Icerust - Update 1
Long Winter Y100.M2: Icebreaker
The Wobblies
The surroundings of Ravenswood Commune may be desolated by decades of scavenging, but luckily its residents still have plenty of preserved food to get by. So, the IWW Grand Foreman Chandra Gardener directed the proletarians of Ravenswood Commune to scavenge some more metal for the needs of the Workers. Meanwhile, the local mechanics were busy blueprinting new vehicles and mechanical tools to produce them. First of them became a slow, but purposeful urban truck named “Icebreaker,” designed out of repurposed delivery truck and U-haul movers of the old world. Minimalistic and cheap to produce, it comes in two variants: the open-top transporter and unroofed desant vehicle, carrying a hammerer team armed with some of the most basic weapons of the proletariat.
(Ravenswood Commune: -156 Grub, +100 Junk, -4 Plush)
(The Wobblies: +new Design (“Icebreaker” Truck (IB-GA-1A)), +new Variant (“Icebreaker” Truck w/ Hammerer Squad (IB-GA-1B))
Grand Foreman’s challenge: Plight of the proletariat
The refugees (also known as the Hitchhikers) were, in principle, very much welcomed among the Wobblies. To start working out the solution, the IWW went for what they do best: establishing a committee. Passionate speeches were said, a two-minute round of applause was given, and a resolution was issued. According to the committee, new residential space needs to be built for housing the new arrivals, combined with a dedicated food court. Additionally, the marginalized Hitchhikers are supposed to be indoctrinated in the Unionist ideology - something that the existing members of the committee can effortlessly do in their tight work environment. Once the constructions are complete, the commune might start accepting the Hitchhikers.
(Investment: Labor 0/60, Expertise: 3/3, Finesse: 2/2, Award: +1d30 Proles (10% chance/turn))
Order Implacable
Under Sir Ducati’s supervision, the Order started building up Hammertown. A scrap chowder and a rat colony-based protein pool were built, and a new member of the Order’s Round Table was accepted into knighthood, to be replaced at his workstation by his apprentice and squire. In the meantime, the ruins of Old Milwaukee proved to be full of rats to catch for the faction’s grub supply.
(Hammertown: -208 Grub, -240 Junk, -32 Guzz, -1 Jack, +1 Clout, +Protein Pool, +Scrap Chowder)
Grand Master’s challenge: The Poor Fellows of Hammertown
A tradition of “roof raising” was established in Hammertown under the aegis and guidance of Sir Ducati. A wise man, he (or she? well, them) immediately saw that the biggest obstacle to accepting more poor fellows into the order was the lack of shelter. The problem was solved quite easily, as the surplus labor was dedicated to the shared activity, which is supposed to help the new arrivals integrate into the Order more easily. The only thing left is to find a Hearthkeeper, a venerable person to manage the roof raising in their spare time.
(Investment: Labor 120/120, Expertise: 2/2, Finesse: 0/1, Award: +2d20 Proles (5% chance/turn))
Monolith of Sarkic
In the ruins of Old Sault St. Marie, similar events took place in The Cathedral. As a new priest of Sarkic was promoted by Grand Karcist Maxwell himself, the rest of the Monolith’s manpower was thrown at ensuring the theocracy’s self-sufficiency. In addition to building a protein pool and a scrap chowder, the Karcists also salvaged plenty of food and scrap (especially the latter) from the ruins.
(The Cathedral: -440 Grub, +1100 Junk, -32 Guzz, -5 Plush, -1 Jack, +1 Clout, + Protein Pool, +Scrap Chowder)
Grand Kacist’s challenge: Heathens at our doorstep
True to their faith in the great Geometer of Flesh, the Sarkic cultists decided to accept all newcomers, providing living quarters, heat, and food for them - but also initiating them into the Sakic religion. This well-thought-out approach might actually turn the cult’s reputation around and make The Cathedral a much more sought-out place - once the tradition is fully established, that is.
(Investment: Labor 0/180, Expertise: 1/1, Finesse: 0/2, Award: +3d10 Proles (10% chance/turn))
Mommaz Boyz
In The Crib, Grandma Bubble Gum Ultraviolet kept ordering her grandkids around, mostly sending them into the toxic spore fog to hunt local wild dogs and occasional deer. Some of this surplus food was left in the “gift boxes” around the Land of Five Seasons for the new “kiddos” to find, eventually luring some desperate stragglers to The Crib. There, they found work at the construction of new metal recycling facilities that were set operational by the month’s end.
(The Crib: +280 Grub, -280 Scrap, -40 Guzz, -2 Plush, +6 Proles, +2 Scrap Chowders)
Grandma’s challenge: Lost grandkids
Grandma didn’t have to be asked twice about the possibility of having more grandkids to toy with. Unfortunately, her planning for their wellbeing, predictably, didn’t go farther than making sure that they younglings (regardless of their actual age) are taught appropriate “life lessons” when admitted into the family. Those who wanted to skip the educational part of the reception and even receive some goodies, were offered a last chance to bring a personal gift for their loving Grandma, usually in the form of a scrap metal donation. While this does add to the squalor, it also ensures that those that do get admitted get sifted through some rigorous selection process, as the “roughhousing” quite often devolves into fighting to the death for the right to stay in The Crib. Now, it’s time to teach everyone to follow this tradition.
(Investment: Labor 0/60, Expertise: 2/2, Finesse: 0/1, Award: +1d10 Proles, +1d3 Junk (5% chance/turn))
Mid-Apocalypse Chaos Carnival
Carnival Ground was searched for the plentiful scrap and some leftover gasoline canisters by the Carnival crew, while at the heart of Shelby Carnarium two new protein pools were built, hosting colonies of invasive shrimp from the lake inside heated water tanks.
(Shelby Carnarium: -268 Grub, +10 Guzz, -2 Plush, +2 Protein Pools)
Ringmaster’s challenge: Carnival visitors
Ringmaster Vanessa proposed a simple solution to the problem: instead of concentrating on expanding the shelter space and living conditions for the destitute arrivals, the Carnival should concentrate on getting them to arrive in the first place. To do that, she proposed building dedicated stands of Chaos Clown Confections, containing fried food delicacies (crispy shrimp in algae sauce, YUM!), wrapped in leaflets with a map of a safe route to Shelby Carnarium. This undertaking exists only in project yet, and will probably limit how many visitors Chaos Carnival may accept per month, but the word of its hospitality is guaranteed to spread across Icerust quickly.
(Investment: Labor 0/60, Expertise: 0/1, Finesse: 0/2, Award: +1d10 Proles (10% chance/turn))
Ogayori Clan
In Ryūgū-jō, a staple of the still young Icerust economy was built: a protein pool, producing low-quality carbs that can be recycled into seitan gluten. Meanwhile, the fishing village at the polynya’s edge prospered, as the locals brought home large amounts of lake fish, as well as some scrap salvaged from across the island.
(Ryūgū-jō: +541 Grub, +25 Junk, -5 Guzz, -4 Plush, +1 Protein Pool)
Clan Head’s challenge: Baka gaijin
True to his clan’s traditions, Ogayori Denji concentrated on the mentality of the accepted refugees, rather than on their conditions. While the latter will still need at least some attention, the former received proper guidance, with a code of honor and a book of rituals compiled (mostly orally) for the newcomers. This will probably keep some people away from Ryūgū-jō, but but not for the lack of trying.
(Investment: Labor 0/60, Expertise: 0/1, Finesse: 0/2, Award: +1d10 Proles (10% chance/turn))
Greylaw
With Grayhound Den being so desolate after years of marauding, it was only expected that the wily Alfa-Alfa would order Greylaw rookies to build a protein pool and a scrap chowder (the former hosting a rat colony and the latter being fed remnants of road signs from across the area).
(Thunderbolt: -186 Grub, -240 Junk, -30 Guzz, -8 Plush, +1 Protein Pool, +1 Scrap Chowder)
Alfa-Alfa’s challenge: Outlaws and losers
Most of Alfa-Alfa’s creative energy went into the recruitment tradition for the visiting losers. At that, he took inspiration from a book of the World of Autumn (being able to read helped a lot at that), named Fight Club. He ensured that specially selected bouncers, named Foxtrots (and led by Foxtrot of Foxtrots, or FoFo) would be placed near the gates of Thunderbolt. They would force newcomers to prove their worth by beating each other into pulp, bringing some tribute with themselves (which the refugees rarely had) or, when everything fails, simply letting themselves be berated and humiliated for hours in a display of discipline and obedience. As brutal as the tradition is, it will, at least, make sure the settlement’s fragile economy doesn’t get overwhelmed with an influx of mouths to feed. (Investment: Labor 0/60, Expertise: 4/4, Finesse: 1/1, Award: +1d10 Proles, +1d2 Junk (5% chance/turn))
Restless Spirits
In the frozen slums of post-apocalyptic Saginaw, roving gangs used to roam the 'burbs looking to take advantage of any passerby. After decades of inter-gang struggles the Restless Spirits began to rise above and assimilate the surrounding gangs under the leadership of Clara Eden. Ruthless and overwhelming, the Spirits managed to muscle the gangs out of the downtown area and take over the old stadium. Turning it into a garage and fortification for the Spirits, the Autos Bastille propelled the cult into a dominant position in the area. With their solidified power in the city it has now become common for gangs to join up and become a branch of the Spirits, looking to expand their influence and climb the ranks of the cultist establishment.
The gang is led by Dame Clara Eden, a ruthless and manipulative kingpin who turned her control of the former stadium, now Auto Bastille, into her gang’s major strength.
The gang’s capital is Auto Bastille, founded in a place known as Sagnasty: a desolated rust bucket of a town, stripped of all valuables and abandoned even by the most stubborn survivors, before the local water reservoir was discovered to be full of precious fuel from a leaking pipeline.
Dame’s challenge: Spiritless strangers
The place chosen by Restless Spirits for their capital was rumored to be in near abandonment even before the Long Winter came and buried it under five feet of snow. Yet, some desperate refugees still come to the gates of Auto Bastille, asking to be let in. In better times, we merely robbed and murdered such nobodies, but now they are barely worth a robbery. Some of our men and women even suggest that it’s time to accept them in our ranks, even if they have to start from the very bottom. With some labor, expertise, or finesse investment, perhaps, we could set up a good tradition that will benefit us in the future. (Investment: ??? Award: a chance of a positive event occurring every turn)
Ol' Bunger's Bastards
The Bastards are a band of opportunists and marauders whose mentality revolves around respect for one’s age (as fleeting as such a concept is in the wasteland). Led by a venerable Ol’ Bunger, they live by a simple codex: “The survivors find a Max, the fighters find a Humungus, but the pensioners found Ol' Bunger.”
Ol’ Bunger is an enigmatic elder whose past is known mostly from his own indecipherable tall tales, the most coherent of which goes as follows, “Back in the ol' days, people were decent, ya see? They'd put a round between your eyes before takin' yer boots. Ol' Bunger knows what's what, and he'll let you know what's what, soon as he remembers where his boots up and went off to…”
The Bastards’ capital is The Kitchen, founded in a place known as Doonland: a surprisingly well-preserved Doon Heritage Village at the outskirts of Old Kitchener, featuring beautified old-world houses, good soils, clean water, plentiful lumber and scrap, some oil reserves, and decisively no natural defensive terrain.
Old Man’s challenge: Them youffs
Ol’ Bunger’s reputation is well known. Well, not particularly, but he’s been around for long enough, so now every youth knows this or that about him, or, at least, they think they do. Anywho. The point is, many of them youffs come to our Kitchen and ask for some snacks, and they’re willing to work for them. Maybe they should be let in? After all, you’ve gotta start with a Max before you hit an Ol’ Bunger, right? With some labor, expertise, or finesse investment, perhaps, we could set up a good tradition that will benefit us in the future. (Investment: ??? Award: a chance of a positive event occurring every turn)
The Addlebrained Alcoholics
The brewers of Rotten Apple had a hard time finding any useful scrap in the emptied-out ruins of Alcoland, but their apprentices did succeed in bringing in some valuable edibles (not all of them hallucinogenic). In order not to depend on the scarce food supply of Alcoland, a fungi-producing protein pool was constructed in the home brewery, and some experts suggest to Evie Jiang that a scrap chowder should be built next, before the gang runs out of the precious scrap metal.
(Rotten Apple: -146 Grub, -100 Junk, -10 Guzz, -2 Plush, +1 Protein Pool)
Top Brewer’s challenge: Thirsty throats
Evie Jiang’s solution to the refugee problem was rather brewing-oriented. Not a particularly talented agriculturalist herself, the Top Brewer suggested that the less capable refugees could be taken in as “ploughmen” for the “farmlands” (a fact that ignored the rather obvious Ice Age behind the window, with several feet of snow covering the permafrost soil). She showed much more professionalism and insight when it came to her favorite topic of brewing, and a rather detailed apprenticeship program was put together for the moonshine distillery. One way or another, Evie’s advisers do point out that some shelter for the newcomers should be erected, and some clout should dedicate at least part of their time to the apprenticeship program. The positive side, of course, is that Rotten Apple won’t have a shortage of moonshine once the tradition is fully set. (Investment: Labor 0/60, Expertise: 4/4, Finesse: 0/1, Award: +1d10 Proles, +1d2 Plush (5% chance/turn))
Mikeland
Mike the Great wasn’t always Mike the Great, he used to just be Mike the Somewhat-Above-Average, a small-time nomad and trader that travelled the highways with just his family and a few hangers-on. But Mike knew he always deserved better, and he was proven right when he came across a golden opportunity: some freak accident of Oz had frozen over the entirety of a small oil-trading boomtown. Every living person was frozen to death, and every bit of food, scrap, weapons, and machinery was left perfectly preserved and usable. Naturally, Mike the Great refused to let such precious resources go to waste, and commandeered the settlement for himself. Soon enough, he was leading a small faction, with the ever-wise King Mike the Great at the top, King Mike’s family and clique just below, the occasional skilled jack that catches King Mike’s discerning eye in the middle, and the unwashed masses of proles at the bottom, constantly guided by King Mike’s ever-vigilant and well-fed guards.
It is said that once upon a time, many years ago, there was once a highwayman named Mike the Roach. Mike the Roach was a man poor in every virtue, and rich in every vice. Greed and gluttony, wrath and sloth, pride, lust and envy—he had them all. He managed to survive with all the tenacity of a cockroach, with the help of an ample willingness to run like a coward or betray an ally at the drop of a pin. It is said that during his travels, he came across a strange story, one that spoke of a wondrous wish-granter—a small golden sphere that could fulfil any desire that one could imagine. The catch, of course, being that its location was shrouded in mystery and guarded by all the dangers of the Oz. And so Mike plotted and schemed and gathered up every scrap of rumor he could and bided his time until at last he was ready. And he set off with a small expedition, lured by the promise of grand treasures and rewards. And at every obstacle he sent others forward first, and they’d meet their end at the hands of the Oz, and Mike would go second, once a safe path had been found. So the expedition continued, being steadily whittled down, person by person, until at last Mike the Roach reached the end of the journey, alone. And at that moment Mike the Roach died, and Mike the Great was born, a new man, a civil man. A man who had never before broken the Sacred Law of Icerust, and certainly never would again. This new man happened to have a hole in his memory where all his knowledge about his journey to the golden sphere was, but it doesn’t matter anymore anyways.
The kingdom’s capital is Popsicle Junction, founded in a place known as Singing Ice: a once-quaint village buried under a glacier, with a few patches of soil and old ruins reachable through its cracks.
King’s challenge: Envious freebooters
Many people are jealous over Mike’s well-deserved success. They come to the gates of Popsicle Junction and beg to be let in Mikeland. They offer to work for food and rarely have anything else of value. As despicable as these types are, Mike the Great might benefit from turning these losers into servants of his realm. On the other hand, he’d have to spare some food for them, and Mike does oh so love food. Anyway, with some labor, expertise, or finesse investment, perhaps, we could set up a good tradition that will benefit us in the future. (Investment: ??? Award: a chance of a positive event occurring every turn)
The Motors Parliament
The Motors Parliament invested the most of its time and resources into feeding The Garage’s population, with two roach-producing protein pools being built and some replacement junk being salvaged. Additionally, Ol’ Jack Hannigan, a guild leader, was elevated by PM to be her right-hand man and lead future expeditions - once the Parliament’s once glorious car park is restored.
(The Parliamentary Garage: -282 Grub, -50 Junk, -20 Guzz, -7 Plush, -1 Jacks, +1 Clouts, +2 Protein Pools)
PM’s challenge: Garage visitors
PM acted rather welcoming to the poor visitors, even proposing to create a food bank for them. Little thought was put into the newcomers’ accommodation, but that’s also on the table after Jack Hannigan brought it up. Once implemented, this tradition will attract plenty of people to the Parliamentary Garage. (Investment: Labor 0/120, Expertise: 1/1, Finesse: 0/1, Award: +2d10 Proles (5% chance/turn))
The Republic of Sinclair
Just like in many other places across the wasteland, a protein pool producing fried crickets (based on a recipe found in the AsiaTown ruins) became the first Republican experience in building anything more complex than a shack. The rest of the month was spent hunting and salvaging across Old Cleveland.
(Sinclair: -6 Grub, +50 Junk, -10 Guzz, -4 Plush, +1 Protein Pool)
Captain-Defender’s challenge: Arriving freedmen
In accordance with their strange ways of meritocratic democracy, the Republic came up with the most comprehensive and humane refugee integration program across the entire Icerust. It includes a housing program and soup kitchens, as well as some ceremonies that ensure the freedmen join the Republic as true Sinclarians. What’s next? Ban on capital punishment!? Funny as it is, this program is as costly as it’s ambitious. Once its requirements are fulfilled, Sinclair is likely to become a true destination for the wasteland’s survivors. (Investment: Labor 50/180, Expertise: 2/2, Finesse: 2/2, Award: +3d20 Proles (10% chance/turn))
Map
PM's notes:
The stats are up.