to the complete slaughter of the expedition. Once in Ithaca, they came under constant attack by ghouls, as they set up a fortified temporary compound to begin their salvaging operations. Fortunately, they were relatively successful in subsequent salvage missions throughout the rest of the year, finding food and water to get them through the year, as well as some small amounts of functioning technology. The greatest find though among the humble results was a device labeled "The Recycler" at the local university. Based on what little scientific knowledge they had, they read the designs, which purportedly could allow the conversion of ANY material into an edible state. Unfortunately the device seemed incomplete and the notes were absolute gibberish to the scouts, who brought it back to the encampment for further study.

In other scientific news, efforts to establish a research team of sorts in Vault 104 resulted in rather amusing events. The team called for the establishment of a "Bioledgical lab" with "sciencey stuff" like "bubbling curved jars" and "fancy computers." They claimed also that the vault's supply of adult holotapes could also expedite the success of all their scientific endeavors. Needless to say, the so-called scientists have been more or less looked down upon by the rest of the population, who actually work for a living.

Efforts continued to clear Binghamton and Johnson City of hostiles throughout the course of the year. A particularly large and surprisingly well armed den of raiders was discovered in what was previously considered safe territory within the boundaries of Binghamton. They managed to repulse multiple attacks upon their compound, and slaughtered several patrols with their superior weapons and devices. The origins of these raiders is unclear, but they have continued to grow in power, taking prisoners from the defeated vault dwellers and enslaving them for their own ends. They've set up a rather strong fortress in the old Oakdale Mall, easily holding back the attacks which have been sent against them, vaporizing their opponents. These raiders attacked various Appalachian settlements in small forces, easily being repulsed as they seemed to be scouting the weaknesses in the Commonwealth's defenses.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 :

-5% Loyalty from failure to create a scientific establishment
-10 Ammunition from Whitney Point raider attack
-10 Ammunition from Chenango raider attack
+10 Food per turn in Chenango, +30 Food per turn in Hullsville from farm expansions
-40 Population, -60 Ammunition from securing Binghamton losses
-50 Population, -120 Ammunition from patrol losses
+200 Food, +200 Water, +150 Scrap Parts, +5 Tech Parts, The Recycler from Ithaca Expedition scavenging
-80 Population, -120 Ammunition from Ithaca Expedition losses
-50 Population, -20 Ammunition, -20 Low-Tech Melee Weapons, -10 1-H Guns, -5 2-H Guns from lost Edwin A Link Expedition
+100 Food, +100 Water, +100 Scrap Parts, +2 Tech Parts from Oxford settlement
-10 Population, -20 Ammunition from Oxford settlement losses
+250 Food, +200 Water, +500 Scrap Parts, +3 Tech Parts, +150 Ammunition, +30 1-H Guns from settlement of Windsor
+100 Population from Immigration
+20 Population from Natural Growth



Bekwa
Spoiler :

The Bekwa, considered to be a rather primitive group by the relatively nearby Deifenbunker, have since asserted their existence as a growing power in the wasteland. Supplemented by their tribal brethren from the north, they have begun expanding their agriculture and wells, creating a much larger society. As tribals they are led by the mysterious Chief Francois, widely considered to have gained his position by skilled political maneuvering and not just the luck he is known for. The tribe has begun to expand its hold over the area, bringing in more weapons and settlers to bolster its new home's defenses. The Bekwa were spurred in their efforts when the local radios began coming to life, broadcasting a garbled English transmission from a so-called "Liberty Commonwealth"

Overseer's Challenge: A group of rather intellectual types have arrived at our community, 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?


Biloxi Outcasts
Spoiler :

Originally citizens of the Gulfport-Biloxi Republic, after a hostile takeover by the newly elected President Drummond (re-appointing himself King Drummond) the "opposition party", of which the Biloxi Outcasts were all a part of, was thrown out. After wandering aimlessly east for a while, under the leadership of the elder African American Mother Anne, the Outcasts found the Battle Tower in Mobile and, finding it un-occupied and thus a sign that the Lord was out to save them, they began to settle the tower, looting and surviving in the surrounding area.

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


Black Mountain Rangers
Spoiler :

The Black Mountain Rangers are, for the most part, the direct descendants of the 75th Ranger Regiment, though other US Army units and civilians managed to make it to New Fort Benning before the bombs fell. The commanding officer at the time, Colonel Julian Herrick, kept the great doors of the fort open as long as possible, even as bombs on Atlanta and the radiation began to sweep across the state. The great doors of the bunker have prevented any possible assault by the poorly-armed raiders of the wastes but they also prevented the inhabitants from easily finding out information about the outside world. The great blast doors have only recently crept open a little and out stepped five Iron Knights in shining power armour. They declared the surface safe and thus the Black Mountain Rangers re-entered the world.

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


Brunswick Nation
Spoiler :

The Brunswick Nation had fairly uneventful year, as they continued to be most self-sufficient with their own farming and stockpiles of supplies. Their rather comfortable existence was only interrupted by a minor raider attack on Trump, which was easily repulsed by the local robotic defenses with no expenses in lives or ammunition for standard guns. The increasing amount of Narwhal broadcasts and propaganda have begun to have a significant effect on daily Brunswick life though as young people have begun leaving the Nation for the settlements and lifestyle of the Legion, particularly due to the completion of Project Purity. The loss of people was mitigated though by the establishment of an elite scientific community as the intellectuals of the Brunswick Nation began teaching the younger generation higher sciences and research methods.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 :

+5% from establishment of new scientific community and youth programs
-30 Population from migration to Narwhal Imperial Republic
+20 Population, +30 Food, +20 Water from Immigration
+30 Population from Natural Growth



Deifenbunker
Spoiler :

The Deifenbunker had a fairly eventful year, as several scout expeditions were sent out to theoretically nearby locations to determine viability to settlement. The exception to this was an expedition sent via canoe down the Ottawa River, which disappeared into the wasteland. No sign of their fate was ever discovered, an unfortunate loss of one of their few suits of power armor. Another expedition was sent towards Temiscaming to the northeast, meeting with a group of raiders in an unfortunate encounter which resulted in the loss of half the scouts. The rest managed to reach the destination, and determined that the area was ideal for a farming settlement, though there seemed to be two or more local raider gangs in constant conflict with each other. The final expedition met with no resistance at all, entering and exploring the Algonquin Provincial Park. The region was obviously mostly ignored by Chinese nuclear weapons, but was even more obviously the site of several failed attempts to survive in the wake of the war. The entire area is plentiful with booby traps though perhaps in some locations may be good for settlement.

At the Deifenbunker itself, the authorities supervised the completion of two new pumping stations at nearby lakes. The influx of new fresh water has proven essential to the survival of the community, and a surplus is actually predicted at the end of next year. Furthermore, the expansion of farming has continued to ease the shortage of food, though so far it's failing to meet expectations and needs for long-term survival. The population was also eased with the creation of a medical supply segment within the government, providing fresh stimpacks and other useful devices for the people. Salvaging in CFB North Bay have also proven successful, bringing in old stockpiled supplies and other resources.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 Food, +150 Water, +200 Scrap Parts, +6 Tech Parts from CFB North Bay salvaging
+5% Loyalty from production of medical supplies
+80 Food per turn from farming expansion
-400 Scrap Parts, -10 Tech Parts, +1,000 Water per turn from Deifenbunker pumping stations
-5 Population, -20 Ammunition from Temiscaming scouting losses
-10 Population, -20 Ammunition, -10 2-H Guns, -1 Power Armor Suit, -1 Canoe from lost Ottawa River expedition
+80 Population, +20 Food, +20 Water from Immigration
+20 Population from Natural Growth



Earth Reclamation Command
Spoiler :

The Earth Reclamation Command had a fairly uneventful year, expanding its farms and sending out various salvaging parties. A significant amount of scrap parts were recovered as were some small stockpiles of food and water from around Peterson and at Fort Carson. The only real external activity which took place was an expedition into the woods around Mueller Park to end the incursions by local wolves. They managed to wipe out most of the adults and even managed to secure some small pups. Efforts have begun to train these pups to act as assistance for the ongoing expansion and development of the ERC. Another minor event occurred as the ERC began receiving garbled broadcasts from what is apparently called the Spring Valley Food Corporation, though their intent and location is so far unknown.

Overseer's Challenge: Once more we are running dangerously short on food and water. It is highly likely that a portion of our population will die from the shortage of our resources. How do we respond?
Spoiler :

+60 Food, +60 Water, +150 Scrap Parts from Fort Carson salvaging
+300 Food, +300 Water, +500 Scrap Parts from Peterson salvaging
-150 Ammunition, +10 Food from hunting
+60 Food per turn at Fountain Valley, +10 Food per turn at Cheyenne Mountain from farm expansion
+60 Population from Natural Growth



Fort Morgan Refuge
Spoiler :

The Fort Morgan Refuge had a fairly quiet year, avoiding most problems that other settlements have over the years. Citizens have gone missing over the course of the year, and while some of the population have blamed the slavers at nearby Seminole, an expedition to the settlement found no evidence of the missing citizens. The various salvaging teams were also sent out into the wastes, finding extensive amounts of scrap parts and other tools of the old world. The biggest operation done by the Refuge was the scrapping of the old destroyer and most of the parts were brought back to Silverhill. The reactor from the ship was salvaged and has already begun producing energy for the Refuge.

Overseer's Challenge: The power armor trained soldiers have been becoming more and more unruly under the leadership, demanding more power and authority, as well as servants of their own. They seem to view themselves as superior to the rest. How do we respond?
Spoiler :

+50 Food, +50 Water, +3,000 Scrap Parts, +17 Tech Parts, +1 Energy per turn from scrapping of destroyer at Silverhill
+50 Food, +30 Water, +500 Scrap Parts, +3 Tech Parts from salvaging
-20 Population from missing citizenry
+20 Population, +15 Food, +25 Water from Immigration
+35 Population from Natural Growth



Kritarchy of United Slavers
Spoiler :

The Kritarchy had a very uneventful year, as they circle the wagons against the spider attacks in Kenner. So far the attacks have been predominantly at night, as the spiders seem to avoid the area anyways. Attempts to lure the spiders have been mostly unsuccessful, though some deaths have been reported, the half-sunken city of New Orleans remains as heavily infested as it ever was. To make matters worse, the last remnants of ammunition were expended at the end of the year, leaving the defenses weaker than ever as the spiders continued to abduct people once in a while. The GECK recovered last year was sent back to New Lafayette, though it continues to remain dormant without the needed energy to activate it.

Overseer's Challenge: People have become increasingly upset with the activity in New Orleans, including several movers and shakers in the Kritarchy's politics. The Kenner base has been stated to be a waste of resources and a move against Paul Meltan is continuing to gain support among the various other leaders of the faction. How does he respond?
Spoiler :

-5% Loyalty from slave unrest
-10 Population, -115 Ammunition from Spider attacks at Kenner
+5 Population converted from slaves
+30 Population, +15 Slaves from Natural Growth

 
Liberty Commonwealth
Spoiler :

The Liberty Commonwealth had a year of excitement, explosions, and development, as numerous endeavors were launched and occasionally failed as they attempted to expand their power in the wasteland. The settlement of Three Mile was dramatically expanded as they constructed a new water pumping station as well as a supported hydroponics farm in order to ease the Commonwealth's shortage of vital resources. The Commonwealth also reclaimed Adams Center as an expedition was sent to the destroyed settlement, finding it occupied by a vicious band of raiders. The raiders were wiped out and the settlement was restored as the farms were reborn under the gaze of the Commonwealth.

Several minor scavenging operations were launched from the borders of the Liberty Commonwealth in order to bolster its food and scrap stockpiles. Usually in combination with these operations scouts were sent out to determine the viability of different regions and pre-war towns for future settlement or exploitation. The steamship continued sailing throughout the Lakes, but due to a shortage of manpower all they can really say is that the lake still touches the same shores it did before the war and that it appears to be full of water.

Teams from Gananoque explored the surrounding area on the Canadian side of the St. Lawrence River, determining that most of the area is still too radioactive for exploitation. Unfortunately, one of the teams attracted a band of raiders, which attacked the community. As the Commonwealth had run out of ammunition much earlier in the year, most of the town's defenses were useless as the residents had to fight with whatever came to hand. Despite the odds, they survived the attack, though further scouting expeditions had to be cancelled to make repairs.

Two small expeditions were sent out of Watertown directly, one to Cape Vincent and the other to Watertown International Airport. The former seemed to be mostly intact, though the bridge to Wolfe Island was obviously in ruins as had already been determined by the steamship's earlier expeditions. The area around the town was mostly rubble and rock, completely unfit for settlement or farming. The Airport had suffered a direct hit during the war and fortunately was no long highly radioactive, though it lacked any large amount of salvageable items. Only a few old bits of technology and scrap were recovered.

A similar story was told at the town of Carthage, also in ruins, but in this case, was also still radioactive. Fallout from the nuclear bombs had left the city highly radioactive in parts, and the surrounding soil mostly worthless. Due to the ruins, the local river was clogged and wound up flooding most of the town with radioactive water and waste. Scouts recommended to keep a wide berth in future expeditions though some few items were salvaged. Similarly, a new scouting force to Fort Drum found as heavily protected by robots and radiation as it was almost ten years ago, and met with similar results at the thus far unexplored Wheeler-Sack Army Airfield. As yet, no one can enter the base and survive.

A major economic development emerged in the Commonwealth this year as the Caravan began moving more slowly along its route, salvaging in addition to following the government sponsored trade. This has sparked smaller local trading with small families living along the route, providing scrap, food, and water to the caravan and overall increasing its intake. Its previous displays of firepower have even left it free of raider attacks for now, though the Commonwealth's shortage of ammunition may soon become apparent to these vicious souls.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 :

+50 Scrap Metal from all towns from salvaging operations
-20 Population from raider attack on Gananoque
-60 Population, -230 Ammunition, -5% Loyalty from fighting in Perchtown
+250 Food, +150 Water, +100 Scrap Parts from Caravan scavenging
+20 Food, +30 Water, +150 Scrap Parts from Carthage expedition
+50 Scrap Parts, +2 Tech Parts From Watertown International Airport expedition
+40 Food, +30 Water from Cape Vincent expedition
+10 Food, +10 Water, +50 Scrap Parts from Perchtown salvaging
+60 Food per turn, +30 Water per turn, +250 Food, +50 Water, +200 Scrap Parts from resettlement of Adams Center
-30 Population, -30 Ammunition from Adams Center Losses
-200 Scrap Parts, -5 Tech Parts, +300 Water per turn in Three Mile from new pumping station
-50 Scrap Parts, -2 Tech Parts, -30 Water per turn, +30 Food per turn in Three Mile from hydroponics
+60 Population, +40 Food, +60 Water from Immigration
+80 Population from Natural Growth
+50 Food, -50 Water from trade with Flour City



Narwhal Imperial Republic
Spoiler :

The Narwhal Imperial Republic had a magnificent year as these things go after the end of the world. Immigration has begun to swell as word reaches into the wastes about the completion of Project Purity. Though many believed it wouldn't work, Project Purity has begun turning the waste ridden waters of New York Harbor into a more drinkable state than it has ever been since before settlers first landed in North America hundreds of years ago. The area of water purified continues to expand, currently contained to a very small area within the harbor itself. A pump was built to exploit the newly purified bay, adding even more to the already vast amount of Narwhal water production.

Disputes began this year, as in a drive to increase production, the various settlements began "immigrating" people who had not previously shown a desire to be part of the Republic. Most of these reluctant immigrants are little more than slaves for the Republic, being taken from their former lives to labor for the Narwhales. This has led to more than a little alienation from among the standard immigrants to the Republic. On the other hand the effort had definitely proven to have value, as at Fort Narwhal they have managed to increase production far more than expected through use of these "involuntary immigrants."

An expedition was sent to the ruins of Liberty Island this year to determine the structural fate of the Statute of Liberty resident there. Whether out of spite or accident, a Chinese nuclear weapon landed not far away from the Statue. Due to this, portions of the Statue have melted and the head has disappeared entirely into the depths of the Atlantic. Still, some believe that the Statue could be resurrected given enough time and supplies to do so, though most are unsure of where the proper amount and type of copper could be located.

Even after they had a wave of success throughout the year, tragedy still struck the Narwhal Imperial Republic. The forces at Philadelphia Post were overrun and wiped out, and for a time the reason for their fate was unknown. Then ten mutilated individuals were recovered by the Couriers in the wake of the loss. Apparently aggressive Narwhal tactics were successful in Philadelphia, but not as they intended. The attacks upon outlaying raider communities and their terms of forced entry soon spread across the ruins, and for the first time ever, the warring gangs made a temporary peace. Armed with few guns and makeshift weapons, their sheer numbers, combined with "herding" a massive amount of ghouls towards the post led to its fall. The power-armored soldiers were overrun and the weapons of the base are now in the hands of the raiders. In the aftermath the most powerful gang, known as the Seven-Sixers betrayed the others and took full control of the fortified Philadelphia Post for themselves. The surviving Narwhales were brutalized, blinded, and in the case of the women, raped beyond recognition, and then they were sent unarmed into the wastes to tell the story as a warning to all others. Most didn't survive the trip, and only five ever made it back to Fort Narwhal.

The greatest coup of the Narwhal Imperial Republic throughout the course of the year though was the admittance of Vault 2 into the Republic. Awed by the power and strength of the Narwhal Imperial Republic, Joxer IV acknowledged the technical and military superiority of the Legion. Over the course of the year, he began announcing himself as Cap'n Joxer and integrating Vault 2 into the larger political group of the Republic. By the end of the year Joxer was welcomed into the Narwhal council, recognized as an equal captain among their membership.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 :

+300 Scrap Parts from Nyack scavenging
+30 Food per turn, +30 Water per turn from Nyack development
-70 Population, -230 Ammunition, -20 2-H Guns, -60 Laser Weapons, -2 Heavy Weapons, -10 Power Armor from loss of Philadelphia Post
+400 Scrap Parts from Perth Amboy scavenging
+50 Food per turn in Fort Narwhal from farm expansion
-10% Loyalty, +50 Slaves in Perth Amboy, +20 Slaves in Fort Narwhal, +60 Slaves in Princeton Fort from "involuntary integrated immigrants"
+700 Scrap Parts from Narwhal City deconstruction of surrounding areas
-200 Scrap Parts, -8 Tech Parts, +400 Water per turn from Narwhal City Water Pump activation
Project Purity Activated: +30,000 water per turn, -1 Energy per turn
+200 Food, +10 Water, +100 Scrap Parts from Courier scavenging
+60 Population, +10 Food, +50 Water from immigration
+30 Population from Brunswick Nation immigration
+45 Population from Natural Growth



New Frostburk
Spoiler :

The settlements adhering to New Frostburk had a fairly successful year, as a crisis was averted when a group of young wanderers went missing. Bili Morgan himself went out in search of these lost children, successfully finding them when all was thought to be futile. Later in the year, he played off this success to launch a major expedition along road 36, travelling through the various towns with a massive entourage of hardened warriors. They found extensive amounts of supplies and salvage, also interrogating some local folks about the area and possible places for settlement. These people talked about the possibility of clean water and good farm land deeper within the Savage River State Park, though none could give a precise location. Other successes were had at home when the faction's supplies of scrap and technology were handed out at will to the populace, allowing them to develop farming as they saw fit. It proved to be a successful move, though probably wasteful of the supplies they had gathered throughout the year. A noticeable amount of food production increased as they continued to thwart destruction.

Overseer's Challenge: A group of rather intellectual types have arrived at our communities, 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 :

-1,000 Scrap Parts, -9 Tech Parts, +60 Food per turn and +30 Water per turn at New Frostburk, +20 Food per turn and +60 Water per turn at Cumberland, +90 Food and +50 Water at Rocky Gap from farming development and expansion
+300 Scrap Parts from Cumberland scavenging
+400 Food, +600 Water, +400 Scrap Parts, +6 Tech Parts, +135 Ammunition, +5 1-H Guns, +30 2-H Guns from Savage River Expedition
+5% Loyalty from recovered wanderers
+30 Population, +20 Food, +50 Water from Immigration
+40 Population from Natural Growth
+50 Water from trade with Cresaptown



Spring Valley Food Corporation
Spoiler :

The Spring Valley Food Corporation had another quiet year as they continue to develop their surrounds and struggle to eke out a living in the wasteland. A new radio tower was constructed in the Spring Valley Food Headquarters, broadcasting a message to the wastes, and boosting the morale of its people with music and propaganda. The people continued to attempt to arm themselves as new weapons were constructed from old scrap and efforts continued to be made to salvage pre-war weapons from the ruins, to little avail. The most significant event for the small faction was the corralling of several herds of so-called "Bighorners" acting as a ready supply of meat, and serving to become a vital source of food for the settlements of the Corporation. Lastly, small efforts have begun to clear parts of the ruins of Omaha, but as yet, they have failed to achieve much of anything besides the acquisition of a few scrap parts.

Overseer's Challenge: Rumors have reached our ears from the far east of a region flush with pure water and wealth. Some of our people want to outfit a long-term expedition to locate this perhaps mythical region and to obtain some sort of intelligence about the lands east of the Mississippi River. This will obviously consume a significant amount of our scarce food and water resources, as well as weaponry and ammunition. How do we respond?
Spoiler :

+100 Scrap Parts from Omaha clearing
-20 Population, -500 Scrap Parts, -50 Ammunition, +80 Food per turn in all settlements from Bighorner corraling
+250 Scrap Parts from weapon location salvaging
-10 Population, -100 Ammunition from weapon salvaging losses
+5% Loyalty from radio broadcasting
+60 Population, +10 Food, +60 Water from Immigration
+45 Population from Natural Growth



The Community
Spoiler :

The Community had a mostly quiet year interspersed by several moments of violent activity. One of the few events was an expedition launched by ten brave young men south along the old Interstate 5. Over the course of the year, they carefully made their way south to the ruins of Sacramento and back again to Agrestic. They brought with them a surprising amount of high technology parts, stating that there was plenty more to be found in the ruins of the various towns between The Community and Sacramento, though they used and expended a good portion of food and water found between the two sites. Their return was punctuated by two raider attacks, a major one upon Twinbear Post and a smaller one against Agrestic adn the surrounding farmsteads. Both attacks were repulsed, as the raiders were sent routed into the wilderness.

Overseer's Challenge: In order to further pass the time, gambling has begun to grow as a past time among the older residents of The Community. Food stamps and actual goods have been traded back and forth across the tables of the settlement sparking some minor fights and violence, and some are wondering if the Mayor will crack down. How do we respond?
Spoiler :

-30 Population, -15 Ammunition from Attack on Twinbear Post
-120 Ammunition from attack on Agrestic
+9 Tech Parts from Sacramento Expedition
+55 Population from Natural Growth



Vault 100
Spoiler :

The AI of Vault 100 continued to maintain control over its enthralled people this year, as it sent out new, larger, and stronger expeditions into the wasteland. They met with little resistance of any kind and several groups of people headed towards New York City were caught and recruited as volunteer subjects for the experiments in the vault. Scouts towards the south found little evidence of other civilized peoples except for the continuing broadcasts over the radio. The northwestern scouts met with similar results, though both parties managed to bring home extensive amounts of much-desired supplies. The radio continued to raise hackles back at home, as despite INAHAC's assurance of the harmlessness of radio broadcasts, some people continue to dislike the "heathen" broadcasting and angry debates continue to rise among the population.

Overseer's Challenge: A group of rather intellectual types have arrived at our door, 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 clinic within the Vault. As a request though they must have complete autonomy within their area, 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. They also will not tell us how they knew of our Vault's hidden location. How do we respond?
Spoiler :

-5% with discontent over heathen radio
+50 Slaves, +100 Food, +400 Water, +50 Scrap Parts, +2 Tech Parts from I-90 Scouting and Salvaging
+60 Slaves, +400 Food, +100 Water, +250 Scrap Parts, +6 Tech Parts from I-87 Scouting and salvaging
+50 Population from Natural Growth



Vault 2
The time of the independence of Vault 2 has come to an end. Awed by the power and strength of the Narwhal Imperial Republic, Joxer IV acknowledged the technical and military superiority of the Legion. Over the course of the year, he began announcing himself as Cap'n Joxer and integrating Vault 2 into the larger political group of the Republic. By the end of the year Joxer was welcomed into the Narwhal council, recognized as an equal captain among their membership.
Spoiler :

Vault 2 Annexed by Narwhal Imperial Republic
+20 Population from Natural Growth


Vutg
Spoiler :

The people of Vutg continued to have a quiet existence well away from any beaten path of raiders, nomads, or settlers. The worst tragedy in recent history took place when ghouls escaped their confines within Vault 9 and killed several residents. Eventually the vault's security tracked down and eliminated the ghouls, though some were secured once more for further experiments. A new settlement was established on the Scofield Reservoir, as the residents there began purifying the water through basic means by hand, bringing a small amount of water to the overall scheme of things. An expedition was sent to the very small pre-war town of Clear Creek to the south, finding little except canned foods and scrap. The expedition seemed to be under the impression that the land wasn't that irradiated and that small scale farming could take place there.

Overseer's Challenge: Unfortunately we have run lethally short on water supplies. People will die over the course of the next year due to our shortage of water. How do we respond?
Spoiler :

+50 Food, +10 Water, +150 Scrap Parts from Clear Creek salvaging
-10 Population, -10 Ammunition from escaped ghoul problem
+30 Population from Natural Growth



Wild Wolves
Spoiler :

The Wild Wolves experienced an eventful year, as they finally managed to curb the tide of gator attacks throughout their secured territory. Using slaves as bait, they managed to lure the gators out of hiding and then vaporize them using lasers and missile launchers. While this tactic has proven effective in destroying the gator threat head-on, it has cost the lives of several very frightened slaves. Overall though, the gator attacks have been greatly reduced, as they seem to be pushed towards the more southern swamps with the improved Wild Wolf defenses.

A major scouting party was sent into Jacksonville proper, determining that it must have been a priority target for Chinese nuclear missiles. The city is highly radioactive in parts, especially the St. Johns River which runs through it. The Wild Wolves were able to skirt the most radioactive parts though they frequently came into combat with ghouls, which have appeared in the city in very large numbers. The Naval Complex and associated military and air bases were badly hit in the war as well, also highly radioactive. Some of the buildings appear to be still standing though it would take extensive efforts that no amount of RadAway or RadX could prevent severe poisoning or death from.

Lastly, both communities of the Wild Wolves came under attack by raiders this year. A small attack against Home cave was easily driven off by patrols and the local melee guard, but a larger one was launched against Camp Forward. Several of the guards were slain, though the raiders were forced to retreat back west after an extensive hand to hand battle. None survived to be taken prisoner or to tell the location of their base, if there is one.

Overseer's Challenge: A slave woman has been accused of casting hexes upon our people and cursing others. She appears to be a witch due to her hunched appearance and a wart. Furthermore it's said that she turned Terry into a newt (He got better). May we burn her?
Spoiler :

-15 Population from raider attack on Camp Forward
+40 Food per turn, +10 Water per turn from improved agriculture in Camp Forward
+20 Slaves, +200 Food, +50 Water, +500 Scrap Parts from Middleburg salvaging
-10 Population from radiation deaths
+50 Food, +60 Water from Jacksonville scouting salvage
-10 Population, -80 Ammunition from Jacksonville scouting losses
-20 Slaves, -170 Ammunition, +20 Food from gator killing
+70 Population, +10 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

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

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

OOC

@Terrence888: The Bekwa have been bolstered with your starting stats to no longer make them a feeble NPC and playable. Enjoy.

@Technojock: I think you misunderstood by what I meant by a "proper scientific establishment" in last update's Overseer's Challenge. I meant you don't have what could be considered scientists. The people you currently have are not exactly Einsteins and are probably closer to Mr. Fantastic from New Vegas. Also, as I am not familiar with Google Maps, is there a way to put everything on one page or are we going to be stuck with increasing amount of pages as the NES goes on? At the very least, is there any way we could put all the faction outposts on the first page? Even just getting everything to show up at once on the map would be an enormous help as things continue to heat up. Once again, thanks for all the hard work so far.

@The Tyrant: As I stated in the PM I sent you, the GECK is a one-time use device. You activate it, and it will generate a large amount of fertile land with ample food and purified water. Once again, this is a one-time action and that's ALL it does. Also, you'll need the Energy to actually get it working at all, as shown in your stats.

@Milarqui: If you want results from the exploration, my recommendation is to send men and guns with the steamship on its voyages. For now I've assumed a given amount of Clayton's men and guns are the crew of the said ship.

For the benefit of all who asked me: No electric gathering windmills and that's final. As a further note, I really don't feel like explaining why again so let's just leave it at that.

@Carmen: The reason guns cost so much more than low tech weapons is that they are MUCH more sophisticated and require numerous refined parts and methods in their construction. It's far easier and cheaper just to melt down a sheet of metal and forge it into something vaguely resembling a sword. Also, you're going to need to use ammunition as explosives if you want to properly clear the area to the degree you suggest. The process is also likely to GAIN you scrap parts, not cost them. In the meantime, I've had your people salvaging the ruins and gaining some fresh scrap parts.

@SKILORD: I think I missed an election at some point. I'm counting on you to help me keep track of that.

@Quisani: While as a Central Floridian I appreciate your quotes and so forth within the orders, I'd highly recommend adapting them for the actual thread as stories. In private messages to me they are mostly wasted, as I'll read them once or twice, chuckle, and then delete them to save space for future orders. More people will be able to appreciate it if you post such stuff on the thread itself. Also, while I cannot be an expert on artillery which hasn't been invented yet, my assumption is that the general design of the gun really hasn't changed much from our time except to include advancements in targeting. Therefore I'd say the effective range is probably anywhere up to 20 miles away from where they are positioned. Of course you'd have to have spotters to guide it the most efficiently since any satellite targeting they may have once had is obviously disabled.

World Map
 
Statistics of the Wasteland:

Total Civilized (I.e. player) Population: 22,570 (# includes slaves in total)
Food Units Produced per Year: 14,350
Water Units Produced per Year: 46,020
Energy Units Produced per Year: 4
Average Weapons per Person: 0.463

Faction Ratings​

Most Loyal People

1.Biloxi Outcasts
2. Black Mountain Rangers
3. Vutg
4. The Community/Earth Reclamation Command

Largest Population

1. Liberty Commonwealth
2. Narwhal Imperial Republic
3. Appalachian Commonwealth
4. Wild Wolves
5. Bekwa

Most Productive (Includes all Forms of Production per turn)

1. Narwhal Imperial Republic
2. Liberty Commonwealth
3. Appalachian Commonwealth
4. Vutg
5. Fort Morgan Refuge

Best Armed Population (Most Weapons, not Quality)

1. Narwhal Imperial Republic
2. Wild Wolves
3. Earth Reclamation Command
4. New Frostburk
5. Bekwa
 
Are the 76ers tribals? or raiders?

Regardless, great update! (Though, slaves? I hadn't meant it like that, but... I can go with it)

Edit: Happy Birthday Blaze
 
Ya, your right. I though that general education level meant that I had at least several smart people who would be able to work towards my goal, though that none of them had major education in this field and that they needed a proper lab in order to get anything accomplished.

Also, about the Google maps, I can't fit any more onto one map, but the cities falling off was a mistake on my part. We will still have multiple pages, but I can fit about 50 more cities on to the first page and let the resources drop of onto the subsequent ones.

Alternatively, though I wouldn't have time to do this until after easter, I could split the map up into multiple maps detailing different regions. Then there is a way to see the whole map pieced together, but its a little convoluted.

Which of those 2 options would you prefer?
 
Those ghouls who I fought with, are they all/mostly feral?
 
Slavery in the Narwhal Imperial Republic.

Many scholars are confused as to the existence of slavery within a state which both purported itself Enlightened Society and the Heirs to the Bygone United States of America, which had outlawed human slavery nearly two hundred years before the Bombs fell. In the Case of the Narwhal Imperial Republic (N.I.R) it must be noted that “slavery” did not mean what it had in the case of the USA, where individuals were owned by others, and were worked to death for the profit of that individual, something which was clearly not the case in the N.I.R. Rather, Individuals worked for the state, and were fed, clothed, and sheltered in a manner very similar to citizens, and enjoyed the same security as them. (In fact, for years, the term which was used for the process of acquiring “slaves” was “Enforced Protection.”) Also unlike the Slavery practiced of old and by many tribal and slaver groups, the length of the term of servitude was variable, depending on the situation in which they were taken in. Standard, peaceful refugees were forcibly kept for only two months, after which they were free to apply for citizenship, or remain working on the fields (this short period was ostensibly to allow them to learn the laws and rules of their new community. They were encouraged, however, to maintain a sense of their original identities, as the N.I.R. prided itself on it's “multiculturalism”, so long as that culture did not break any laws of the N.I.R.) Raiders that voluntarily surrendered were kept in the fields for up to two years, while Raiders captured in battle were either executed or kept in the fields for as long as 10 years. Interestingly enough, even citizens could be demoted from Citizen to “slave” should they commit a crime, for a period of time that would be determined by the Judicial Council of the settlement to which they belonged. It should be noted, however, that children under the age of 15 would NEVER be slaves, but rather included among the schooling received by all Narwhal children. The labor of the slaves, however, was one of the most instrumental parts of Early Narwhal Society (and that of many post-fall states.)

Slaves were partially responsible for keeping the food production of the N.I.R, and, as only hard work would keep the people, including themselves and their families fed, rarely did slaves not work to their full capacity. Also important in keeping this system working was the role of the Bosun's council, a group of 5 Citizens in each settlement who oversaw the working slaves, and determined whether a slave was not working, and had the power to extend the sentence (which the slaves then had the right to appeal, first to the Bosun's Council, then to the Cap'n of their settlement.)
 
@thomas: Why can't the Seven-Sixers be both? Also, here's why I called it slavery: you said "forcibly integrate immigrants." That sounds like forcing people to work for you to me. And what do we call it when you force people to work for you? Slavery.

@technojock: I'd prefer not to split it up into different maps, but is there a way to organize it that the different regions appear from page to page? That way we can combine both approaches. You could also delete a few duplicate things I noticed like Vault 100 being listed twice, that might make it a bit easier for the moment.

@Northern Wolf: Yes, they are all feral.
 
Back
Top Bottom