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Icerust

Discussion in 'Imperium OffTopicum' started by Ahigin, Sep 15, 2020.

  1. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    8,076
    Location:
    Not Lying through my teeth
    Turn 7

    1. Recruit the Honorable Dame Schwinn to be a new commander. A knight loyal to Bishop Lamborighini, untested, and certainly not possessing of any legendary cha

    3/1/-1

    Construction.

    1. Construct 1 Food Sizzler with 120 labor, 1 expertise, 200 junk, 20 guzz
    2. Construct 1 Waste Kitchen with 80 labor, 1 expertise, 30 grub, 100 junk.

    ..........................................................................................

    1. Scavenging: 300 Grub collected with 100 Prole
    2. Scavenging: 200 Junk collected with 100 Prole.

    ...........................................................................................

    Vehicle Buildup

    Construct 2 Mule with 12 Grub, 44 Junk, 20 Guzz, 74 labor, 2 Expertise
    Construct 3 Zards with 18 grub, 60 junk, 30 guzz, 78 labor, 3 expertise

    Spend remaining points on Quest progress.
     
  2. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    402
    Location:
    Chicago
    Ogayori Clan Turn 7
    Invest Clan Head’s challenge: Yacht wharf
    1 Finesse 20 Expertise


    516 Labor
    Building Order:
    ReBuild Sentry Tower (100 labor, 100 junk,1 expertise ) Have people man it when done
    Build Speed Temple (210 labor, 360 junk,1 expertise, 35 Guzz)


    Production Vehicle
    1x Yari Ashigaru Cavalry (55 labor, 2 expertise, 10 Grub, 39 Junk, 35 Guzz)



    Production Order:
    100 labor will be designated to to fishingman district (Grub)
    51 labor will be designated to junkman district (Junk)



    New Commander: Ogayori Akihiko( 2 Spirit, 1 Tactic, 0 Ruse)
    Eldest son of Ogayori Denji and his wife Ena 4 children. Akihiko was a passionate man compared to his father who was rooted in cold calculated logic. Among his peers people describe him as a bright sun that never dimmed and people would jokingly talk about him not being his father son. Akihiko along with his younger siblings were given just as much old world education as like their father had been but had not took to it as much as his father or other siblings did. His charismatic attitude made him well loved by his people of Ogayori Clan.

    Exploration
    Leaving the place in his son hands Ogayori Denji and his 4 Yari Ashigaru Cavalry will go north alongside the frozen lake.


    Clan Head’s challenge:Yacht wharf
    With all the newly built Japanese-style shacks and facilities, it’s easy to forget that Ryūgū-jō was built on top of the Detroit Yacht Club. With ice fishing having become the biggest source of the town’s prosperity, many komin craftsmen suggested that the clan explored an expansion of its fishing industry. They pointed to the polynya of open water surrounding Utsukushī Shima from three sides, making yacht fishing with nets possible. However, in order to even start building a first fishing yacht, they’d need to resurrect the long-forgotten art of shipbuilding. (Investment: Expertise: 32/40, Finesse: 5/5, Award: new structure available only to Ogayori Clan in the Building list, +1 Glory)
     
  3. Marcher Jovian

    Marcher Jovian Emperor

    Joined:
    Jul 12, 2013
    Messages:
    1,236
    Mikeland - Turn 7 Orders - Final

    Gathering & Conversion
    Spend 100 labor gathering grub
    Spend 100 labor gathering junk

    Construction, Promotion, and Doctrine
    Build 2x Scrap Chowders
    Switch doctrines to Motorized Screen
    Build 1 of a new vehicle:
    • "Cargo Goer"
    • Limo, Street car frame, Barnacle engine, Desant nest
    • Cheap-built Limo converted for transport with a minimal engine and a cargo nest attached to the top for more hauling space
    Quest
    Spend 10 labor, 4 expertise, 3 finesse on "Tramp Market':
    "People are like any other tool. What do you do when a tool breaks? Get some tape, lie about how broken it is and sell it off for as much as you can fleece from a nearby shmuck. Same rules for lazy proles that don't do work."

    Exploration
    Capt. Molly takes a Killer armed transports and a More Killer exploration buggy to explore further to the Northwest, pushing beyond Bestie River.
    Unlucky Larry takes two Killer armed transports and a More Killer exploration buggy and explores due South, past Free Soil.
     
    Last edited: Nov 10, 2020
  4. LordArgon

    LordArgon King

    Joined:
    Feb 10, 2019
    Messages:
    787
    Gender:
    Male
    Mid-Apocalypse Chaos Carnival Turn 7 Orders
    Building:
    • Waste Kitchen(80 labor, 1 expertise, 30 grub, 100 junk)
    Labor:
    • 50 labor on quest.
    • 50 Labor on 50 food.
    • 22 labor on 88 junk.
    Expertise:
    • 1 expertise on variant
    Finesse:
    • 1 Finesse on quest
    Design Variant:
    Cargo Bugg:
    • Chassis: Buggy
    • Body: Skeleton car frame
    • Engine: Boomer
     
  5. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,556
    Electric Auntie Sam



    I am the plan, I am the man who tells you what and when you can.
    I'm the old one that torments you. I am the voice that tells you to:
    Don't get caught with your fingers in my pie.
    Mess with me and boy you're surely gonna' die.

    If ever you're in doubt about who or where I am.
    I'm here, I'm there, I'm everywhere.
    I am your Uncle Sam.
    Electric Uncle Sam

    You beg me please on bended knees not to sit among these enemies.
    If you feel like you want to dance then step aside and take a chance.
    Don't get caught with your fingers in my pie.
    Mess with me and boy you're surely gonna' die.

    If ever you're in doubt about who or where I am. I'm here, I'm there, I'm everywhere.
    I am your Uncle Sam.
    Electric Uncle Sam
    Primus

    Electric Auntie Sam is 6'3" and heavily muscled. Unfortunately, to pay for the drugs she is addicted to, she has allowed Candyman to experiment on her and conduct primitive amateur plastic surgery, injecting uneven clumps of collagen into her lips, and raising her eyebrow and cheeks comically high and frozen them in a look of perpetual surprise with botox. When she isn't working at the Confectionary, Electric Auntie Sam wears a patriotic American costume, including an old battered red, white and blue top-hat with blinking LED lights and a sequined jacket embedded with half-burnt out christmas lights and short tattered US flag skirt. She 'works' for Candyman, as his 'lead candy striper' and when working, wears a classic candy striper hospital volunteer uniform.

    Her height, misshapen features, heavily muscled body, along with the bright costume make her impossible to miss and she has used this attention to her advantage, raising a crowd of followers, the Candy-stripers, who while loyal to the Candyman are loyal to her also.

    Most recently, with Grandma Ultraviolet gone, Electric Auntie Sam has been given command of a Puffy Paws quadricycle and she has immediately bedazzled it tacky stick-on rhinestones, red, white and blue stripes, and bright red, white and blue undercar lighting. A 'We Want You' Uncle Sam sticker hangs peeling off the side.

    Now it is her turn to explore the wastes and bring fame to Candyland and herself.
     
    Zappericus and Ahigin like this.
  6. Crezth

    Crezth 話說天下大勢分久必合合久必分

    Joined:
    May 26, 2006
    Messages:
    11,118
    Location:
    北京皇城
    (FINALIZED)

    Republic of Sinclair
    Orders 7

    In St. Clair:
    Production:

    220 labor on producing 528 Grub: 220 x 2.4 = 528
    186 labor on producing 558 Junk: 186 x 3 = 558

    Building:


    None.

    Captain-Defender’s challenge: Republican Watch
    Looking to recover her shaken popularity after the last month’s crisis, Captain-Defender St. Claire tasked several Republican clerks and statesmen with starting the organizational part of the Republican Watch institution.
    (Investment: Labor: 0/120, Expertise: 7/10, Finesse: 2/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    120 labor, 3 Expertise, 2 Finesse (what remains): invest in this challenge.
     
  7. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    9,043
    Location:
    Ft. Lauderdale
    I'm going to withdraw from this game. Much as I am enjoying it (and I am) I just don't really have CFC open much, nor the discord, and it's not fair to you that I keep missing turns.
     
  8. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,525
    Location:
    Chicago
    Sounds good. Thank you for playing, it was fun having you in the game.
     
  9. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,525
    Location:
    Chicago
    Icerust - Update 7
    Long Winter Y100.M8: Welcome Oblivion




    Mommaz Boyz
    Not much of a mourner, John Fisherman was packing his cutie-quad for an expedition virtually as soon as his mind cleared after the mindbender trip of the previous month. The short and barely snow-thawing Icerust summer was drawing to its end, John was out of the eastern gates, followed by his favorite dogs. The journey was fairly simple, as Fisherman took his “Peekaboo Puffy Paws” along a clear and fairly well-preserved ancient Highway 30. The aurora wall that spited the deceased Grandma previously was no longer there, and John could eventually reach a bridge over a small, clean creek with a thoroughly looted petrol station nearby. Having spent a few days peacefully fishing in the creek, John begrudgingly turned back to share the news of his discovery with fellow Mommaz Boyz. Yet, the Crib he arrived back to was different from the Crib he had left. Enormous hunting and gathering parties swarmed the foggy Ruins of Five Seasons, culling some urban wildlife populations entirely in the process. Along with gas scavengers, these parties hauled their catch back to the Crib, where Candyman’s apprentices quickly separated confectionery ingredients from everything else with a sense of newly gained authority. At the city’s entrance, two groups of people argued over a colorful sign being hung over the gates of the former Czech and Slovak National Museum building (“Welcome to the Frosted Palace!” said the sign). Leading to the entrance, was a long line of immigrant prospects, some of which murmured among themselves about some “sweet tooth’s feast” promised by Mommaz Boyz’ new leader, while others merely hoped to be allowed to enter in exchange for the gifts of valuable scrap they brought with them. Once inside, John Fisherman headed to the mechanics’ quarters searching for the only man he’d previously spoke a few words with and genuinely trusted: Uncle K-9. Unfortunately, Uncle was busy teaching his apprentices the basics of blacksmithing in a newly built forge and had no time to spare for John’s laconic questions. Before long, Fisherman was met by a face he’d seen before (and wanted, but couldn’t forget): the formidable and expressionless Electric Auntie Sam, Candiman’s past favorite and an eager participant of his cosmetic surgery experiments. Wearing brand new insignia stylized as a lollypop, Auntie Sam took John to Candiman himself, who condescending brought the explorer up to date. Apparently, Candyman was on his way to take over Grandma’s legacy, and under his orders Fireman Pierce was put in charge of shuttling food, fuel, and construction workers to the Shady Grove, where they were supposed to build a primitive roadhub settlement named Candyheart Grove. To supply their efforts, Candyman used Grandma’s reputation and old alliances to extract tribute in junk from various wasteland communities, setting Candyheart Grove as the tribute gathering point. Pierce and his subordinate engineers, Candyman claimed, were also tasked with recruiting as many “sweet teeth” as possible through offerings of food and shelter once the construction completes. With the briefing out of the way, John was asked a simple question: who his loyalty was bound to? Never a man of intrigue, Fisherman silently shrugged and went to his shack to cook his fish soup, leaving Candyman with more questions than answers.
    (The Crib: -25 Grub, +191 Junk, +69 Guzz, +8 Plush, -250 Proles, +5 Jacks, +1 Clout, +1 Forge)
    (Ruins of Five Seasons: -1 Fertility)
    (Candyheart Grove: +399 Proles, +3 Jacks, +1 Roadblock)
    (Mommaz Boyz: -1 Glory, +1 Notoriety, +1 Commander (Electric Auntie Sam (Ruse: 3, Tactics: -2, Spirit: 2)), Highway discovered: Three-Oh (Expanse: 300, Openness: 320, Perils: 330), Site discovered: Mill Creek (Population Growth: 4, Fertility: 3, Deposits: 0, Fossils: 1, Protection: 1, no anomaly))

    Stepdad’s challenge: Barter with the ferals (Completed)
    As Mommaz Boyz continued starving for scrap with which to build their vehicle fleet, Uncle K-9 was tasked by Candyman with fixing some pacts with the wandering “ferals” of Iowa wasteland. At last, the trading posts were established, and the bartering tradition became accepted. (Investment: Labor: 60/60, Expertise: 4/4, Finesse: 8/8, Award: -1d20 Grub, +1d20 Junk (10% chance/turn), +1 Glory (one-time gain))

    Stepdad’s challenge: Mommaz Boyz no more
    With Candyheart Grove becoming the seat of Candyman’s power and Auntie Sam rising to the level of a field commander, the power dynamics among the Mommaz Boyz had started to truly shift. Still, early into his power grab, Candyman continued investing into turning Grandma’s most loyal grandkids into his lackeys or, at least, obedient conformists. Rumors have it that he plans to rename the Crib into the Frosted Palace and turn the entire cult into a proper dictatorship known as Candyland. For now, these names are only whispered by his followers and sycophants, but with time, perhaps, the remaining grandkid stalwarts could be purged or intimidated into submission. (Investment: Labor: 20/60, Expertise: 2/20, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    Order Implacable
    True to its motto, Order Implacable had no time to mourn the heroic death of Sir Ducati, as another raiding party of the Cheese Castle’s Martians appeared in the vicinity of Hammerhill barely several days after the first tragic battle. Two enemy “Bergenost” land drakkars were accompanied by a “Curder” light bike and a new kind of threat:a skull-decorated, blood-painted race bike with a spar torpedo, carrying a driver and a double axe-wielding berserker, along with their supply of hallucinogenic cheese. This time, the Implacables had no vehicle fleet or field commander to meet the enemy in the open field, but their garrison soldiers had a formidable bunker dug in the permafrost at the edge of the settlement, and it proved to be the centerpoint of their defense. Both of the enemy bikes were turned away rather quickly, lightly damaged in the caltrops and unable to outflank the bunker over the ruins. Yet, the land drakkars persisted, plowing through the bike traps and eventually overwhelming the bravely resisting defenders of the sentry tower. However, that’s as far as they got, as the bunker’s heavy weaponry soon obliterated the two vehicles, along with their entire crew, putting a bloody, fiery end to the raid and establishing a temporary detente with the hated Mars-worshippers. This lull allowed the faction to finally recover from its recent misfortunes.Bishop Lamborghini took over the role of the Order’s spiritual and administrative leader, promoting a hero of the battle of Hammerhill, one Dame Schwinn to the position of Master of Arms. Under Bishop Lamborghini’s supervision, a biofuel plant and a food packing facility were built in Hammertown, while Dame Schwinn oversaw cautious salvaging runs for food and scrap across Old Milwaukee ruins, utilizing the recently built “Zard” bike-in-arm teams and “Mule” quadricycle carlets.. With the sense of normalcy returning, the Order’s fortunes could be slowly turning soon.
    (Hammertown: -88 Grub, +78 Junk, +12 Guzz, +2 Plush, -13 Proles, -1 Sentry tower, +1 Waste kitchen, +1 Food sizzler)
    (Order Implacable: -4 Notoriety, +1 Experience, +3 “Zard” Bike-in-Arms, +2 “Mule” Hedgehog Carlets, +1 Commander (Dame Schwinn (Ruse: 3, Tactics: 1, Spirit: -1)))

    Grand Master’s challenge: Carapace armor
    With the burden of the Highwaymen’s threat temporarily thrown off, some poor fellows of Hammerhill had a chance to spend a bit of their time learning the art of armorsmithing - alas, with no supervision from the Order’s craftsmen. (Investment: Labor 7/100, Expertise: 0/8, Finesse: 2/2, Award: new Small Arms available only to Order Implacable in the Small Arms list, +1 Glory)

    Ogayori Clan
    Following the humble victory over the Funk Brothers from the previous month, the Ogayori Clan continued its rapid-pace development… which generated only more interest from the temporarily humbled Highwaymen. A workshop for producing truly powerful cars and bikes was built in Ryūgū-jō, while the sentry tower lost to the enemy bikers earlier was rebuilt and reinforced. The fishing district of Utsukushī Shima continued bringing plentiful catch, especially as the lake warmed up during the summer and its polynya somewhat grew in size. Scrap gathering also continued to be highly successful, allowing the Ogayori Clan to expand its humble vehicle fleet by one more combat tricycle, under the supervision of the Ogayori Denji’s charismatic elder son Akihito. While Akihito was still getting adjusted to his role of a prospective vehicle commander, the Great Unifier himself took the rest of the Ogayori motorised force northeast and north, along a narrow stretch of strong ice separating the Old Detroit shore from the slushy waters of the Lake St. Claire polynya. Along their way, the explorers discovered an ancient motorboat that had been frozen in the ice and was now slowly sinking due to the summer thaw. Lacking any cargo capacity to carry that precious scrap to their hometown, the Ogayori scouts moved on, until they reached rows upon rows of wooden yacht piers firmly frozen into the ice along with the rusty remnants of old boats and scooters. Celebrating this discovery, Ogayori Denji turned back home.
    (Ryūgū-jō: +100 Grub, -62 Junk, +121 Guzz, -1 Plush, -8 Proles, +1 Sentry tower, +1 Speed temple)
    (Ogayori Clan: +1 Glory, +1 Notoriety, +1 “Yari Ashigaru” Trike Cavalry, +1 Commander (Ogayori Akihito (Ruse: 2, Tactics: 1, Spirit: 0)), Highway discovered: Marinas Ice Trail (Expanse: 60, Openness: 150, Perils: 290), Site discovered: Boat Graveyard (Population Growth: 2, Fertility: 3, Deposits: 2, Fossils: 0, Protection: 1, no anomaly))

    Clan Head’s challenge:Yacht wharf
    Significant progress was achieved in the Clan’s maritime ambitions, with first viable prototypes already being tested. Alas, they proved to be too fragile in the slushy waters of the polynya, so the final iteration of fishing yacht development was still pending. (Investment: Expertise: 32/40, Finesse: 5/5, Award: new structure available only to Ogayori Clan in the Building list, +1 Glory)

    Mikeland
    All was good in Mike’s realm, if one were to ignore Mike’s complaints about his lazy servants. With the humble summer thaw going on, Mikelander serfs scouted the Singing Ice glacier in large polar bear-hunting teams, while their equally risk-taking comrades scaled the fragile rifts within the glacier in search of the precious scrap. To not depend on their haul as much, Popsicle Junction expanded its metal recycling industry three-fold, with new scrap chowders being built on a small hill untouched by the moving ice. However, the biggest preparation was made for scouting expeditions, as Mike’s precious daughter advised her drivers on a different approach to reconnaissance. She successfully tested this approach later that month when she took two different buggy variants to an exploration rally across the semi-frozen Bestie River. She discovered a wide and fairly safe route through a stretch of sand beaches frozen solid and covered by advancing ice, with several ancient road signs indicating it used to be a location of a now-defunct empire. The expedition culminated with a wholly different type of discovery, however, when Captain Molly’s band approached a vast sand dune nested between a coniferous wood and the Michigan Lake and dotted with raw iron statues of people and animals, most of them depicted as sleeping in an embryo position. True to her last name, Molly Clever quickly solved the dune’s puzzle, discovering a cave that hid a levitating shard of vibrating metal that sang a strange lullaby-like melody as it vibrated, slowly driving all living things into slumber, from which they struggled to awaken, eventually turning into solid iron statues. While retreating from the cave helped to lower the artifact’s power on her people, Molly still forbade them from arranging a night camp and turned home instead. At the gates of Popsicle Junction, her two buggies were greeted by another expedition, this one departing under Unlucky Larry’s command. After some consideration, Larry headed not north, but south, hopping to explore the lake shore past the previously discovered Free Soil. Yet, he proved to be unlucky indeed, as his column almost got lost in a bad moebius road anomaly, barely making its way out of the physics-defying labyrinth of trails and roads. Larry and his people eventually came back to Mikeland, only to discover a new type of vehicle being manufactured by the royal engineers under Molly’s supervision, this one being a cheap-built limousine converted for transport with a minimal engine and a cargo nest attached to the top for more hauling space.
    (Popsicle Junction: -129 Grub, +36 Junk, -67 Guzz, +1 Plush, -1 Prole, +2 Scrap chowders)
    (Mikeland: +1 Glory, +Design (“Cargo Goer” Limo-truck), +1 “Cargo Goer” Limo-truck, Highway discovered: Empire Road (Expanse: 340, Openness: 220, Perils: 210), Site discovered: Sleeping Bear (Population Growth: 2, Fertility: 3, Deposit: 3, Fossils: 0, Protection: 2, anomaly “Lullaby metal”), swap “Spearhead” for “Motorised Screen”)

    King’s challenge: Tramp market
    A genius salesman, King Mike started to put some thought (as well as expertise and labor of his servants) into the idea of the tramp market. The key to his promotional strategy, Mike said, was lying about how hardworking his indentured servants were, which, apparently, was still a skill that many in his realm needed to learn. And, well, the market itself required to be built, but that was a minor detail, of course. (Investment: Labor: 10/180 Labor, Expertise: 4/4, Finesse: 3/4, Award: -1d10 Proles, +1d10 Grub, +1d10 Junk, +1d10 Guzz, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

    Monolith of Sarkic
    The Cathedral continued expanding in size and complexity, as many of the outstanding acolytes were promoted to the prestigious võlutaar status, while one of the exalted craftsmen was marked by the Geometer of Flesh as a Karcist prospect. The growing Yaldabaothite clergy, of course, required proper insignia and props, and these were provided by the artisans who turned the sect’s high-quality scrap (mostly the copper and brass) into beautiful jewelry and relics. To support the common initiates’ spirit, a moss smoking lodge was opened under the Monolith’s aegis, serving as yet another proselytization venue for the patrons. Speaking of proselytization, such name was given to a brand new vehicle design of a true command vehicle: a strong-powered pickup truck with a two-barreled anti-aircraft gun and a supporting squad of sectant riflemen, protecting a signal team riding in a luxuriously heated driver's cabin with a mobile radio, searchlight, recon kite kit, and command loudspeaker. Due to the associated production costs, the new flag car of the Monolith hadn’t been produced yet, but the Sarkic leadership didn’t need for it to be manufactured to venture out of the sprawling Cathedral. The riskiest mission was undertaken by Grand Karcist Maxwell himself, as he joined the crew of the cult’s trophy “Bucca” auto-knocker in an attempt to scout the northern approaches of Old Sault St. Marie. The journey ended up being impossibly long, as the vehicle ended up being caught in a puzzling moebius road. While Maxwell himself experienced unspeakable revelations along the way, eventually his crew had to use a lucky turn to pull out of the Oz-made labyrinth and return home. The other Sarkic expedition was more successful, though. Karcist Kane led two “Zealot” interceptor buggies and the restored Iron Rangers’ sidecar-equipped snowmobile in a grueling trip east. The team struggled to find a viable path through the anomaly-ridden expressway, but Kane did end up using the snowmobile’s timbercutting equipment to create a trail of chopped fir trees, cutting through a dense taiga forest. Along the way, the expedition’s vehicles got infested with rust locusts (who were particularly plentiful due to the relatively warm summer air), and one of the interceptor buggies had to be eventually abandoned to its fate, along with its entire crew. However, Kane’s persistence was rewarded, when the team reached the overgrown ruins of an ancient mining town, with access to nickel and copper ore mines and a large bus refueling station. With the news of this discovery, Karcist Kane returned to the Cathedral, loudly announcing his success and even drawing several families of local migrants to the seat of Monolith’s faith. Alas, the same news had a negative side effect of growing the Sarkic cult’s notoriety among the local Highwaymen, according to rumors.
    (The Cathedral: -58 Grub, +184 Junk, -18 Guzz, -5 Plush, -2 Proles, +6 Jacks, +1 Clout, +1 Smilo joint)
    (Monolith of Sarkic: +1 Glory, +1 Notoriety, +Design ("Proselyte" Technical w/ Militant Squad), +2 “Zealot” Militant Interceptors w/ Mounted .50 BMG, Highway discovered: First Nation Trail (Expanse: 110, Openness: 20, Perils: 370), Site discovered: Bruce Mines (Population Growth: 3, Fertility: 2, Deposit: 4, Fossils: 3, Protection: 2, no anomaly))

    Grand Karcist’s challenge: Flesh temple
    Blueprinting of the flesh temple project continued at a slow, but purposeful pace throughout the month. (Investment: Expertise: 7/40, Finesse: 5/5, Award: new structure available only to Monolith Of Sarkic in the Building list, +1 Glory)

    Mid-Apocalypse Chaos Carnival
    After the success of the previous month’s road tour, the Chaos Carnival’s Ringmaster turned her gaze back to the internal development. The Carnival Ground was hunted for wild game and berries amid the short polar summer, and salvaging teams supplied Shelby Carnarium with extra scrap from the old highways. The fuel industry got a boon from the construction of a biofuel plant, and the Carnival’s mechanics, on Vanessa’s orders, prepared a civilian, cargo-capable version of the “Battle Bugg” utility vehicle that still waits to be produced.
    (Shelby Carnarium: +49 Grub, +79 Junk, -9 Guzz, +2 Plush, +1 Waste kitchen)
    (Mid-Apocalypse Chaos Carnival: +1 Design (“Cargo Bugg” Utility Vehicle))

    Ringmaster’s challenge: Madhouse Circus
    Chaos Carnival’s roustabouts were directed to completing the Madhouse Circus arena and tent, and only the entertainment program was left to be completed. Yet, it remained arguably the critical part of the whole enterprise, with Ringmaster Vanessa scrambling for some talent that could fill an two-hour program (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 1/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

    Greylaw
    Far from being the biggest or most prospering settlement of Icerust, Thunderbolt continues drawing to itself the envious stares of Highwaymen - at least, according to the migrants attracted to it by Alfa-Alfa’s display of force and authority (some of which ended up leaving the settlement later that month, when it failed to secure enough food to feed all the migrants). According to them, the People’s Republic of Arboretum didn’t take the loss of its scouting party lightly, and their ideological hatred for what Greylaw stands for only made it worse. Yet, the concerns of war remained lingering on the horizon, while Conan the Snowflake concentrated on improving the lives of fellow Greylawmen. Another metal recycling plant and a biofuel station were built, the latter one serving mostly the needs of other semi-automated plants in the absence of an even humble vehicle fleet. To keep the buildup pace going, massive rookie teams were dispatched across Greyhound Den, some to scavenge for metal scrap and some to take advantage of the summer thaw to gather some wild vegetables and berries.
    (Thunderbolt: -102 Grub, +218 Junk, -20 Guzz, +2 Plush, +87 Proles, +1 Waste kitchen, +1 Scrap chowder)
    (Greylaw: +2 Notoriety, -1 Glory)

    Alfa-Alfa’s challenge: The Greycoats (Completed)
    Finally, the greycoat uniforms were distributed among the Greylaw officers, and a proper parade took place inside Thunderbolt. The news of this impressive display of force spread across Old Ypsilanti ruins and beyond, adding to the gang’s reputation, both positive and negative. (Investment: Labor: 60/60, Expertise: 20/20, Finesse: 5/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    Alfa-Alfa’s challenge: The thin grey line
    The gang’s loremasters among the Delta clan claimed that in the World of Autumn the Greylaw’s ancestors were members of a militant order separating the rulers of the world from the chaos they reigned over. That “thin grey line” of merciless guardians enabled the old civilization to climb as high as it did before the Long Winter put an end to it. Now, the Delta-Delta argued, the Greylaw itself was risking that its own “grey line” would grow too thin, as the number of arriving proles grew, and the experienced experts separating the rookies from the bosses grew increasingly outnumbered. Now, they argued, it was a great moment to establish a tradition of accepting foreign enforcers and mercenaries that would support Alfa-Alfa’s regime at the top of the ruling pyramid. (Investment: Labor 0/50, Expertise: 0/6, Finesse: 0/1, Award: +1d12 Jacks (5% chance/turn), +1 Glory)

    The Wobblies
    In the last month of the brief, but welcome polar summer, the Ravenswood Commune expanded several times in size, as the Wobblies’ diverse traditions and a well-knit-together society attracted hundreds of Windy Wasteland survivors to the settlement. Many of them were quickly put to work at the local potato patches surrounding the heatcatcher plant, as it was the time to gather early harvest. The more well-integrated construction teams, meanwhile, finished the construction of a much needed scrap chowder facility.
    (Ravenswood Commune: +89 Grub, -4 Plush, +200 Proles, +1 Scrap chowder)
    (The Wobblies: -2 Glory)

    Grand Foreman’s challenge: Literacy program (Completed)
    The IWW literacy program came to its resoundly successful conclusion this month, as the Ravenswood Commune’s citizens were finally herded to the part-time grammar schools. Interesting, their curriculum was also diversified with works promoting the wisdoms of an ancient prophet Mad Marx and his followers, known collectively as the Guardian Engels. A few know-it-alls who actually read the books from the IWW library attempted to correct the cult of Mad Marx that sprung to life virtually overnight among the newly (and barely) literate Wobblies, but nobody appeared to listen to these insufferable windbags. (Investment: Labor: 100/100, Expertise: 12/12, Finesse: 2/2, Award: +1d12 Plush (5% chance/turn), +1 Glory (one-time gain))

    Grand Foreman’s challenge: Squirrel tap dance
    Old Northside Chicago ruins, rumored to once have been a true paradise of civility and plenty, had become known as the wind-ravaged waste, stripped of anything of value by generations of desperate survivors attempting to escape the Windy Wasteland. Yet, one species seemed to have prevailed in its struggle for survival - the omnipresent squirrel. Naturally, they became much wanted targets of Wobbly trappers, and a local cultural tradition was born out of boredom and class solidarity: the squirrel tap dance. The idea was that the teams of trappers would check their traps daily and compete at entertaining their comrades with the most elaborate tap dancing routine if (and only if) a game was caught in the trap. The tradition is still early in the making, but the IWW committee already hopes it takes root, as it could be a good boon to the Ravenswood Commune’s food production, as well as a source of valuable fur and some stress valve, to boot. (Investment: Labor: 0/100, Expertise: 24/24, Finesse: 0/2, Award: +2d20 Grub, +2d4 Plush (5% chance/turn), +1 Glory (one-time gain))

    The Speed Freaks
    The end the first warmish summer since the advent of the Long Winter was a time of plenty in many young settlements of Icerust, but among Speed Freaks the mood was anything but joyful - all because their Speed-Ace, previously known as the easy-going man of the people, revealed a darker side of his character. Hoping to propel his cult to modernity by any cost, he allowed a massive famine to take dozens of speed cultists, with others just leaving en masse. To be just to him, an effort was indeed made to prevent starvation, as the neighboring migrant families were racketed for food, and small hunting parties were dispatched into the taiga woods of Buried Sod, but the grub-gathering effort was too weak to prevent the famine. What made the Speed Freaks question their leader even more, was the fact that the cult still had plenty of resources and workforce to spare, but Joe insisted that the Speed Freaks do get two thirds of the refugee tribute in junk and guzz, and the rest of work effort is invested in construction of yet another protein pool, along with fuel-harvesting runs across the ruins. Just as the first lives were being lost to starvation, two “Battle Buzzard” roadsters were rolled out of the Pitshop’s speed temple, cheering some cultists with the roar of their engines and embittering others, who wished all that time and effort had been invested into preventing the death of their beloved ones. Weather it was Joe’s cold calculation or an organizational blunder, nobody knew for sure, but the Speed-Ace maintained the air of unfazed confidence throughout the entire ordeal.
    (Joe’s Pitshop: -40 Grub, -14 Junk, +104 Guzz, -2 Plush, -95 Proles, +1 Protein pool)
    (Speed Freaks: -3 Glory, +2 “Battle Buzzard” War Roadsters)


    Speed-Ace’s challenge: Scrap-mania
    Ever a man of his word, Joe One-Toe sent his pitstop crew to set the toll booths along the most well-known migration trails around Old Sudbury ruins. His advisors attempted to dissuade him from concentrating the precious resources on this task, while some people in the settlement starved, but Joe was confident the dead would be grateful to him in the afterlife. Thanks to the relatively warm summer months, this work was completed in no time, and the only part remaining was staffing them and establishing the tariffs agreeable to the free survivors. And by “agreeable,” Joe meant acceptable under a threat of violence. (Investment: Labor 60/60, Expertise: 2/4, Finesse: 3/4, Award: +1d8 Junk (20% chance/turn))

    The Republic of Sinclair
    True to her “Never Again” promise, Captain-Defender of the Republic organized her people into massive, cohesive farming teams just as the short Icerust summer was ending. The farmers were sent across St. Clair and the ruins of old Asiatown to harvest nuts, berries, and earhroots, stressing the environment a lot, but not overwhelming it so far. Similar approach was tried with scrap salvaging, as the Sinclarian workers stripped the area of much remaining junk in preparation, many hoped, for another wave of peaceful, inward development that could leave the lean years well behind. The massive harvesting effort of the Sinclarian work teams could not be left unnoticed by outside observers. A family of artisanal brewers arrived to the free city by the end of the month, taking advantage of the Republic’s “tabula rasa” policy. With them, they spread the sad news of another faction’s devolution somewhere in the eastern Old Cleveland ruins. Speaking in hushed tone, they revealed that the faction made a full circle from a bunch of joyful drinkers and brewers to a solemn cult of ascetics bound to purge the Ohio Wasteland from the vice and, indeed, watching the rise of the Republic with envy.
    (Sinclair: +265 Grub, +658 Junk, +100 Guzz, -4 Plush, +3 Jacks)
    (The Republic of Sinclair: +1 Notoriety)

    Captain-Defender’s challenge: Republican Watch
    Wishing to properly take advantage of the Republic’s positive reputation among the Icerusters, Captain-Defender finally got around sponsoring the formation of the Republican Watch, complete with a set of uniforms, routines and drills. The only thing pending before it becomes a fully functional Sinclarian police force is finding appropriate chiefs to lead it. (Investment: Labor: 120/120, Expertise: 10/10, Finesse: 4/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    The Motors Parliament
    Amid fame and glory, the life of Prime Motor came to a surprising end. People close to her claimed that one night she woke up from her bed and shambled toward her car, the legendary “L’Amerique Pleur”. A garage crewman serving watchguard duty claimed that he attempted to stop the gang’s leader at the gates, inquiring where she was heading, alone and barely dressed. Prime Motor muttered something about the coming of a life-giver (or was it the Life-Giver?), and how she needed to prepare for its arrival. Dumbfounded but respectful of her status, the guardsman opened the gates and let PM drive away into the blizzard. She was not heard from ever since. Without her leadership, the swelling Parliamentary Garage settlement came into mismanagement, as the various factions, old and new, had different theories about PM’s disappearance and different view of the faction’s future. With time, the consensus prevailed that the faction should keep the previously discovered Highways in secrecy, for the sake of keeping their enigmatic findings away from other Icerusters.Effectively turning themselves into a Highwaymen community, the Motors Parliament disappeared from the public view, but Old Ottawa survivors claim that they still roam the Ontario Wasteland, sternly guarding whatever mystery that stole their beloved leader from them. (The Motors Parliament: game over)

    Map:

    Spoiler :





    GM's notes:

    - the stats are up to date
    - the map is up to date
    - orders are due by Tuesday, November 24
     
    Last edited: Nov 20, 2020
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  10. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    8,076
    Location:
    Not Lying through my teeth
    Order Implacable

    Free Labor: 536
    Free Expertise: 10

    Construction Order:


    1. Additional Sentry Tower constructed for 1 expertise, 100 junk, 100 labor
    2. Additional Food Sizzler constructed for 1 expertise, 200 junk, 10 guzz, and 120 labor.

    Scavenging Order

    1. Scavenge for 360 food using 100 Proles.
    2. Scavenge for 200 junk using 100 proles.

    Vehicle Construction
    Construct 2 Mule Carlet with 12 Grub, 44 Junk, 20 Guzz, 74 labor, 2 Expertise
    Construct 1 Zard Bike with 6 grub, 20 junk, 10 guzz, 26 labor, 1 expertise.

    Spend 16 labor and 5 expertise on quest completion.

    ..................................................................................................................

    Scouting

    Send Dame Schwinn out to investigate the lands west of us using 5 Zard Bikes, 2 giftgiver carlets, and 1 mule.
     
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  11. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    402
    Location:
    Chicago
    Ogayori Clan Turn 8
    Invest Clan Head’s challenge: Yacht wharf
    8 Expertise


    490 Labor to Use
    Building Order:
    Build Lorry plant (260 labor, 460 junk,1 expertise, 30 Guzz)
    Build Food Sizzler (120 labor, 200 junk,1 expertise, 20 Guzz)


    Production Order:
    60 labor will be designated to to fishingman district (Grub)
    50 labor will be designated to junkman district (Junk)

    Spend 1 Glory for 200 Junk

    Exploration

    Leaving the place in his son hands Ogayori Denji and his 4 Yari Ashigaru Cavalry will go east alongside the frozen lake.

    Clan Head’s challenge:Yacht wharf
    With all the newly built Japanese-style shacks and facilities, it’s easy to forget that Ryūgū-jō was built on top of the Detroit Yacht Club. With ice fishing having become the biggest source of the town’s prosperity, many komin craftsmen suggested that the clan explored an expansion of its fishing industry. They pointed to the polynya of open water surrounding Utsukushī Shima from three sides, making yacht fishing with nets possible. However, in order to even start building a first fishing yacht, they’d need to resurrect the long-forgotten art of shipbuilding. (Investment: Expertise: 40/40, Finesse: 5/5, Award: new structure available only to Ogayori Clan in the Building list, +1 Glory)
     
    Last edited: Nov 18, 2020
  12. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,556
    Mommaz Boyz Orders for Turn 8

    Glory:
    • Spend 2 glory for 400 junk at Candy Heart Grove.
    Buildings and Vehicles:
    • Build a heatcatcha at "The Crib/Frosted Palace"
    • Build 2 'Absinthe Sparkles' escort trikes at Frosted Palace.
    • Build 3 scrap chowdas at "Candy Heart Grove"
    Resource Gathering- Frosted Palace:
    • 208 labor on grub.
    • 45 labor on guzz.
    • Make 8 plush with 8 expertise and 80 food.
    Resource Gathering- Candy Heart Grove:
    • 24 labor on grub.
    • 100 labor on junk.
    • 5 labor on guzz.
    Recruit:
    • Promote 7 jacks with 140 food (more Candy Stripers)(Frosted Palace).
    Quest:
    • Spend 10 labor and 8 expertise and 1 finesse on 'Mommaz Boyz no more'.
    Combat Tactics
    • No changes.
    Vehicle Design
    • Design: "Absinthe Sparkle" escort trikes with 1 finesse. (trike with minicar frame, magpie engine, ram, spikes, and 4 shields). "Glistening with stiletto-spikes and a large wrap-around reinforced bumper, these trikes look like nothing so much as comically squat hedgehogs wrapped in a ribbon. The Absinthe Sparkle are designed to intercept enemy vehicles and protect against enemies intent on attacking our Puffy Paws. To that end, their crew are armed with spiked shields to better intercept enemy blades and spears.
    Exploration and Deployments
    • John the Fisherman (commanding 1 puffy paw) will continue to scout, trying to make his way east either from the Frosted Palace or the Candy Heart Grove.
    • Electric Auntie Sam will do the same (seeking a separate path).
    • Fireman Pierce will command 7 puffy paws and transport 460 grub, 20 junk, and 120 guzz from frosted palace to Candy Heart grove to help with local construction and to feed the proles/jacks there.
     
    Last edited: Nov 16, 2020
  13. Immaculate

    Immaculate unerring

    Joined:
    Jan 22, 2003
    Messages:
    7,556
    Fireman Pierce

    The icy wastes blow cold and hard. His eyes are protected behind thick goggles but his bushy beard collects frost and the glue that holds it to his face cracks, brittle, and falls, the hairs falling with it.

    When Fireman Pierce returns, triumphant after finding Norway, his entrance is more muted that would be expected and he heads directly for his small pile of rags and crawling lice he calls his 'room'. Arriving he looks under the false floor and finds his treasure whole but his glue and hairs gone. Instead, in its place, a single peppermint candy.

    * * *
    Electric Auntie Sam

    She hates wearing the candy-striper uniform but the Boss, Candy-man insists on it; he has a deranged aesthetic in mind for the gang and the candy-stripers is part of it. The strange part is that he's explained what the uniform represents and it has nothing to do with candy and everything to do with hospitals. And the Confectionary, despite the Candy-man's sadistic experiments is much more a torturer's dungeon slash drug lab than a hospital. Either way, she does as she is told. He has the Monkey Paw that she desperately needs just to face each day and she, honestly, would do anything for him, has done everything for him.

    Today Fireman Pierce is cutting his way through the shantytown alleys and the crowd of wild-eyed addicts that always crowd around the Confectionary. He is taller than most and his fireman's uniform sets him apart further. Even if she knows his secret, or perhaps because of it, she sort of likes him, despite his bravado and lies. Today he is keeping a low profile and uncharacteristically, has a scarf wrapped around his chin.

    He stops when he sees her at the entrance to the Confectionary. She knows he doesn't come here often; somehow he has managed to avoid the chemical dependencies that are so common throughout Candyland. He reaches a hand into is pocket and offers his hand. He opens it and inside she sees a small peppermint candy, lint-covered and dirty.

    * * *
    Fireman Pierce

    The hulking form of the daintily-dressed gangster offers something that might have been a smile if her face wasn't such a grotesque criss-cross of scars and failed plastic surgery. She goes to wave him through but as she does, quicker than he can react, reaches quickly under his scarf and gives his beard a quick tug. Despite her appearance, her manner seems playful and she gives him an awkward wink.

    Stepping into the dark of the lab, Pierce is overcome with the smell of solvents and the strange sounds of porcine grunting further within. More figures than he remembers working here dart about, all women and all dressed in the strangely delicate striped pink and white uniform that Electric Sam was, attending to complex glassware and small guzz fires that heat them. A generator hums steadily, its diesel stench somehow reassuring.

    A rolling obese figure strides forth, easily dwarfing Fireman Pierce breadth, despite Pierce's tall and bulky build. Despite the cold he wears only a leather apron over snowpants. He has some sort of glassware in one mittened hand and a piece of electronic equipment Pierce does not recognize in the other. Goggles hang around his neck, unused.

    Pierce remembers himself and smiles anxiously, offering his hand and revealing the peppermint inside, "I think you have something of mine."

    The obese psychopath nods and points to a counter where Pierce spots the rolled up remnants of a tube of super-glue, "Sorry- I hope you don't mind. I needed some cyanoacrylate and you were in the field." Despite the archaic terminology, his words seem normal, even friendly, but underneath them there is a threat. Pierce had hidden his glue and the fake whiskers carefully and no one, especially Candyman was supposed to know about them. What wasn't said was simple, I know your beard is fake. I know you are a fake.

    The Candyman puts down the glassware, resting it carefully over a small flame. He nods to one of his assistants and she lowers a thermometer into the mixture. The apron-clad man motions to a pair of armchairs, both badly tattered and their stuffing largely missing, clearly covered in rat feces. He lowers himself slowly and Pierce sits opposite.

    "Don't worry. I can make more adhesives for you. They'll work just as good, maybe better in the cold. Your beard won't fall off as easily."

    Pierce doesn't know what to say and nods instead.

    "Take your scarf off and let me see your face."

    Knowing he has no choice, Pierce takes his scarf off, revealing the stringy scruff left of his once impressive salt-and-pepper beard and the smooth cheeks of a young teenager underneath it. Electric Auntie Sam offers an unsolicited opinion that makes the Candy man snarl at her, "pretty." That does nothing to dispel his anxiety or discomfort.

    "So no scars either? I take it those are stories to avoid people realizing you are just some kid here to claim command?"

    "No. There's no scars; I paid some kids to start that rumor."

    "You're what? Fourteen? Fifteen?"

    Pierce nods, "I don't exactly know but yeah, something like that."

    "You gonna be big. And you got smarts and ambition. Grandma's gone now and there gonna be some changes around here. The Mommaz Boyz is done. And its me in change."

    Pierce nods. He had entertained some thoughts of taking the mantle but this conversation made it clear that wasn't going to happen, "Yeah... looks like it," is all he can offer.

    "So you work for me now. I'll keep you in the glue and whiskers and whatever else you need and you keep up your persona, your Fireman stories. You get the best food and plush and live like a...prince. Just remember that I'm the king." As he speaks the cleanest, most immaculately bathed and combed sow, or even really the only pig he has ever seen, trots towards them and lays down at the Candy man's side. A small tube protrudes from a bedazzled bandage on her side and disappears into what looks like a frilly skirt. Pierce is eager to leave this place.

    "Yeah. I can do that. You the king." Pierce reaches for the bottle of clear adhesive, eager to get out of the Confectionary.



    ...and that is the story of how Candy Man was able to force the loyalty of Fireman Pierce and gain more influence over the Mommaz Boyz ...and further his plans for Candy Land.
     
    Last edited: Nov 19, 2020
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  14. Zappericus

    Zappericus Euro scumbag

    Joined:
    Mar 6, 2015
    Messages:
    502
    Gender:
    Male
    Location:
    Norway
    Klavigar Ann-Sofie Caarsvärd
    ***


    Few are the those honoured with the prestigeous station of Klavigar, handplucked personally by the Grand Karcist himself to assume various roles within the upper-echelons of Monolith society. Aside from regional administration and military command, these disciples serve a higher function involving that they decipher, study, and then finally enforce the will of great Yaldabaoth as they are relayed through Maxwell whenever he experiences his daily "revelations" and "visions."
     
    Last edited: Nov 24, 2020
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  15. Marcher Jovian

    Marcher Jovian Emperor

    Joined:
    Jul 12, 2013
    Messages:
    1,236
    Mikeland - Turn 8 Orders - Final

    Gathering & Conversion
    Spend 100 labor gathering grub
    Spend 16 labor gathering junk
    Spend 3 glory on 200 grub and 400 junk

    Construction, Promotion, and Doctrine
    Build a Drag at Bestie River, convoy lead by King Mike himself
    Settlement name: Mikeville-upon-Bestie
    Convoying vehicles: 1x Cargo-goer, 3x Killers

    Exploration

    Capt. Molly takes a More Killer exploration buggy and keeps pushing further North
    Unlucky Larry takes a More Killer exploration buggy and takes another shot at exploring South past Free Soil
     
  16. Crezth

    Crezth 話說天下大勢分久必合合久必分

    Joined:
    May 26, 2006
    Messages:
    11,118
    Location:
    北京皇城
    (FINALIZED)

    Republic of Sinclair
    Orders 8

    In St. Clair:
    Production:

    142 Labor on producing 340 Grub: 142 x 2.4 = 340.8
    1 Expertise to turn 10 Junk into 1 Plush. (lowest priority)

    Building:

    Build and crew 3 "Guardians": 405 Labor, 12 Expertise, 30 Grub, 252 Junk, 150 Guzz.

    Vehicle Design:

    Create the "Guardian" design: 1 Finesse.
    A utilitarian design, meant to be a workhorse. Summons the machine spirit of the holy Corolla. Can take a lickin' and keep on kickin'.
    Urban car, Street car frame, "Barnacle" engine
    Weaponry 1: Minigun
    Small Arms 1: Machine gun
    Small Arms 2: Autorifle


    Captain-Defender’s challenge: Republican Watch
    Wishing to properly take advantage of the Republic’s positive reputation among the Icerusters, Captain-Defender finally got around sponsoring the formation of the Republican Watch, complete with a set of uniforms, routines and drills. The only thing pending before it becomes a fully functional Sinclarian police force is finding appropriate chiefs to lead it.
    (Investment: Labor: 120/120, Expertise: 10/10, Finesse: 4/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    1 Finesse: complete this challenge.
     
  17. LordArgon

    LordArgon King

    Joined:
    Feb 10, 2019
    Messages:
    787
    Gender:
    Male
    Mid-Apocalypse Chaos Carnival Turn 8 Orders
    Labor:
    • 4 Labor on 4 food.
    • 75 labor on 300 junk.
    • 25 labor on 75 guzz

    Finesse:
    • 1 Finesse on quest
    Vehicle:
    • 2 Cargo Buggs: 102 labor, 2 expertise, 16 grubb, 74 junk, 40 guzz.
     
  18. Ahigin

    Ahigin Emperor

    Joined:
    Apr 18, 2013
    Messages:
    1,525
    Location:
    Chicago
    Icerust - Update 8
    Long Winter Y100.M9: Skip The Loop, Just For Fun




    Order Implacable
    The recent triumph in the second battle of Hammerhill gave the Implacables some confidence to venture out of Hammertown once again. Under Dame Schwinn’s command, a sizable force bike-in-arms, light artillery carlets and superlight transports ventured west, crossing the labyrinth of Old Milwaukee ruins along a wide, Oz-free corridor extending to the both sides of the ancient Bluemound drive. Along the way, they passed by a semi-looted and anomaly-ridden cluster of ancient superstores and warehouses, in which the Implacable daredevils stayed for the night and discovered a large stash of beautiful, old-world apparel. The route eventually took them to an aluminum-rich small plane graveyard that used to be Waukesha County Airport, with a permanently frozen runway and signs of ancient kerosine-fueled fires. Not seeing any signs of the feared Cheese Martians nearby, the party returned to Hammertown with the news of their discovery. On their way back, they were greeted by friendly harvesting parties, salvaging Old Milwaukee’s residential areas and hunting for the local wild dogs and rats. At home, this metal haul was used to restore and arm the previously destroyed sentry tower and build another food preservation facility. Having heard Dame Schwinn’s report, Bishop Lamborghini (the Order’s new de-facto head) floated the idea of expanding into the airport ruins, immediately rushing to the bike stables. There, the Order’s mechanics were tasked with producing two more miniature “Mule” transporters and a war bike to accompany them in the future.
    (Hammertown: +19 Grub, +107 Junk, +127 Guzz, +31 Plush, -9 Proles, +1 Sentry tower, +1 Food sizzler)
    (Order Implacable: +1 Glory, +1 “Zard” Bike-in-Arms, +2 “Mule” Hedgehog Carlets, Highway discovered: Blue Mound Drive (Expanse: 340, Openness: 70, Perils: 320), Site discovered: Luminum Nest (Population Growth: 3, Fertility: 0, Deposits: 4, Fossils: 0, Protection: 2, no anomaly))

    Grand Master’s challenge: Carapace armor
    In between the more urgent tasks, Hummertown’s armorers continued working their prototypes of carapace armor that could be worn over the fur coats and parkas by the Order’s warriors. (Investment: Labor 23/100, Expertise: 5/8, Finesse: 2/2, Award: new Small Arms available only to Order Implacable in the Small Arms list, +1 Glory)

    Mommaz Boyz
    Candyman’s plans for the early fall were grand. First of all, his new powerseat, Candyheart Grove had to be quickly brought up to self-sufficiency, while also becoming the heart of the faction’s industry. To help with this, not one, not two, but three scrap recyclers were built in the humble settlement with the help of the materials brought to it by the various debtors and clients of the Mommaz Boyz. Meanwhile, the Candyheart workers (most of them staunch Candyman’s loyalists) organized only small harvesting runs across Shady Grove, mostly supplied with food and fuel by Fireman Pierce’s convoys that luckily weren’t intercepted by the Czech Mates. Back at the capital of the cult (now called interchangeably the Crib and the Frosted Palace), the power struggle continued, as Candyman promoted his lackeys, the Candy Stripers, to positions of average authority, eroding the network of jacks still loyal to Grandma even after her death. Lacking her charisma, Candyman also doubled down on showcasing the successes of his short rule, one of which was the brand new heatcatcher plant. To fuel this industrial expansion, he also dispatched massive harvesting parties across the Ruins of Five Seasons, particularly looking to accumulate enough food to keep the Crib fed and Candyheart Grove sated. The harvesters, however, reported sightings of the Czech Mates’ motorbikes and three-wheel minicars in the edges of Old Cedar Rapids, as the Mommaz Boyz’s archnemesis appeared to be preparing for yet another, more daring attack. To prepare for it, Uncle K-9’s mechanics constructed a rather unorthodox vehicle: a spike-covered, ram-equipped tricycle with a golf cart frame and an economic engine, transporting two shieldbearers equipped only with massive, bulletproof pavises. Two of these curiosities, named “Absinthe Sparklers,” were manufactured in preparation for Fireman Pierce’s future convoys. Meantime, Pierce’s fellow commanders had yet another month of scouting to do. John Fisherman, having recovered from his past trip through a mindbender, traveled to Candyheart Grove and headed eastward from there… only to hop into another, more vicious mindbender. After an impossibly long trip through the surreal landscape of Oz, he miraculously reappeared on Candyheart Grove’s other side, disheveled and confused. The newly promoted Electric Auntie Sam fared much better, taking her cutie-quad to Mill Creek and from there eastward. The trip turned out to be rather straightforward, following a narrow, open road cutting through the snowy fields flashing with anomalies. Eventually, the long ride took Sam to the impressive ruin of an ancient casino, thoroughly looted, but protected against the wind and overlooking a creek rich in fish. Having mapped it, Sam turned home, innerly preparing for Candyman’s anger. O Iowa, o Iowa, the land of plenty dog meat - and nothing else!
    (The Crib: -525 Grub, -190 Junk, -19 Guzz, +1 Plush, -13 Proles, +7 Jacks, +1 Heatcatcher)
    (Candyheart Grove: +147 Grub, +100 Junk, +80 Guzz, +3 Scrap chowders)
    (Mommaz Boyz: -1 Glory, +3 Notoriety, +2 “Absinthe Sparkler” Escort Trikes, Highway discovered: Dimwit Road (Expanse: 70, Openness: 340, Perils: 90), Site discovered: Wild Rose (Population Growth: 5, Fertility: 4, Deposits: 1, Fossils: 1, Protection: 4, no anomaly))

    Stepdad’s challenge: Mommaz Boyz no more
    Despite de-facto taking over the Mommaz Boyz’s leadership, Candyman is still far from solidifying his position and enforcing his rule upon the cult-gang. Still, his Candy Stripers are already starting to challenge Grandma’s favorite mechanics and craftsmen, while Uncle K-9’s loyalists remain pragmatically aloof to everything political, as long as the things run smoothly. (Investment: Labor: 30/60, Expertise: 10/20, Finesse: 1/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    Stepdad’s challenge: Anemo-city
    A party of experienced ferals appeared at the Crib’s doorstep shortly after Auntie Sam’s return. They said they followed her trail and became aware of what every Mommaz Boy already knew: the Czech Mates were after the ambitious cult-gang. The ferals, however, had a joker up their sleeve: they used to be experienced mercenaries and Highwaymen themselves, but now wanted to leave the miserable Iowa wasteland for good. The deal they proposed was simple: a donation of cutie-quads with some spare fuel and niceties, plus, perhaps, a little bit of polite persuasion, in exchange for revealing where the Czech Mates’ base of operations is located. The said base, they claimed, was hidden behind a thick no-man’s land of Oz anomalies, but the three ferals claimed to know the path through to the fabled Animo-city. When Candyman attempted to have the sly ferals seized for interrogation, the trio easily escaped the Crib, showing themselves to be indeed rather adept at the art of adventurism. They did leave the list of their demands and the tribute-gathering location on Candyman’s table, though. Now, it’s up to the family’s Stepdad to entertain this proposal. (Investment: Glory: 0/1, “Peekaboo Puffy Paws” Cutie-Quads: 0/3, Fuel: 0/60, Plush: 0/6, Award: +1 Notoriety (one-time gain), Highwaymen base and secret Highway are revealed (The Czech Mates: Anemo-city))

    Ogayori Clan
    Ryūgū-jō continued growing faster than any other settlement in Icerust as fishing and metal scrap salvaging continued keeping its citizens well-fed and sheltered, and the Red Beach memorial saw a first donation from the outsiders visiting the town from the Old Detroit ruins, which coincided with a gracious tribute of scrap metal from the client families. The second food conservation factory was built, and a lorry plant was added to Ryūgū-jō’s already impressive list of automotive facilities. Unfortunately, Ogayori Clan’s vehicle fleet remained rather humble, despite a great potential for expansion. In fact, the said fleet even shrunk as a result of Ogayori Denji’s expedition east alongside the frozen lake. Out of the four “Yari Ashigaru” trikes taken for the ride, three ended up being infected with rust locusts. While one of the vehicles was eventually saved, the other two fell apart along the way, and several crew members were lost to the crushes or elements. The loss of morale was so bad that even the Great Unifier’s personal charisma couldn’t persuade the disheartened crewmen to continue with their expedition. With this shameful display, the Clan Head returned to his castle.
    (Ryūgū-jō: -56 Grub, -29 Junk, +133 Guzz, +1 Food sizzler, +1 Lorry plant)
    (Ogayori Clan: -1 Glory, -2 “Yari Ashigaru” Trike Cavalry)

    Clan Head’s challenge: Yacht wharf (Completed)
    After a lot of trial and error, the Ogayori Clan’s woodworkers and engineers finally developed the necessary know-how not only for building custom-made fishing yachts, but also for the establishment of a proper wharf on the shores of the Lake St. Clair polynya. While this knowledge remains to be only theoretical, now the Clan may attempt to build the first of such wharves on the shores of Utsukushī Shima, and sail the narrow canal chopped in the ice of the Detroit River to the fish-rich polynya. (Investment: Expertise: 40/40, Finesse: 5/5, Award: new structure available only to Ogayori Clan in the Building list, +1 Glory)

    Clan Head’s challenge: Empire of the Setting Sun
    Ryūgū-jō’s meteoric rise and the relatively mixed success in exploration had made many kazoki nobles consider some form of glorious isolation the best path forward for the Ogayori Clan (even with some forms of exploration and colonization ongoing). In fact, they thought that the Great Unifier had accumulated enough splendor to declare himself an emperor of the Empire of the Setting Sun. Of course, such a grand proclamation would need an awesome ceremony and set of rituals to match it, so plenty of work would need to be done by the various groups loyal to the Clan. A side effect of proclaiming oneself the Emperor, many agreed, would be the envy of the local Highwaymen, who’d love to raid such an upstart even more. (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    Mikeland
    The Kingdom of Mikeland experienced its first big expansion in the first months of the chilly Icerust autumn, as three out of four citizens of Popsicle Junction were shuttled to the cool shores of the Bestie river, where they were tasked with building a proper fishing village at the river’s mouth. Delivering provisions and material for the construction, was a convoy of a “Cargo Goer” limo-truck and “Killer” buggies, cartoonishly loaded with bundles of scrap and barrels of oil and overseen personally by Mike the Great. The construction sucked all resources from the realm’s treasury (specifically, from Mike’s personal salvage lot), so the king leveraged his informal authority in Michigan Wasteland to extract a tribute of food and scrap from his various debtors and demivassals, supplementing this with the game and haul gathered by the servitors remaining back in the ghostly capital of Popsicle Junction. Meanwhile, Mike’s adventure-thirsty daughter Molly took her well-armed buggy up north, past the eerie Sleeping Bear duneland. Almost immediately she drove by a clan of rugged refugees escaping from a failing community that once existed in the Leelanau Peninsula. They turned out to be peaceful, cooperative, and civilized enough to be good serfs for Molly’s dad, so she directed them to the newly built village of Mikeville-upon-Bestie. After that, she drove along a network of frozen ravines and animal trails transecting the fir forests, until making it to a bald cliff overhanging the vastness of the frozen lake, with a massive ancient oil barge crushed at its feet, contaminating the waters and the shore with fossil fuel. With the news of that discovery, Molly Clever returned home, only to meet the equally proud uncle Larry. Apparently, in her absence Unlucky Larry attempted to clear his name after the previous month’s failure of the southern expedition, taking his buggy south past Free Soil. He found a narrow, overground rural road serenely free of Oz anomalies, and he drove along it until hitting a meadow in the dense coniferous forest, once occupied by a meager trailer park of old-world “patriot militia.” While not as impressive as Molly’s find, Uncle Larry’s discovery was a site nevertheless, and it brought some prestige to Mike’s realm.
    (Popsicle Junction: +70 Grub, -86 Junk, -118 Guzz, +1 Plush, -500 Proles)
    (Mikeville-upon-Bestie:+500 Proles, +1 Drag)
    (Mikeland: -1 Glory, Highway discovered: Ice Puddle Trail (Expanse: 150, Openness: 160, Perils: 250), South Branch (Expanse: 60, Openness: 240, Perils: 390), Site discovered: Pyramid Point (Population Growth: 3, Fertility: 0, Deposit: 3, Fossils: 3, Protection: 2, no anomaly), Walhalla (Population Growth: 1, Fertility: 1, Deposit: 1, Fossils: 1, Protection: 3, no anomaly))

    King’s challenge: Tramp market
    The construction of Mikeville-upon-Bestie took the most of the realm’s resources and truly depopulated Popsicle Junction in merely a month. With the city shrinking four times in size, the tramp market construction was postponed. (Investment: Labor: 10/180 Labor, Expertise: 4/4, Finesse: 3/4, Award: -1d10 Proles, +1d10 Grub, +1d10 Junk, +1d10 Guzz, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

    The Republic of Sinclair
    The Republic of Sinclair continued its vigorous pushback from the recent low point, attracting more candidate citizens, as several survivor families trekked to Sinclair from as far as Indiana Wasteland, greeted by the Republic’s hunters and scrap gatherers during their passage through the Old Cleveland ruins. Once inside the city, they spent some time gawking at the local metalsmith’s shop, where a part of the recently brought metal was turned into beautiful jewelry and insignia for the honorary Republican Watchmen from the state’s leadership. Yet, the most awe-inspiring view for these new joiners was presented in the Sinclarian car shoppe, where the legendary Eugenia St. Clair (herself! In flesh!) oversaw the construction of three warcars her lieutenants had designed. Named “Guardian,” these were restored average person's cars of the World of Autumn, with a minigun installation on the back and space for a fireteam equipped with an automatic rifle and a machine gun. With any luck, soon these carriers of the spirit of Holly Corolla would bring the name of the Republic to the greater Icerust.
    (Sinclair: +20.8 Grub, -162 Junk, -50 Guzz, -3 Plush, +11 Proles)
    (The Republic of Sinclair: +Design (“Guardian” Corolla Warcar w/ Auto Fireteam), +3 “Guardian” Corolla Warcars w/ Auto Fireteams)

    Captain-Defender’s challenge: Republican Watch (Completed)
    After her personal audit of the newly created Republican Watch, Captain-Defender St. Clair paraded her loyal Republican Watch through the main street of the state capital, upon which the officers were dispatched to their first, so far peaceful watch. (Investment: Labor: 120/120, Expertise: 10/10, Finesse: 5/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

    Captain-Defender’s challenge: Church of Holy Corolla
    The warlords of the early Icerust were vicious, extravagant madmen and crazy women, despising everything mediocre. In a way, Captain-Defender St. Clair grew to match their outstanding, bigger-than-life personalities, but that brutal life in the fighting arenas also taught her to respect and even savior simple, happy life, in which even mediocrity is allowed to survive. The ultimate symbol of such long lost, comfortable living was the Corolla, a car that even the most average person in the World of Autumn could once own and drive. With the Republic of Sinclair starting to come to its prime, many of its statesmen and -women started to suggest that, perhaps, the worship of the Holy Corolla could become a spiritual spine of the young nation, attracting pilgrims to the capital and accumulating their donations of old world novelties and gasoline. (Investment: Labor: 0/100, Expertise: 0/12, Finesse: 0/2, Award: +2d10 Fuel, +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

    Mid-Apocalypse Chaos Carnival
    A quiet, simple month was had at the place that seemed to be least likely to have a quiet, simple month. The Chaos Carnival’s roustabouts worked dutifully on salvaging fuel canisters and various pieces of scrap metal across the Carnival Grounds, adding much to the settlement’s already profit-generating economy. They, however, warned Ringmaster Vanessa upon their return to Shelby Carnarium that on multiple occasions they could hear loud, speakers-enhanced ramblings of young firebrands in the distance, suggesting that the vicious Trolls could be scouting the location for future raids. For her part, the Ringmaster herself concentrated on expanding the Carnival’s humble vehicle fleet, with two utility buggies being constructed under her supervision in the local car shoppe.
    (Shelby Carnarium: +13 Grub, +317 Junk, +127 Guzz, +2 Plush, -2 Proles)
    (Mid-Apocalypse Chaos Carnival:+2 Notoriety, +2 “Cargo Bugg” Utility Vehicles)

    Ringmaster’s challenge: Madhouse Circus
    The labor of creation turned out to be the hardest part of establishing the Madhouse Circus. Yet, slowly but surely, the act kept coming along - at least, according to its art directors appointed by Ringmaster herself. (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 2/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

    The Wobblies
    The month started rather regularly for the Wobblies. Massive trapping ventures were outfitted, hunting Raven’s Wood for its elusive squirrels, rats, and other vermin. The settlement swole with dozens of citizens of a nearby tent village, attracted by the IWW’s growing authority, and it suggested to Grand Foreman Sandra Gardener that it was high time to start preparing for the first actual expedition into the larger Windy Wasteland. The construction of the first “Icebreaker” truck in the Wobblies history was still ongoing (and far from completion), when the situation changed from a lull to a storm. A band of Highwaymen appeared seemingly out of nowhere, riding along the elevated railroad track at night. The core of the raid was composed of four very light tricycles with the most economic engine available and chariot-like desant nests in the back, carrying band of hooligan warriors with spiked baseball bats and crossbows.Accompanying them where five outriders on light bikes made of pushbike frames with tiny motorcycle engines and electric generators for heavy searchlights, to spot or blind enemy targets. The raiders quickly took the initiative, descending from the tracks at a broken train line section and interjecting themselves into the barricade the Wobblies barely had time to man. Neither gang had any firearms to speak of (a tribute to the ancient Northside Chicago tradition), so the battle quickly devolved into a brutal melee, in which hammers and baseball bats were swung, crossbow bolts and armature javelins shot, and wounded enemies finished with the most ancient weapon of the proletariat, a cobblestone. The Highwaymen’s light bikers caused a lot of confusion among the barricade’s defenders, zooming between them with their searchlights on, blinding the Wobbly militia and eroding their cohesion. Yet, one by one they were picked off, leaving only the pedicab chariots and their crew to continue the fight. The battle for the barricade eventually swung in the Highwaymen’s favor, as its garrison was slaughtered. Yet, the sentry tower, previously surpassed by the raiders’ daring maneuver, intervened in the battle once again, as the approach to the settlement was still in its visibility. Having re-aimed their brickthrower catapults, the sentries proceeded to shower the hooligan warriors with a barrage of debris until dawn, when they opted in for a surrender. This left the Wobblies with a devastated fortification, but in possession of three damaged pedicab chariots and weapons, while all the rest of the enemy vehicles were thoroughly destroyed (except one light bike that lost her nerve early on into the fight and returned to where the raiders came from). The prisoners of war were quickly disarmed and dispatched to a labor-heavy re-education camp, but not before being interrogated by the IWW committee. They revealed that they belonged to a proud guild originating from the ancient Central Transit Authority that was rumored to rule over the Old Chicago in the World of Autumn, when even the poorest sod could ride in a vehicle daily. Worshiping the ancient machines of “public transit” and using the railroad tracks and tunnels to get around the Windy Wasteland, the Highwaymen claimed to reside in a secret base hidden in the labyrinth of the old downtown, the mysterious Loop. With the interrogation over, the captured Loopers were dispatched to their prison tents, while Chandra Gardener joined her Supreme War Council in a long discussion of how to prevent the next battle from getting as bloody as this one.
    (Ravenswood Commune: -88 Grub, -1 Junk, -110 Guzz, -4 Plush, +85 Proles, -1 Rockpile)
    (The Wobblies: -1 Glory, -2 Notoriety, +1 Experience, +3 “Palooza” Pedicab Chariots captured)

    Grand Foreman’s challenge: Squirrel tap dance (Completed)
    The most proletarian of all art forms, the squirrel tap dance prominently took its place in the hearts and minds of the Wobblies.As a tribute to that organic offshoot of the working class culture, the IWW Committee even put some resources into organizing regular festivals in an improvised communal venue, promoting them and, by extension, the practice of fur trapping among the people of Old Northside Chicago ruins with the new issues of “Icerust Worker.” (Investment: Labor: 100/100, Expertise: 24/24, Finesse: 2/2, Award: +2d20 Grub, +2d4 Plush (5% chance/turn), +1 Glory (one-time gain))

    Grand Foreman’s challenge: Cult of Mad Marx
    “And then Mad Marx spoke unto His Guardian Engels: Under no pretext should arms and ammunition be surrendered; any attempt to disarm the workers must be frustrated, by force if necessary.” This quote and many others recently found quite a following among the Ravenswood proletarians who learned about the figure of the ancient prophet through their rather liberal interpretation of “Icerust Worker” articles. Some true-believers even attempted to speak to their flock about seizing the means of production from the ruling class, upon which the ruling class of the Wobblies promptly dispatched these firebrands to less communications-friendly professions, such as latrine cleaning. Either way, the new religion of the IWW seemed to be there to stay, although quite a lot of effort should be put toward organizing it and developing some sort of orthodoxy. Yet, the new faith’s beginning was promising, as it could only increase the popular pilgrimage to Ravenswood Commune from across Windy Wasteland, hopefully accompanied by gifts of old world relics and useful scrap. (Investment: Labor: 0/50, Expertise: 24/24, Finesse: 0/2, Award: +1d40 Junk, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

    Greylaw
    The persistent rumors of the hostile People’s Republic of Arboreum at the border of the gang’s territory made the cautious Alfa-Alfa of the Greylaw postpone his plans for expansion once again. Instead, Conan the Snowflake doubled down on fortifying his powerbase, directing his rookie teams to turn a local dispatcher center into a sentry tower bristling with weapons, while also converting a section of the bus terminal into a proper bunker. Not willing to sacrifice prosperity for safety, he also sent a call across the Old Detroit and Old Ypsilanti ruins, drawing hundreds of have-not youths to volunteer to join the Greylaw ranks.These newcomers were immediately sent to augment the massive teams of hunters and gatherers combing the Ypsi ruinscape for anything edible or scrap-worthy. Meantime, back in the Greyhound station’s chief office, Conan and his fellow force leaders discussed the strategic plans of future expansion (theoretical so far, in the light of complete lack of functional vehicles). The head of the Roger lineage, the sly Rambo the Roach, was elevated to the status of second-in-command (potentially putting him in charge of future expeditions), and it meant that Conan had to give in on Rambo’s insistence on changing some elements of Greylaw’s engagement doctrine. To the pragmatic Alfa-Alfa, this was a small bone to throw to the authoritative Roger-Roger, as so far that change in doctrinal thinking was purely theoretical.
    (Thunderbolt: +62 Grub, +100 Junk, +100 Guzz, +2 Plush, +185 Proles, +1 Sentry tower, +1 Bunker)
    (Greylaw: -2 Glory, +1 Commander (Rambo the Roach (Ruse: 3, Tactic:1, Spirit: 0)), swap “Spearhead” for “Motorised Screen”)

    Alfa-Alfa’s challenge: The thin grey line
    Alfa-Alfa’s ambitious fortification projects and other day-to-day needs of the swelling town took priority over the foreign officer recruitment program - for the time being. (Investment: Labor 0/50, Expertise: 0/6, Finesse: 0/1, Award: +1d12 Jacks (5% chance/turn), +1 Glory)

    The Speed Freaks
    The Speed Freaks did all they could to prevent the heartbreak of the previous month, dispatching huge groups of trappers to the cliffs surrounding Buried Sod, where they, luckily, stopped just a step short of exhausting the local ecosystem with overhunting. Parallel to that, the ore miners and salvagers combed through the ancient open-pit mines, bringing enough material not only to supply Joe’s Pitshop’s industry for months to come, but also delivering some precious metals to the local craftsmen who turned them into shiny new artifacts for the cult’s leaders. Wearing on these new “lucky helmets,” Joe One-Toe finally joined his humble vehicle fleet for the first venture beyond the Pitshop in years. Yet, the helmet’s luck didn’t last, as the two “Battle Buzzards” soon found themselves being closely followed by a pack of pseudowolves that gradually swole to truly horrifying proportions. The trails running parallel to the expedition swarmed with hundreds pack hunters, their eyes shining in the dark, shadowing the war roadsters for days. Eventually, the wear-and-tear of the vehicles and the sheer exhaustion of their crew started to show, as the expedition couldn’t stop to inspect the landscape or perform even the most basic maintenance. At that point, Joe begrudgingly had to turn back to his Pitshop - mostly out of the fear of losing the precious “Battle Buzzards.” Upon their return home, the war roadsters went straight into the garage for a good month of maintenance, but, at least, they were preserved against all odds. Days later, some of the crewmen and their relatives succumbed to a disease they caught (and later passed) during the grueling drive due to the exhaustion and poor heating and hygiene. Likely, the outbreak was contained, but before passing one sick driver said that he saw an enigmatic vehicle crossing the wood country in parallel with the pseudowolf packs, seemingly unbothered by them. With it, a rumor spread among the Speed Freaks that some wicked Highwaymen faction may be living in some sort of a devilish pact with these cryptic, wily creatures - and now that faction may be aware of the cult’s presence.
    (Joe’s Pitshop: +129 Grub, +443 Junk, -17 Guzz, +6 Plush, -4 Proles)
    (Speed Freaks: +1 Notoriety, 2 “Battle Buzzard” War Roadsters are disabled)

    Speed-Ace’s challenge: Scrap-mania
    Gradually, the Speed Freaks shaped the most of the logistics behind Joe’s planned scrap trade pact (or an extortion scheme, depending on who looked at it). However, the speed cult still needed to coerce a few remaining nomadic clans into compliance, upon which its framework would start to truly function. (Investment: Labor 60/60, Expertise: 4/4, Finesse: 3/4, Award: +1d8 Junk (20% chance/turn))

    Monolith of Sarkic
    The Cathedral continued to thrive, propelled by the plenitude of scrap metal around Still Mill, as well by the proximity of migratory deer trails next to it. The settlement’s metal harvest and game haul were put to good use, as yet another biofuel facility was constructed on the outer edge of the millwork ruin, not without some help from the chemists and mechanics attracted to the Monolith by the growing authority of the Sarkic faith in the Northwest Ontario Wasteland. Some of these technicians also helped the sect to expand its vehicular fleet, providing their expertise for the blueprinting and construction of a less heavily armed, transport-oriented variant of the "Proselyte" technical, featuring a coaxial rotary gun with an operator, heated interior for the driver, and a bigger, reinforced back trunk. Together with the first prototype of “Proselyte-2,” the Sarkic automakers produced two more “Zealot” interceptors, which where slated to join a new exploration column in the future, likely to be led by one Klavigar Ann-Sophie Caarsvärd, a wily and fanatical clergywoman of the cult, who had previously been expelled from her migratory clan of Norwegian Canadian survivors under a suspicion of cannibalism. Entirely inexperienced in warfare, the newly promoted Klavigar was not unlike her brother-at-faith, Karcist Kane, who was tasked with leading two interceptor cars and one “Piskie” snowmobile to explore the northern approaches of the Old Sault Ste Marie ruins. Brother Kane’s expedition started off well, with a discovery of a family of survivors who froze to death along their trail, leaving their foodstuffs perfectly preserved. Having loaded the frozen food into the trunks of the “Zealot” interceptors, the expedition proceeded north along a narrow ancient Canadian highway, sparsely dotted with ramshackle cars and virtually anomaly-free. This easy ride took them to a quiet, icy lagoon on the shores of the Lake Superior, nested among high cliffs and frequented by ice fishers, but lacking anything else of value. Compared to Karcist Kane’s trip, Prophet Maxwell’s southwestern exploration was a true test of will and perseverance. While he and his column of a “Bucca” mining car and two interceptors didn’t face any threats from the wildlife, elements, or the Highwaymen, they were forced to chop a narrow trail through an incredibly dense fir-tree forest, sandwiched between two corridors of destructive Oz anomalies. Their work wasn’t made easier by the fact that the saw-equipped “Piskie” was taken by the lucky Karcist Kane for his smooth drive. Yet, eventually Maxwell and his people reached a safe, camp-friendly clearing in the woods, overseeing three small lakes frozen solid to the bottom, and not much of anything else. Dissatisfied, the Grand Karcist still managed to convert his expedition into a prestige boon for the Monolith, but rumors swirled that the Yaldaboathites’ recent expeditions had annoyed the Highwayman clans of the Iron Range greatly.
    (The Cathedral: +22 Grub, +55 Junk, +2 Guzz, -10 Proles, +20 Jacks, +1 Waste kitchen)
    (Monolith of Sarkic: +1 Glory, +2 Notoriety, +1 Commander (Klavigar Caarsvärd (Ruse: 3, Tactics: -2, Spirit: 3)), +Variant ("Proselyte-2" Technical Transporter), +2 “Zealot” Militant Interceptors w/ Mounted .50 BMG, +1 “Proselyte-2” Technical Transporters, Highway discovered: Harmony Road (Expanse: 100, Openness: 250, Perils: 330), Pine Needle Trail (Expanse: 20, Openness: 80, Perils: 250), Site discovered: Harmony Beach (Population Growth: 5, Fertility: 2, Deposit: 0, Fossils: 0, Protection: 3, no anomaly), Three Lakes (Population Growth: 1, Fertility: 1, Deposit: 0, Fossils: 0, Protection: 2, no anomaly))

    Grand Karcist’s challenge: Flesh temple
    Impatient to see his promised flesh temples finally built, Grand Karcist Maxwell sent many of his Klavigaar clerics to work on getting the blueprints figured out. With this, only a few engineering issues remain to be figured out before the construction becomes available to the cult’s architects. (Investment: Expertise: 37/40, Finesse: 5/5, Award: new structure available only to Monolith Of Sarkic in the Building list, +1 Glory)

    Grand Karcist’s challenge: Sculptors of flesh and metal
    Starving for competence and talent, the Monolith of Sarkic opened the gates of the “industrious college of artisans” in the Cathedral. Unfortunately, so far the effort hadn’t gone past the declaration alone, as much effort was still pending before the cult’s seat of power truly could become attractive for various experts and metalworkers. (Investment: Labor 0/50, Expertise: 0/2, Finesse: 1/2, Award: +1d4 Jacks (10% chance/turn), +1 Glory)

    Map:

    Spoiler :




    GM's notes:

    - the stats are up to date
    - orders are due by Wednesday, Dec. 9
     
    Last edited: Dec 1, 2020
  19. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    8,076
    Location:
    Not Lying through my teeth
    Order Implacable

    Commander Promotion: Promote 1 Clout to Outlander Subaru (2 Ruse, 1 Firepower, 1 shock)

    Pop Promotion
    Convert 3 Proles to Jack with 30 grub in hammer hill.
    Convert 2 jacks to clouts with 40 grub, 10 plush

    RGO Operation
    Gather 420 food on Hammerhill with 100 Proles

    Gather 88 Junk on Hammer will with 44 proles.

    Complete Quest with 77 proles, 3 expertise.

    Convoy Order

    Transport: 500 Junk, 300 Proles, 70 grub, 127 guzz, and 2 jacks to Luminum Nest using 5 Mules, 2 Giftgivers, and 8 Zards. Dame Schwinn will lead the Convoy.

    Site Expansion

    1. Create a new Roadhub at Luminum Nest with 300 Proles, 50 grub, 400 junk, 50 guzz. Rename site: St. Ducati's Passing.

    Glory Point

    Expanded to spawn 200 Grub at Luminum Nest.
     
  20. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    402
    Location:
    Chicago
    Ogayori Clan Turn 8
    Invest Clan Head’s challenge: Empire of the Setting Sun (Rejected)

    Will not spend anything on such a fool hearted investment when am only one settlement.

    Spend 1 Glory on 100 Proles

    628 Labor
    Building Order:
    Build Armor plant (340 labor, 640 junk,1 expertise, 20 Guzz)
    Build Smilo Joint (100 labor, 1 Expertise, 50 Grub, 100 Junk, 50 Guzz)


    Production Order:
    94 labor will be designated to to fishingman district (Grub)
    94 labor will be designated to junkman district (Junk)


    Clan Head’s challenge: Empire of the Setting Sun (Rejected)
    Ryūgū-jō’s meteoric rise and the relatively mixed success in exploration had made many kazoki nobles consider some form of glorious isolation the best path forward for the Ogayori Clan (even with some forms of exploration and colonization ongoing). In fact, they thought that the Great Unifier had accumulated enough splendor to declare himself an emperor of the Empire of the Setting Sun. Of course, such a grand proclamation would need an awesome ceremony and set of rituals to match it, so plenty of work would need to be done by the various groups loyal to the Clan. A side effect of proclaiming oneself the Emperor, many agreed, would be the envy of the local Highwaymen, who’d love to raid such an upstart even more. (Investment: Labor: 0/120, Expertise: 0/10, Finesse: 0/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))
     

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