Icerust

Order Implacable

Glory: Invoke Glory in Hammerhill to get 100 more proles.

Population Promotion
Promote 2 more Jacks to Clouts with 40 grubs and 10 plush.
Promote 7 more proles to Jacks with 70 grubs


Hammer Hill:
412 total labor, 6 expertise available this turn.

RGO Operations, Hammer Hill

100 Labor spent on Gathering Food for 420 food

Construction, Hammer Hill

Construct 1 Heatcatcher on Hammer hill with 230 labor, 2 expertise, 400 junk, 30 guzz.

Vehicle Production

Construct 1 Mule in Hammer Hill with 37 labor and 1 expertise.

Spend 33 labor, 3 expertise, and 1 finesse on the Church quest

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Ducati's Passing

309 Labor and 2 Expertise available this turn.

1. RGO Operations, Passing

100 Labor spent on 400 junk.

Construction, Passing

200 junk, 200 labor, and 2 expertise spent on creating two sentry towes.

Quest Progress, Passing

Spend 0 expertise and 9 labor on furthering progress of Church of Saint Ducati.


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Convoy

Task Dame Schwinn to Convoy food from Hammerhill to the Passing. 150 Grub will be transported to the Passing to alleviate their food concerns. 100 Junk will be brought back to the Hammer Hill. She will be allowed to take 2 Mule, 1 Gift Giver, 6 Zards.

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Exploration

Outlander Subaru will explore the frozen lake to the east of us.

He will take 1 mule, 2 charger, 1 giftgiver, and 2 zards
 
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Mid-Apocalypse Chaos Carnival Turn 11 Orders
Glory: spend 2 glory on 200 proles
Building:
  • 1 Roadhub (300 labor, 50 grub, 400 junk, 50 guzz) called Clown Town Party Palace. All of my vehicles will go to the new site.
Labor:
  • 80 Labor on 80 food.
  • 25 labor on 100 junk.

Finesse:
  • 1 Finesse on quest unless I need to spend it on my new outpost
 
(FINALIZED)

Republic of Sinclair
Orders 10

Concept: We must work hard this month so we can settle Fi-st Energy next month. For real this time.

In St. Clair:
Human Resources:

2 Glory for +200 Proletarians.

Production:


400 Labor on producing 960 Grub: 400 x 2.4 = 960.
271 Labor on producing 813 Junk: 271 x 3 = 813.
8 Expertise on producing 8 Plush from 80 Junk.

Building:

Build and crew 1 "Loader" design: 83 Labor, 1 Expertise, 14 Grub, 68 Junk, 10 Guzz.

Vehicle Design:

Create the "Loader" design: 1 Finesse.
An efficient, medium-sized pickup truck for hauling.
Pickup chassis, Street car frame, "Barnacle" engine
Carries nothing.

Captain-Defender’s challenge: Toyotathon and Honda Days
The creed of Holy Corolla spread like wildfire among the Sinclarian population. However, as the Republic is mostly a faction of immigrants, a friction quickly emerged between its multitude of diasporas. While the survivors of the Ohio wasteland celebrate the coldest days of the year with a festival known as Toyotathon, the arrivals from more distant lands insist on celebrating the Honda Days instead. Superficial in their disagreement, the two religious factions quickly came to some blows over the orthodoxy of their faith, resulting in a clash between two religious processions in Sinclair in an event that surprisingly drew huge crowds of cheering gawkers. This gave some of the Republic’s statesmen and -women an idea to channel this enmity into a more productive competition, namely a competitive clash of parade floats, with each religious team aiming to both best their opponents and to parade their motor-less avatars of Holy Corolla through the city in style.
(Investment: Labor: 0/240, Expertise: 0/5, Finesse: 0/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Invest 5 Expertise.
 
Mikeland Orders (Finalized)

Economy:
Popsicle Junction:
Gather grub (100 labor, +300 grub)
Gather junk (100 labor, +300 junk)
Gather guzz (17 labor, +51 guzz)
Finish quest "Dynastic Tree" (66 labor, 10 expertise, 1 finesse)
Building a Drag at "Free Soil" (50 proles/labor, 30 grub, 1100 junk, 50 guzz, 3 jacks [unused, just transporting to new settlement])

Mikeville-Upon-Bestie
Gather grub (100 labor, +300 grub)
Gather junk (100 labor, +300 junk)
Gather guzz (6 labor, +6 guzz)
Building a Drag at "Free Soil" (450 proles/labor, 80 guzz)
Promote 2 proles to jacks (-2 proles/labor, +2 jacks)

Vehicles:
Free Soil Convoy—"All the Stuff for my New City"
Commanded by: King Mike the Great
2x Cargo Goers, 1x Killer armed buggy transport
Convoys a total of 500 proles, 3 jacks, 30 grub, 1100 junk, 130 guzz
1763 / 2000 load used
Transports materials from Mikeville-Upon-Bestie & Popsicle Junction for constructing a Drag at Free Soil

Exploration Group North—"Captain Molly's Fleet"

Commanded by: Captain Molly Clever
1x More Killer exploration buggy, 1x Killer armed buggy transport

Exploration Group South—"Larry and Conscripts Pals"
Commanded by: Unlucky Larry
1x More Killer exploration buggy, 1x Killer armed buggy transport

Details
Building "Third One" at the site of Free Soil
King Mike saw the establishment of Mikeville-Upon-Bestie, and it was good, but something gnawed at him. Can you really be the king of just two settlements? King Mike, learned scholar that he is, knows that a mayor is the typical ruler of a city. Sure, he's in charge of two cities now, but that just makes him a double-mayor. Clearly a king ought to be greater than a mayor, and have at least three cities to properly fit their title (after all, everyone knows that a triple-mayor would just be absurd). King Mike the Great would pronounce the new settlement "Third One", a bold and innovative name that recognizes the settlement's privileged purpose of bolstering Mike's ego.

"Dynastic Tree" Quest
"It ain't just anyone who gets to be a big shot leader. Sure you can be smart or clever all you want, but in the end it's the Oz that picks who has the right to lead, who's been chosen to rule. And the Oz has made its opinion heard, loud and clear, even letting my good friend Larry survive the same brutal void vortex that iced the last people who tried to set up shop here. Now I've heard some rumors from some ... unwise ... fellows who'd said that all this wasn't enough proof and I'm gonna shut them up once and for all. I've got the blood of great folks, great leaders running through my veins since the days of the Old Ice Age, back when people barely knew how to build a wheel, much less a whole darn car. And none of them were so great as the great Jeff the Yule-Tuber, whose far-sightedness saw the rising power of the Winter-then-called-Yule, and whose handiness and generosity improved the lives of vast numbers of people, thousands if not tens of thousands! Remember this well for what you all can gain by following me and what you all can lose by turning your backs."
 
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Icerust - Update 11
Long Winter Y100.M12: Bittersweet And Sour



Candyland
Candyland started the waning days of the year with hard work and mass travel. In Frosted Palace, hunting teams continued their mass hunts in the multicolored fog spread by the Coral of Five Seasons. They were eventually joined by dozens of “ferals,” summoned by Candyland’s self-proclaimed new leader Candyman, a past Stepdad and now the cult’s Chief Confectioner. Under his guidance, the bizarre vehicular fleet of Candyland was expanded some more, featuring not only “Gilded Pumpkin Carriages” as extravagant command vehicles, but also newly blueprinted camouflaged variants of the “Absinthe Sparkle” trikes, protected with spike-covered minicar cabins and outsized bumpers, carrying teams of demolition lancers, along with self-destruction satchel charge in case of a fatal collision. Three of these destructive machines were manufactured off the go, too late for the departure of Candyland’s convoys and exploration expeditions. The convoy, consisting of absurdly overloaded cutie-quads and similar vehicles, was led by Fireman Pierce who basked in his newly gained authority. The task given to him was far from easy: he was to reach Candyheart Grove, shuttle hundreds of its workers, along with scrap metal and fuel canisters, back to Frosted Palace, where only a part of this delivery was going to settle. The convoy would then stack up on food and chauffeur four Candy Stripers along with some junk and guzz to the freshly abandoned ruins of Old Tsentrograd. There, a massive tribute of scrap metal already waited for the colonists, who then proceeded to establish a humble roadhub settlement, complete with a sentry tower and a bunker, mostly re-utilizing the previous settlement’s ramshackles. This complex logistical operation, however, was merely a prelude for events of truly titanic importance - at least, in the eyes of the ambitious young faction. First signs of the coming drama came when the north-eastern sky got dark-red, indicating an advancing emission storm. By then, all three of Candyland’s brave explorers had already departed Frosted Palace for their respective missions. As it later turned out, two of them - Electric Auntie Sam and John Fisherman - ended up driving into the storm and barely evading being struck by lightning bolts or succumbing to radiation waves. Mr. Krinkle, meanwhile, read the writing on the wall and turned his “Gingerbread Kiss” away from the emission clouds just in time to zip from the newly founded colony of Ol’ Peanut Brittle Village to Candyheart Grove along the narrow, log-jammed frozen river stream (saving two lost souls in the process). While he didn’t discover any new sites, his discovery of the Highway was still celebrated by the happy Candyheart Grove’s villagers, who were blissfully unaware of the epic events developing in the south. There, Candyland’s arch-enemies, the Czech Mates, decided to finally strike where it mattered, gathering a strong fleet of light vehicles with a single goal to do as much damage as possible to Frosted Palace. The raid, consisting of six moto-zved sidecar bikes, four three-wheel warcars-on-axle, and led by a vicious speed demon on a chainsaw-outfitted “Formula Easter” blood racer. The attack was enough to destroy or, at least, badly damage either of Candyland’s new colonies or to entirely eliminate Fireman Pierce’s busy convoy, but to the Czech Mates’ ill luck, they took the wide and clear Three-Oh highway toward Frosted Palace, missing the self-confident escort force entirely. Instead, the raiders bumbled into the multicolored mist of the Ruins of Five Seasons, where the destructive effect of the anomaly started to wear out their ungreased equipment right away. Lacking experience of navigation in the dense fog, the attackers blundered the approach and were quickly spotted by Frosted Palace’s ribbon-decorated sentry tower that could look over the fog and shoot at the approaching cars’ silhouettes. At that point, the commanders of two enemy three-wheel minicars judged against attacking the settlement and turned back, afraid to losing their machines entirely to supernatural rust. Others pressed on… only to drive into the killing field of Candyland’s festoon-adorned bunker. Two more “Velorexes” were quickly riddled with bullets and exploded, while the fire of the Czech Mates’ own machine guns and anti-materiel rifles could only entertain the defenders. The collapse of the enemy attack was complete, when their equipment started to refuse working, and the personnel started to desert into the mist. Frosted Palace’s defenders refused to believe their luck, considering the enemy pleas for surrender to be some sort of a ruse, but after a few hours the true gravity of their victory finally set in. The entire remnants of the enemy fleet were captured, along with a lot of their crew, who were sent to slave in local protein pools, while loyal Candylanders replaced them as the crew of trophy warmachines. The news of the battle of Frosted Palace spread through Iowa Wasteland like fire, shaking the fearsome Czech Mates’ reputation, and opening the talks about their possible demise to Candyland’s possible counter-attack. Yet, rumors swirled that some other Highwaymen gangs could exploit the vacuum left by the Highwaymen of Anemo-city, attracted by the fabled (and exaggerated) reaches of Candyland.
(Frosted Palace: -2.1 Grub, +131.9 Junk, -52 Guzz, -10.7 Plush, -83 Proles)
(Candyheart Grove: +191 Grub, +138 Junk, -229 Guzz, -322 Proles)
(Ol’ Peanut Brittle Village: +100 Junk, +477 Proles, +4 Jacks, +Roadhub in Old Tsentrograd, +1 Bunker (90/250 Labor), +1 Sentry tower)
(Candyland: -3 Glory, +1 Experience, -6 Notoriety, +Variant (“Sneak Craquelin Pop” Ambush Hunter), +3 “Sneak Craquelin Pop” Ambush Hunters, +2 “Gilded Pumpkin Carriage” Vip Carts, 2 "Peekaboo Puffy Paws" are damaged, 6 "Jawa" Moto-zveds are captured, 1 "Velorex" Warcar-on-Axle is captured, 1 "Formula Easter" Blood Racer is captured, , Highway discovered: Mr. Krinkle’s Run (Expanse: 260, Openness: 40, Perils: 220))

Chief Confectioner’s challenge: Guarding kennels
As long as it helped him to keep Uncle K-9 in line, he allowed the quiet pragmatist to spend his and his followers’ time on training wild dogs and getting them used to living in kennels. Who knows what use could come out of it? (Investment: Expertise: 18/40, Finesse: 3/5, Award: new structure available only to Candyland in the Building list, +1 Glory)

Chief Confectioner’s challenge: Anemo-city
The captured Czech Mates, for the most part, refused to talk about the secret path leading to their base, the infamous Anemo-city. A couple of smart alecs did, however, open up about a possibility to guide an expedition to their home base, in exchange for being let free and provided a reward that pretty much resembled the one requested by the mercenaries earlier. All in all, it looked like there was no way around paying the price for the information that could lead to the destruction of Candyland’s arch-enemies. (Investment: Glory: 0/1, “Peekaboo Puffy Paws” Cutie-Quads: 0/3, Guzz: 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
The quiet buildup of the Ogayori economy continued through the final weeks of the year, as the Clan’s tributaries were requested to provide scrap metal for Ogayori Denji’s another project: expansion of Ryūgū-jō’s armament industry to include a firearms workshop and a proper artillery depot. To the grumbling of the Great Unifier’s past comrades at war (and his impatient son’s frustration), Ogayori Denji still refused to utilize any of the recently built factories, as the shiny new structures remained standing still and empty, half-buried under the dense cover of snow. Despite this, the disciplined Ogayori commoners continued performing their daily tasks, fishing and salvaging the island for scrap and trying not to pay attention to the rumors of the Funk Brothers’ musical cult slowly penetrating the very fabric of their society.
(Ryūgū-jō: -179.6 Grub, -129.7 Junk, +159.5 Guzz, +3.3 Plush, +1 Arsenal, +1 Bullet farm)
(Ogayori Clan: -1 Glory, +1 Notoriety)

Clan Head’s challenge: Expanding Kazoku Kaikan (Completed)
Still rabidly isolationist, Ogayori Denji doubled down on his plan to see the world arrive at his doorstep. This time, a decision was made to open the membership in the Kazoku Kaikan, the unofficial club of Ogayori nobility, to the foreigners willing to adopt the Clan’s traditions. This upset many of the Great Unifier’s followers, but for the time they had to accept his decision, lulled by the Clan’s ongoing prosperity. (Investment: Labor 100/100, Expertise: 4/4, Finesse: 2/2, Award: +1d2 Clouts (10% chance/turn), +1 Glory)

Clan Head’s challenge: Jazu witchhunt
It’s been a while since the Ogayori Clan achieved a capacity for expansion or, at least, exploration. Yet, after barely one and a half exploration expeditions outside Ryūgū-jō, the previously unbending Ogayori Denji lost his nerve and completely isolated the prosperous island of Utsukushī Shima from the outside world, barring the humble salvaging parties to the Old Detroit shore. At least, this is how it became perceived in some elements of the Ogayori society. The Clan Head’s loss of legitimacy translated into a cultural and, possibly, spiritual rebellion among manu lower class workers, who grew to view the stylish, if brutal Funk Brothers of the Old Detroit ruins as much more charismatic and worthy of imitation. Rumors started to spread in Ryūgū-jō that many junk harvesters started to stash a bit of scrap metal instead of bringing it to the warehouses, secretly turning it into crude musical instruments that imitate the Funk Brothers’ shiny brass toys. On quiet nights, it became not uncommon to hear noises of the Funk Brothers’ ritual music being played from this or that hut, named “jazz” (or bastardized as “jazu”) by these heretics. Ogayori Denji’s own courtiers started to worry that he would not be able to continue advancing his other projects, until this dangerous fifth column was dealt with, their instruments confiscated and scrapped. To do that, the Clan would have to sacrifice some of its recently gained authority in a painful, but necessary display of force and internal cleansing. (Investment: Glory: 0/2, Award: -1d30 Proles, +1d20 Junk (one time), Challenge cannot be dismissed, Other challenges cannot be gained while this challenge stands)

Order Implacable
Adjusting to their recent expansion, the Implacables started running regular convoys along the Blue Mound Drive, supplying the aluminum junkyards of Sir Ducati’s Passing with food and delivering the scrap back to Hammertown. There, the local hunting industry was for the first time reinforced with first greenhouse farming installations, as a heatcatcher power plant was built amid the college campus ruins. The Order’s hierarchy also expanded, as many capable builders and hunters joined the ranks of the monastic artisans, and a duo of talented clerics were elevated to the higher levels of the church hierarchy, joining Bishop Lamborghini in his residence as upper scribes. While this effort was still undertaken, the order doubled down on defense and infrastructure, as Luminum Nest’s two abandoned dispatcher towers were repurposed to act as sentry towers, and in Hammertown another cargo-capable hedgehog carlet was manufactured. Finally, the energized Outlander Subaru took a fleet of two motor-lancer, two bikes-at-arms, and two different types of carlets to a rather extravagant venture. He led his party east along a wide-open corridor of blinding white ice covering the Oz-infected central Michigan Lake. The trip was uneventful, and Outlander Subaru’s crewmen didn’t expect to find anything of value, but to their surprise they reached a large tanker ferry SS “Badger” frozen solid into the thick ice, unavailable for scrapping for the fear of sinking, but otherwise perfect for defense of a wide ice fishing area and holding crazy amounts of oil in its hold. With this discovery, Subaru returned home, proudly marking the Order’s eastern border checkpoint, from which two towns of a yet unknown faction could be observed on the opposite lake shore.
(Hammertown: -77.4 Grub, -61.4 Junk, +129 Guzz, -13 Plush, +92 Proles, +5 Jacks, +2 Clouts, +1 Heatcatcher)
(Sir Ducati’s Passing: +36.9 Grub, +100 Junk, -10 Proles, +2 Sentry towers)
(Order Implacable: +1 Notoriety, +1 “Mule” Hedgehog Carlet, Highway discovered: Lake Express (Expanse: 360, Openness: 400, Perils: 100), Sites discovered: Frozen Badger (Population Growth: 1, Fertility: 4, Deposits: 0, Fossils: 4, Protection: 3, no anomaly))

Grand Master’s challenge: Church of St. Ducati
With the Order Implacable colonizing new lands around Old Milwaukee, the martyrdom faith of St. Ducati started to take root in Hammertown, the place Sir (or was it, after all, Dame?) Ducati defended with his (her?) life. The framework of the church building was expanded, and the creed’s canon continued being branched out and solidified in the Order’s metropoly. (Investment: Labor: 43/120, Expertise: 9/10, Finesse: 2/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Grand Master’s challenge: Cursegiving
Ironically, the colony named after Sir Ducati themself became the home of the more non-conformist members of the Order, as jokes over the solemn attitude of Hammertownsmen spread among the Passingers (as the colonists started to call themselves). Despite being known to the passing migrants as the less grim type of the Implacables, the citizens of Sir Ducati’s Passing remained a rather grumpy bunch when compared to other Icerusters. This was underlined by the local tradition of Cursegiving that started to come in vogue among many local families. (Investment: Labor 9/200, Expertise: 1/2, Finesse: 0/2, Award: +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Greylaw
While his gang may be grumbling of the continued isolation and inaction, Conan the Snowflake continued paranoically concentrating on fortifying Thunderbolt, this time ordering his rookie teams to construct a brand new sentry tower from a vertically positioned bus carcas. Massive metal reclamation and hunting parties were dispatched across Old Ypsilanti ruins, pushing Greyhound Den close to exhausting its natural supply, but in Conan’s eyes these actions were justified, as they fed the construction of another key hub in his defensive strategy: the erection of a radiotower. Built into the local water tower (nicknamed by the ancient Ypsilanti residents “the big dick,” probably after someone named Richard, right?), the signal tower spread Greylaw’s crime reports and folktales of the “thin grey line” heroes across Icerust, featuring a particularly popular broadcast by a sultry femme fatale Greycoat and her Law Less rant-show. To their surprise, Greycoat and her fellow radiodispatchers quickly stumbled into a radio channel that consisted almost entirely of bizarre chants, exalted preaching of one “Geometer of Flesh,” invitations to visit a distant cathedral, and simply sounds of bodily fluids. Closer to the end of the month, yet another radiowave burst into being, proudly raving about the plight of the workers of the world and occasionally breaking into prayers to a bearded messiah Mad Marx. Weirded out, the Greycoat and her crew attempted to communicate with the source of these signals on their radio wave, eventually learning about a far north-western cult calling itself the Monolith of Sarkic and a unionist commune from the Windy Wasteland identifying as the Wobbies. Despite some mean jokes being exchanged with the both groups, the contact eventually proved a rather positive event, as the gang became aware of the larger world outside of its cradle. This only exacerbated the Greylawmen’s calls for the Alfa-Alfa to break out of this isolation and outfit some expeditions, however humble and risky.
(Thunderbolt: +220.4 Grub, +46 Junk, +90 Guzz, -3.1 Plush, -5 Proles, +1 Sentry tower, +1 Signal tower)
(Greylaw: can communicate with factions (Monolith of Sarkic, The Wobblies))

Alfa-Alfa’s challenge: The thin grey line (Completed)
The mythos of the stern, unrepentant guardians of the world order finally found roots among the Greylawmen, becoming the official religious creed of the insular gang. (Investment: Labor 50/50, Expertise: 6/6, Finesse: 1/1, Award: +1d12 Jacks (5% chance/turn), +1 Glory)

Alfa-Alfa’s challenge: Purging the snowflakes
Conan the Snowflake wasn’t a universally welcomed candidate before his ascension to the role of Alfa-Alfa, but the other lineages were willing to give the young successor a try. Under his leadership, Thunderbolt indeed grew in size seven times, its fortifications dissuading even the most ravenous raiders from attempting to attack it. Yet, warlord politics could not be driven by economics and security alone, and the clans of the Greylaw started to grow weary of the same easy routines. A quiet rebellion started to brew among them, as many people started to blame Conan and the “snowflake” rookies he’d allowed to join the gang for the demise of its authority in Icerust. They demanded a purge of the weaklings and restoration of Greylaw’s presence in the larger wasteland. Only with the glory gained through discoveries or conquests, they said, the current Alfa-Alfa’s reputation could be somewhat recovered and a path forward forged. (Investment: Glory: 0/2, Award: -1d30 Proles, +1 Experience (one time), Challenge cannot be dismissed, Other challenges cannot be gained while this challenge stands)

The Wobblies
The Great Potato Struggle continued feeding the swelling Ravenswood Commune, just as over a hundred proletarians joined it (some of them even travelling to the workers’ utopia from the Duneland farther south). The massive greenhouse farming efforts were supported by salvaging runs across Old Northside Chicago ruins, while the Wobbly moonshiners continued producing much valued vodka in the homebrew distilleries. Comrade Valentina Rodriguez, meanwhile, bullied her crewmen into another exploratory expedition, this time taking the Wobblies vehicle fleet to her homeland, navigating a wide, Oz-infested corridor in the thoroughly looted two-story ruinscape buried under many feet of snow. In the process, the expedition reported seeing Loopers’ reconnaissance bikes darting from one ramshackle to another, clearly indicating it wasn’t the last the Wobblies saw of them. Eventually, the expedition reached one clearing in the urban decay that must’ve been used by some survivors as a camp during the massive exodus and looting that ravaged Old Chicagoland during the early days of the Long Winter. The site was a hulk of a covered horse racetrack complete with stables, looming over a water reclamation plant and an untouched fuel reservoir in a nearby gas station. Comrade Rodriguez’s return to Ravenswood Commune was widely celebrated - and promoted as a great victory for the working class through Grand Foreman Sandra Chandler’s new pet project: a signal tower. Obsessed with having the IWW message across the radio waves, she apparently organized the settlement’s working crews to repurpose a ravaged cathedral for broadcast service, promoting the IWW Radio’s first host, Mad Marx preacher Marcus Contantine, to a position of spiritual power. In their first programmes, the IWW radiomen and -women quickly stumbled upon rather riveting transmissions from the east and north-west. One was a low-key talk-show hosted by a downer woman who represented a gang of vigilantes with ties to the old world coppers. The other broadcast consisted of disturbing chants and prayers to one Yaldaboath and His Monolith, from apparent nutcases in Northwestern Ontario wasteland. Despite some original disagreements, the radio dispatchers of the three factions eventually found common grounds and established basic diplomatic contact.
(Ravenswood Commune: -187.5 Grub, -207.6 Junk, -12.5 Guzz, -10.5 Plush, +111 Proles, -1 Jack, +1 Clout, +1 Signal tower)
(The Wobblies: can communicate with factions (Monolith of Sarkic, Greylaw)), +1 Notoriety, Highway discovered: Westside Corridor (Expanse: 370, Openness: 100, Perils: 40), Site discovered: Ho-Hodrome (Population Growth: 2, Fertility: 4, Deposit: 1, Fossils: 3, Protection: 1, no anomaly))

Grand Foreman’s challenge: Cult of Mad Marx (Completed)
As the IWW’s precious radiotower became operational, the orthodoxy of the cult of Mad Marx was quickly resolved and agreed upon in the spiritual Montrose Council, presided by the recently promoted Father Marcus Constantine. With it, the bradcast programme of the IWW Radio became fully aligned with the Wobblies’ ideology of working people’s struggle. (Investment: Labor: 50/50, Expertise: 24/24, Finesse: 2/2, Award: +1d40 Junk, +1d4 Plush (5% chance/turn), +1 Glory (one-time gain))

Grand Foreman’s challenge: Mintruth
According to one popular spiritual tale, a particularly energetic disciple of Mad Marx, one Vladimir Lennon, called religion “the opium for the masses.” This definition was quoted by Father Marcus Constantine during the recent Montrose Council as a justification for turning the Wobbly creed into a proper religious creed, complete with places of worship. Yet, mere altars were not enough for such an uplifting faith, in Father Constantine’s view, and some architectural canon had to be established for proper temples of the working folk. Aspiring organizers and architects rushed to propose their visions, with the leading early contender being a massive building named by its architect Worfarpopfor (short for “Workers & Farmers’ Popular Forum”). However, this architectural tongue twister was discarded in favor of a more affordable, less ambitious project named by its creator Mintruth (short for “Ministry of Truth”). Some bookworms argued against this name, referring to some pre-Winter literature, but they were thoroughly shushed. It was hoped that with the Mintruth project being completed, the Wobblies would get access to a blueprint of proper temples of labor, in which the proletariat could gather for an exalted quorum and collective prefabrication of means of production. The downside of these temples could be that they would spook away many candidate immigrants, who would not like dedicating their entire existence to laboring for a pie in the sky. (Investment: Expertise: 23/40, Finesse: 0/5, Award: new structure available only to The Wobblies in the Building list, +1 Glory)

Monolith of Sarkic
Still Mill crawled with salvaging parties throughout the waning days of the year, as the Monolith built up its seat of power, the Cathedral. There, Grand Karcist Maxwell appointed a trusted scribe to be the cult’s Sister-Castellan, ahead of a small, but pragmatic mini-bureaucracy, which was supplied with crude office supplies produced by the local artisans. This bureaucratic body was set to reside and function in a newly built castellan manor, built into the ancient red-brick ruin of the Agloma University. The ruin’s eastern wing was also repurposed to function as an evensong parlor for the Monolith’s citizens and visitors. The first action of the new caste of pen-pushers was filling the gaps in the Grand Karcist’s planning and urgently outfitting a convoy to the colony of Dunwich Harbor. There, three semi-automated metal recyclers were being built in attempts to establish the young settlement’s self-sufficiency. Along their drive, the convoy crew saw silhouettes of sturdy vehicles crossing the frozen lake surface - likely Iron Ridge scouts who lost their caution. Yet, for now the Monolith remained to stand strong and unassailed.
(The Cathedral: -431.8 Grub, +85.8 Junk, +187.5 Guzz, -8.3 Plush, -1 Jack, +1 Clout, +1 Castellan tower, +1 Smilo joint)
(Dunwich Harbor: -24 Grub, -60 Guzz, +3 Scrap chowders)
(Monolith of Sarkic: can communicate with factions (Greylaw, The Wobblies)), +1 Notoriety)

Grand Karcist’s challenge: God is on the radio (Completed)
Sarkic proselytization via radio came to maturity in the last weeks of the first relatively warm year in the recent Icerust century. However, the biggest development was not the development of the Yaldabaothite preaching canon, but rather the discovery of some vocal heathens on the radiowaves. Somewhere in the miserable ruins of Chicagoland, unionist enthusiasts spoke loudly and proudly of their god Mad Marx and his Guardian Engels, shocking some Sarkic radio-preachers and compelling others to start scholastic shoutouts with them. Then, snarky commentary on the meeting of the two cults was given by some female joy-killer from the lower Michigan wasteland, representing a gang of self-proclaimed lawmen and -women. Culture shock or not, one can only swear so long, and eventually the exhausted debaters found some common grounds (at least, language-wise), establishing connection between the three parties. (Investment: Labor 120/120, Expertise: 2/2, Finesse: 4/4, Award: +2d20 Proles (20% chance/turn), +1 Glory)

Grand Karcist’s challenge: Karcist communion
With radio-preaching having become a norm, the Sarkic faith started to spread through Icerust, finding particular interest among exalted types desperate people like to follow. From paranoid intellectuals to cannibal mystics, many of these people could start seeing the Cathedral as a desirable place to migrate to. If Grand Karcist Maxwell were to accommodate that drive (process-wise and infrastructurally), the upper levels of Sarkic clergy could soon swell with knowledge and experience from different parts of Icerust. (Investment: Labor 0/200, Expertise: 0/8, Finesse: 0/1, Award: +2d4 Clouts (5% chance/turn), +1 Glory)

Mid-Apocalypse Chaos Carnival
After several quiet months, the Chaos Carnival decided to come to town - some town! Specifically, all of its simplistic utility buggies, escorted by Ringmaster Vanessa’s battle hatchback, were loaded with materials, food, and roundabout workers, before shuttling it all via Seventy-Fiver toward the nested and quiet Rigged Valley. There, the workers put their enthusiasm into putting together a roadhub settlement named Clown Town Party Palace, in stark contrast to its bare-bones, provincial look and feel. The colony foundation wouldn’t have been possible without Vanessa exercising her authority in the area to call in hundreds wishful carnival visitors to Shelby Carnarium, which population diminished due to the colonization, but still was big enough to support some humble hunting and salvaging activities in Carnival Grounds. One of these parties ended up once again stumbling upon the evidence of the Trolls prowling nearby: a large moose shot dead, with a crude mask of a smiled, mustachioed gentleman put over its snout.
(Shelby Carnarium: -162.9 Grub, -120.2 Junk, +35.5 Guzz, +1.3 Plush, -100 Proles)
(Clown Town Party Palace: +300 Proles, Roadhub in Rigged Valley)
(Mid-Apocalypse Chaos Carnival: -2 Glory, +1 Notoriety)

Ringmaster’s challenge: Madhouse Circus
“We’re almost done! The programme’s coming out nicely!” announced Ringmaster Vanessa to the frozen corpse of the Madhouse Circus’ PR manager. The old mad had had a heart attack a month ago, mere seven months into the Madhouse Circus original announcement, and his fellow circusment failed to check on the old scruff’s wellbeing for weeks. Yet, Vanessa wasn’t particularly upset: the man’s shack was cold enough to prevent his body from decomposing and ruining the couch. Soon, his replacement was found, and the Madhouse Circus reconvened for its (hopefully) final round of rehearsals. (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 5/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

Mikeland
The end of the year was marked with a dramatic and massive expansion of King Mike’s ego. In more practical terms, it meant that hundreds of unenthusiastic servitors, along with a few overseers, were shuttled by Mike and his crew in their transport limos from Popsicle Junction and Mikeville-upon-Bestie all the way to Free Soil, where they were to build a proper farming and hunting settlement, using the plentiful resources Mike also delivered in droves. The construction of Third One (an original name picked for the new colony personally by Mike) was supported with hard work of the metropolitan indentured servants, who gathered plenty of food, metal, and a little bit of machine oil from across Singing Ice and the Bestie River mouth. Unfortunately, along with their haul, the workers brought to Mike’s trailer palace a laconic message left by somebody pinned to a pine tree with a bayonet: “Leave It Scum. U Been Warned. KKKavalry.” Judging by the tracks of mechanized vehicles nearby, the letter was not merely a prank of a passing refugee, but King Mike, in his bravery and excitement over his new colony, dismissed the report (not before his daughter got a hold of it, though). Princess Molly Clever still had stuff to do, as Mike sent her and Unlucky Larry to their usual exploratory expeditions north and south. Unbeknownst to them, the end of the year was marked across the entire Icerust by weather anomalies of all kinds, and in the Michigan wastes it meant a series of magnetic anomalies that dropped large fronts of thin, stratospheric air down to the ground level. Both Molly’s and Larry’s teams were on the road when the void vortex descended upon them, quickly freezing the cheaper made “Killer” buggies and suffocating the crews that attempted to wander off toward civilization. Incredibly, both Larry and Molly survived, as their “More Killer” buggies could use their snowplow rams to outrun the void vortex and eventually get into a cover. Albeit, for Larry it meant a return home, to Popsicle Junction, where the redfaced man went directly to the local smilo joint and spent the night getting trashed on moonshine, crying like a baby and showing everyone his frostbitten toes and fingers. Yet, Molly Clever was made of a different clay. She managed to pick up a few surviving crewmen and replace the losses in her own buggy and pressed on northward, ahead of the vortex. The race against time took them along a icy moonscape of the densely snowed-over Michigan Lake. Eventually, they reached an idyllic camp of migrant ice fishers broken at a frozen harbor of an island, its shore dotted with abandoned lighthouses. Traumatized, but triumphant, Molly returned home to her dad, soon joining Larry at his drinking spree.
(Popsicle Junction: +100.5 Grub, -539.4 Junk, -17.6 Guzz, -0.5 Plush, -50 Proles, -3 Jacks)
(Mikeville-upon-Bestie: -277.9 Grub, +600 Junk, -74 Guzz, -452 Proles, +2 Jacks)
(Third One: +30 Grub, +300 Junk, +30 Guzz, +500 Proles, +3 Jacks, +Drag in Free Soil)
(Mikeland: +1 Glory, +3 Notoriety, -2 "Killer" Armed Buggy Transporters, Highway discovered: Void Path (Expanse: 230, Openness: 120, Perils: 320), Site discovered: Utopia Island (Population Growth: 5, Fertility: 3, Deposit: 2, Fossils: 3, Protection: 4, no anomaly))

King’s challenge: Dynastic tree (Completed)
With great fanfare, Mike’s beloved Dynastic Tree was open to the public, just in time to include a commemorative text attributed to King Mike himself (and probably penned by Mike’s scribe, a known nerd). That speech, witnessed by hundreds of paid attendees, commemorated Jeff the Yule-Tuber and, somehow, rambled into the speculative pre-history of Icerust, until Mike lost the track of his script and wobbled off the stage, to a great applause of the shotgun-motivated crowd. (Investment: Labor: 120/120, Expertise: 10/10, Finesse: 1/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

King’s challenge: Snobility by birthright
Mike’s prosperous realm had started to attract envious and often excited looks from across Icerust. And for every bloodthirsty Highwayman wishing to ransack Mike’s trailer’s palace, there was an educated and entitled clout who wished to join Mike the Great in it. Mike’s advisers started to warn him that if his kingdom were to continue expanding, it would need many more feudal lords to overlook his holdings. These lords (collectively “snobility” or simply snobs) would naturally want some improvements being made in Popsicle Junction, enabling their arrival and swearing of fealthy. (Investment: Labor 0/200, Expertise: 0/12, Finesse: 0/2, Award: +2d6 Clouts (10% chance/turn), +1 Glory)

The Republic of Sinclair
The Republic of Sinclair had its first true test in the waning days of the year as the Straight Edge payed the young state a visit in strength and numbers that would’ve been enough to erase some factions off the face of Icerust all together. Riding the Twin Avenues (the only Highway they knew leading to Sinclair), the raiders were a sight to behold. Along with a repaired “Wowser” dehorn bike and a trophy “Guardian” warcar (previously captured from Sinclairians themselves), the Straight Edgers brought a fast and furious cabriolet minicar, brightly painted with temperance propaganda and loaded to the brim with flammable hard liquor the driver promised to take with him to hell, along with any possible sinners guilty of standing on the way of this motorized firebomb. In the second echelon, the Straight Edgers brought a fearsome “Vice Extinguisher” flame carrier: an improvised armored halftrack with a subpar engine and a killswitch, armed with a powerful flamethrower cannon supplied with a mix of flammable alcohol and sticky oil, and followed by a group of shotgun-armed speakeasy-busters. Following that motorcade, was a “Cold Turkey'' hospis truck: a slow, but purposeful mobile sobriety house with a vehicle-tugging magnet crane, a cage for involuntary detox prisoners and temperance propaganda banners, along with a group of aidmen and -women, trained in bringing people off the edge - or giving them some tough love with maces and riot shields. The horrorful attack was spotted by Eugenia’s husband, Offset Jaw, who rushed to the Captain-Defender’s headquarters, urging her to prepare the settlement’s defences. Fearless Eugenia St. Clair, however, had a better idea. The Republic’s entire vehicle fleet, consisting of four corolla warcars and one previously captured “Teetotaler” vice scout sedan, sortied and met the enemies along the Oz-distorted corridor of ancient parking lots and vacated warehouse ruins located between two wide old-world avenues. The head of the enemy column, consisting of the dehorn bike, trophy “Guardian” warcar and a motorbomb cabriolet, was quickly driven off the safe corridor and plunged into a snowcrash, from which the Straight Edgers barely managed to recover only by the time the battle was over. The Sinclairian “Teetotaler” sedan also got turning turtle as a result of these aggressive maneuvers and later got brought to Sinclair’s car shoppe for repairs. This left Eugenia with four autocannon- and minigun-outfitted urban cars facing the Straight Edge’s behemoths. Yet, Eugenia proved to be worth the legendary reputation that she held among her people. She masterfully directed concentrated fire on the enemy flame halftrack, failing to penetrate its bulletproof armor, but forcing it to retreat. Alas, in an attempt to flank the halftrack and set aflame its fuel cistern, one “Guardian” got too close to the enemy and ended up being turned into a fireball, along with its crew. As the “Vice Extinguisher” retreated, Eugenia ordered an aggressive pursuit, mopping up many enemy crewmen left behind the snowcrashed vehicles. Yet, at that point the mobile home leviathan of the Straight Edge entered the stage. Its aidman group swarmed one “Guardian” that got separated from the pursuing force, and its magnet crane operator crushed the vehicle and took it as a trophy. Riddled with bullets, but still operational, the monster retreated along with its captured bounty, but still short of the expected loot and robbed of a victory. In a mood of grim satisfaction, the Captain-Defender and her crews returned to Sinclair, having lost many comrades, but also having delivered a firm rebuke to the Highwaymen’s power. The news of their victory spread through Old Cleveland and indeed the entire Ohio wasteland, shutting down all calls from potential raiders to loot the upstart Republic and even driving some of their technicians and armsmen to turn colors for Sinclair instead. Eugenia, on her part, used a part of this newly gained glory and authority to summon hundreds of immigrants and volunteers to her side, directing a truly massive hunting and salvaging effort across the Old Asiatown of Cleveland ruins, aiming to prepare the Republic’s stockpiles for a necessary expansion into Fist Energy Bowl. Both hunters and scrap gatherers were worried that the surroundings of St. Clair could run out of resources, and indeed the salvagers’ concerns proved to be correct, as much of the old civilization’s material waste was exhausted by their harvest. This, however, paid off when Eugenia’s husband helped directing the Republic’s car care men and women toward designing and producing an efficient medium-sized pickup truck for hauling and short-range transportation, which was expected to soon be used in colonization of Fist Energy Bowl.
(Sinclair: +376.4 Grub, +723.9 Junk, +167.7 Guzz, +1.9 Plush, +199 Proles, +3 Jacks)
(St. Clair: -1 Deposits)
(The Republic of Sinclair: -1 Glory, -5 Notoriety, +Design (“Loader” Workhorse Pickup), +1 “Loader” Workhorse Pickup, -1 “Guardian” Corolla Warcar, 1 “Guardian” Corolla Warcar is captured by Highwaymen (The Straight Edge), 1 “Teetotaler” Vice Scout w/ Prohi Squad is damaged)

Captain-Defender’s challenge: Toyotathon and Honda Days
With all the triumph and heartbreak of the recent battle of St. Clair, the Toyotathon-Honda Days rivalry was temporarily put to rest, but each of the team’s leaders continued practicing for their eventual matchup in a ritualized clash of creeds. (Investment: Labor: 0/240, Expertise: 5/5, Finesse: 0/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Map:
Spoiler :




GM's notes:

- the stats are up to date
- the map is up to date
- next orders are due February 6, Saturday
- I'm giving people extra time for their orders, as I'm planning to introduce Operational Range mechanics into the ruleset, defining how far various vehicle setups can operate, highway-wise; stay tuned
 
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Candyland Orders for Turn 11

Glory:
  • Spend one glory on 'Anemo City' quest.
Buildings and Vehicles:
  • 1 Abysinthe Sparkle at Frosted Palace
  • Signal tower at Frosted Palace. Start blasting 90s grunge and alt-rock. Turn the signal way up. Get in a shouting match with others on the airwaves over who can rock out hardest.
  • Complete bunker at Ol' Peanut Brittle Village (requires 160 labor but no more materials)
  • 3 Protein pools at Ol' Peanut Brittle Village
  • 1 Scrap Chowda at Ol' Peanut Brittle Village
Resource Gathering- Frosted Palace:
  • 100 labor on gathering grub
  • 41 labor on gathering guzz
Resource Gathering- Candy Heart Grove:
  • 100 labor on gathering grub
  • 80 labor on fathering guzz
Resource Gathering- Ol' Peanut Brittle Village:
  • 17 labor on gathering grub
Transportation:
  • Mr. Krinkle will take his convoy (1 puffy paws, 2 absinthe sparkle, 4 gilded pumpkin carriage, and 2 sneak, craquelin, pop) from Frosted Palace to Candy Heart grove via Three Eighty (2), load up with 490 food, 340 junk, and 70 guzz, and take Mr. Krinkle's run to Ol' Peanut Brittle Village (5), unload in Ol' Peanut Brittle Village, then return to Frosted Palace via Marionette Road (5). Total distance: 12
  • Fireman Pierce will take his convoy (1 puffy paws) from Frosted Palace to Candy Heart Grove via Three Eighty (2), load up with 35 junk and 65 guzz and return to Frosted Palace the same way (2). At Frosted Palace he will unload the junk and guzz. Total distance: 4.
Recruit:
  • nothing
Quest:
The Confectionaries are eerily quiet this month as once again all the jacks work to train puppies!
  • Dirty Pawprints Behind the Scrap Kitchens (kennels): 16 expertise from Frosted Palace, 6 expertise from Candyheart Grove, 2 finesse. This should complete the quest!
Anemo-city: 1 glory, 3 puffy paws, 60 guzz, 6 plush. This should complete the quest.​

Vehicle Design
  • none
Exploration:
  • Electric Auntie Sam will take a Peekaboo Puffy Paws and a Candycane Peppermint Smooch (range 32) from Frosted Palace to Ol' Peanut Brittle Village via Marionette Road (5), then from Ol' Peanut Brittle Village into parts unknown to the north-west (?), then return to Ol' Peanut Brittle Village(?). Total distance: anywhere from 7 to 25. The vehicles will be rebased at Ol' Peanut Brittle Village (if they survive).
  • John Fisherman will take a Peekaboo Puffy Paws and a Sneak Craquelin Pop (range 23) from Frosted Palace to Candy Heart Grove via Three Eighty, probably traveling with Mr. Krinkle and Fireman Pierce for a bit (5), then from Candy Heart Grove to Deadpool (1), then into parts unknown to the north-west (?), then return Deadpool (?) and finally to Candy Heart Grove (1). Total distance: anywhere from 5 to 23. The vehicles will be rebased at Candy Heart Grove (if they survive).
 
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Order Implacable.

1. Invoke Glory to summon 100 more Proles in Hammertown.

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

Labor force in Hammertown: 511, 13 expertise, 3 finesse

RGO Operation:

-Gather 560 Food with 100 Proles.

-Gather 104 Junk with 52 Proles

Vehicle Construction: Construct 1 Giftgiver carlet with 82 labor, 6 expertise, 6 grub, 41 junk, 65 guzz.

Construction: Construct 1 Smilo joint with 50 grub, 100 junk, 50 guzz, 1 expertise, 100 labor.

Construct 1 sentry tower with 100 junk, 100 labor, 1 expertise


Quest Completion: Spend 77 labor, 3 finesse, 1 expertise on completing the Church of Saint Ducati.

Spend 1 expertise on Cursegiving.



Labor Force in the Passing:

308 Proles, 2 Expertise

RGO Operation:

-Gather 400 scrap with 100 Proles

Construction: Construct 1 Protein Pool with 70 labor, 1 expertise, 10 grub, 100 junk, 10 guzz.

Construct 1 Sentry tower with 100 labor, 1 expertise, 100 junk.


Quest Operation:

Spend 38 Prole on furthering Cursegiving.



Convoy:

Hammertown<->Passing

Hammertown will transfer 200 food and 100 guzz to the Passing, which will transfer 300 scrap back.

Dame Schwinn will lead this operation. She will be alotted 1 Giftgiver, 4 Zards, and 3 Mules.


Exploration:

Outlander Subaru will explore the lands Southwest of Hammertown with 1 giftgiver, 1 mule, 4 zards.
 
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Ogayori Clan Turn 12 (Finalized)
Spending on Clan Head’s challenge: Jazu witchhunt

None

1 Glory spend on 100 proles


Fitness 2 spent on vehicle design
Oni Truck: (433 Labor, Exp 8, Grub 36, Junk 139, Guzz 365, 7 Plush)
Truck
Open Top Transport Frame
Comet engine
Howitzer
Addon:
Ram
Nitro
Turbo
Heated Interior
Rave Station
Observation pole
Killswitch
2X Shield

Amemasu Tank: (549 Labor, Exp 10, Grub 12, Junk 260, Guzz 385, 6 Plush)
Medium Crawler
Riveted Armor Frame
Comet Engine
High Velocity Gun
Med Velocity Gun
Addon:
Ram
Nitro
Turbo
Heated Interior
Killswitch
Observation pole


740 Labor
Building Order:

1 Oni Truck (433 Labor, Exp 8, Grub 36, Junk 139, Guzz 365, 7 Plush)
Production Order:
307 labor will be designated to to fishingman district (Grub)
 
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Mikeland Orders (Finalized)

Economy (complete):
Popsicle Junction:
Call for 200 proles with 2 glory
Gather grub (100 labor, +300 grub)
Build a Bike Stables (100 labor, 1 expertise, 160 junk, 20 guzz)
Build a Sentry Tower (100 labor, 1 expertise, 100 junk)
Build a Signal Tower (230 labor, 2 expertise, 390 junk, 10 guzz, 5 plush)
Quest: Snobility (1 labor, 7 expertise, 2 finesse)

Mikeville-Upon-Bestie
Call for 100 proles with 1 glory
Gather grub (69 labor, +207 grub)
Build a Bunker (250 labor, 2 expertise, 200 junk)

Third One
Gather grub (160 labor, +640 grub)
Gather junk (130 labor, +260 junk)
Build 3x protein pools (210 labor, 3 expertise, 30 grub, 300 junk, 30 guzz)

Vehicles:
No actions taken
 
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Mid-Apocalypse Chaos Carnival Turn 12 Orders:
Caravan 150 proles back to the Carnarium.
Cars:
  • Build two battle bugs(196 labor, 4 expertise, 16 grub, 126 junk, 86 guzz, 4 plush)
Labor :
  • 99 labor on 396 grub at clown town
  • 63 labor on 63 grub at the Carnarium
Promotion:
  • Promote one jack to a clout( 20 grub 5 plush)
 
Quest Request:

RP wise: Something to do with mind-bending Jon the Fisherman and the hallucinogens produced by the candy-man...
 
(FINALIZED)

Republic of Sinclair
Orders 12

Concept: We still need another truck for Fi-st Energy.

In St. Clair:
Human Resources:

N/A

Production:


255 Labor on producing 612 Grub: 255 x 2.4 = 612.
13 Expertise on producing 13 Plush from 130 Junk.

Building:

Build and crew 2 "Loader" designs: 166 Labor, 2 Expertise, 28 Grub, 136 Junk, 20 Guzz.
Build and crew 1 "Guardian" design: 135 Labor, 4 Expertise, 10 Grub, 84 Junk, 50 Guzz, 2 Plush.

Vehicle Design:

N/A

Captain-Defender’s challenge: Toyotathon and Honda Days
The creed of Holy Corolla spread like wildfire among the Sinclarian population. However, as the Republic is mostly a faction of immigrants, a friction quickly emerged between its multitude of diasporas. While the survivors of the Ohio wasteland celebrate the coldest days of the year with a festival known as Toyotathon, the arrivals from more distant lands insist on celebrating the Honda Days instead. Superficial in their disagreement, the two religious factions quickly came to some blows over the orthodoxy of their faith, resulting in a clash between two religious processions in Sinclair in an event that surprisingly drew huge crowds of cheering gawkers. This gave some of the Republic’s statesmen and -women an idea to channel this enmity into a more productive competition, namely a competitive clash of parade floats, with each religious team aiming to both best their opponents and to parade their motor-less avatars of Holy Corolla through the city in style.
(Investment: Labor: 0/240, Expertise: 0/5, Finesse: 0/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Invest 240 Labor, 1 Finesse
 
Icerust - Update 12
Long Winter Y101.M1: Lumbering Giants



Candyland
Candyland continued going from strength to strength, riding the high of its recent unexpected victory over the Czech Mates. With regained vigor and confidence, game hunters and gasoline scavengers started to roam the Ruins of Five Seasons, while the highest point of the ancient African American Museum of Iowa across the frozen river was converted into a festive-looking signal tower. A primitive radio studio located in that tower immediately started getting into shouting matches with other civilizations of Icerust, along with blasting loony alternative records of the World of Autumn, most bizarrely featuring extravagant ballads dedicated to Candyland’s notables, including the departed Grandma Violet Bubble Gum, Jerry the Race Car Driver, John Fisherman, Electric Auntie Sam, Fireman Pierce, and Mr. Krinkle. Speaking of the notables, they kept themselves busy, with Mr. Krinkle leading a massive convoy of transport bikes and carpets delivering necessary resources from the prosperous Candyheart Grove to the young and bustling colony of Ol’ Peanut Bristle Village (which almost achieved self-sufficiency by rebuilding the three abandoned meat rat colonies and a scrap recycling facility of Old Tsentrograd, protected by a just finished bunker). At the same time, Fireman Pierce shuttled a much smaller amount of gas and metal from Candyheart Grove to Frosted Palace. Needless to say, the citizens of these settlements continued being equally busy hunting for game and scavenging for gasoline (which became a valuable commodity now that Candyland’s fleet expanded with the recent capture of Czech Mates’ vehicles). In Frosted Palace, meanwhile, a new escort trike was manufactured, somewhat replacing the two cutie-quads, snowmobile scout, and an ambush hunter that were rebased from Candyland’s capital to its more vulnerable colonies. The rebasing took place because Candyland continued expanding its known frontier, driven by Electric Auntie Sam and the increasingly paranoid and unhinged John Fisherman. The latter one took a “Peekaboo Puffy Paws” and a “Sneak Craquelin Pop” northwest-wise from Deadpool, only to bumble into a truly mind-boggling Moebius road, from which he and his crew returned even more disturbed than before. True luck was had, as usual, by Auntie Sam, whose snowmobile and quadricycle discovered a very short stretch of a snaggy, frozen creek almost clear of Oz presence. This so-called Dash led to a miraculously overlooked and well-stocked station of doomsday preppers belonging most likely to an Old World citizen militia. Shining with pride of her discovery, Sam rushed home to please her beloved Candyman with the good news.
(Frosted Palace: -20.4 Grub, -154 Junk, +36 Guzz, -19.3 Plush, -3 Proles, -2 Clouts, +1 Signal tower)
(Candyheart Grove: +17.9 Grub, -75 Junk, +185 Guzz, +1 Clout)
(Ol’ Peanut Brittle Village: +26 Grub, -100 Junk, +20 Guzz, +1 Clout, +1 Bunker (Completed), +3 Protein pools, +1 Scrap chowder)
(Candyland: can communicate with factions (Monolith of Sarkic, Greylaw, The Wobblies, Mikeland), -3 "Peekaboo Puffy Paws" Cutie-quads, +1 "Absinthe Sparkler" Escort Trike (in Frosted Palace), rebase 1 "Peekaboo Puffy Paws" Cutie-quad, 1 "Candycane Peppermint Smooch" Snowmobile Scout from Frosted Palace to Ol’ Peanut Brittle Village, rebase 1 "Peekaboo Puffy Paws" Cutie-quad, 1 "Sneak Craquelin Pop" Ambush Hunter from Frosted Palace to Candyheart Grove, Highway discovered: The Dash (Expanse: 120, Openness: 60, Perils: 350), Korn-U-Copia (Population Growth: 2, Fertility: 4, Deposits: 4, Fossils: 4, Protection 3, no anomaly))

Chief Confectioner’s challenge: Guarding kennels (Completed)
The figure of Uncle K-9 continued shrinking in importance over the past year, but he appeared to be happy with the new niche of influence: the dog husbandry. With the business of designing (somewhat) winter-proof kennels completed, he appeared determined to pop those up in every settlement he and his dog-whisperers could reach. (Investment: Expertise: 40/40, Finesse: 5/5, Award: new structure available only to Candyland in the Building list, +1 Glory (one-time gain))

Chief Confectioner’s challenge: Anemo-city (Completed)
After defeating the Czech Mates’ comically dysfunctional raid on Frosted Palace a month earlier, Candyland was eager to capitalize on their base’s possible lack of defenses. The group of husky adventurers that almost struck a pact with him earlier was contacted, and Candyman gave them everything they demanded in exchange for the information about the feared Anemo-city’s location and approaches. Predictably, its location was marked in the middle of the Oz-infected killing field in a triangle between the previously discovered Highways, but more importantly the mercenaries provided a detailed map of the secret path leading through that seemingly impassable area to the Czech Mates’ base. (Investment: Glory: 1/1, “Peekaboo Puffy Paws” Cutie-Quads: 3/3, Guzz: 60/60, Plush: 6/6, Award: +1 Notoriety (one-time gain), Highwaymen base and secret Highway are revealed (The Czech Mates: Anemo-city))

Chief Confectioner’s challenge: Mindblowers
John Fisherman was once known as the calmest voice of reason in the Crib, seconded only by the much respected Uncle K-9. However, months and months of mindblowing trips through the nightmarish landscape of Oz could turn even the sanest of souls into a blubbering madman. So far, John Fisherman had not gone completely bonkers, but the change in his attitude had been noticed by everyone who had any knowledge of him. Rumors had spread that the man had been a target of experiments by Candyman, who tested a new type of cheap recreational hallucinogens that could be produced from the waste products of other, more refined recreationals served to Candyland’s clouts. While the so-called “mindblowers” may not be quite as pleasant and safe to use, and their production surely couldn’t be as easily planned and organized, simply implementing a primitive waste management process in Candyman’s own lab could produce a welcomed boost to Candyland’s supply of luxurious commodities. (Investment: Labor 0/200, Expertise: 0/8, Finesse: 0/4, Award: +2d8 Plush (10% chance/turn))

Order Implacable
Order Implacable continued its rollercoaster of a ride through the history of Icerust. Its expedition of four bike-in-arms and two carpets (one hedgehog transport and one light mortar carlet) was ready for any sort of an expedition through the ruins of Milwaukee, but even the hardy and sly Outrider Subaru didn’t expect to meet a marauding column of the Martial Order of Cheese Castle so soon after the Cheese Martians’ recent defeat in the second battle of Hammertown. Yet, Subaru had a good chance to escape the Martians’ trap undefeated, taking the enemy force on a wild chase across the snow-capped labyrinth of Old Milwaukee alleyways. One by one, the enemies’ three warbikes, three limo drakkars, and a single race bike-mounted motoberserk crashed in violent, uncontrolled collisions, almost leaving Outrider Subaru’s force triumphant. Yet, try as he might, he could not outrun or outmaneuver the apex predator of that combat, a powerful, red-painted monster truck with an open-top pickup truck body on top of a big-wheel chassis, a trio of mechanized arms (two with drills and one with a circular saw), scoring a banner and gory battle trophies impaled on protective spikes, and transporting a trio of housecarl warriors high on dairy-based stimulants. That derby truck ended up crushing Subaru’s carlet under its massive wheels, with Outrider barely escaping by jumping off a river bridge. Being the only vehicle left standing, the derby truck ended up picking up and towing off the remnants of the other scouting vehicles one by one. This gave Subaru a chance to make his way back to Hammertown on foot, losing nothing but his pride and a frostbitten tip of his right ear. There, he quickly organized the local rabbit-hunting and scrap-gathering teams into recovery groups, recovering all of the Implacables’ crashed vehicles, albeit their crew was thoroughly lost to the elements by then. Despite saving the Order’s vehicle fleet, Subaru couldn’t prevent the news of the loss from spreading across the Wisconsin wasteland, emboldening the Cheese Castle and other Highwaymen. Yet, under the guidance of Bishop Lamborghini the Order had some rebuilding to do. Two new taverns for pilgrims were built in Hammertown, which gradually transformed into the faction’s main meatbasket, providing food for Sir Ducati’s Passing via convoys led by Dame Schwinn. Sir Ducati’s Passing, in turn, provided some junk and guzz for the faction’s capital, while its own scrap hunters fueled the construction of a new protein pool and a sentry tower built into the Luminum Nest’s airport’s terminal. One way or another, the Order still looked strong and grimly prepared to face future challenges, with a new raid carpet being manufactured in Hammertown to join its damaged vehicle fleet.
(Hammertown: -60 Grub, +421.4 Junk, -97 Guzz, -6.1 Plush, +85 Proles, +2 Smilo joints)
(Sir Ducati’s Passing: +77.6 Grub, -100 Junk, +90 Guzz, -5 Proles, +1 Sentry tower, +1 Protein pool)
(Order Implacable: +4 Notoriety, +1 “Giftgiver” Raid Carlet (in Hammertown), 1 “Giftgive” Raid Carlet, 1 “Mule” Hedgehog Carlet, 4 “Zard” Bike-in-Arms are disabled)

Grand Master’s challenge: Church of St. Ducati (Completed)
The people of Hammertown had plenty of heartbreak to process and patch, but the heartbreak was exactly what motivated them to complete the construction of the Church of St. Ducati in all of its somber glory. (Investment: Labor: 120/120, Expertise: 10/10, Finesse: 5/5, Award: +2 Glory (one-time gain), +1 Notoriety (one-time gain))

Grand Master’s challenge: Cursegiving
People of Sir Ducati’s Passing had plenty of curses stored for the Cheese Martians, so, busy or not, they continued developing their cultural tradition of shouting matches and spiteful shade-dropping. (Investment: Labor 47/200, Expertise: 2/2, Finesse: 0/2, Award: +2d2 Plush (5% chance/turn), +1 Glory (one-time gain))

Ogayori Clan
After years of blissful isolation, the Ogayori Clan has finally started to look outward. Two fearsome new warmachines were designed under the guidance of Ogayori Denji and his gifted son. One, a guntruck, was a fast and furious open-top motorized howitzer with a nitro-boosted, turbocharged engine, anti-capture killswitch, heated interior for drivers, observation pole for spotters, and an artillerist motivation group playing shiny traditional Japanese taiko drums in the back. The other one was the first proper armored vehicle designed in Icerust since the start of the Long Winter. Called “Amematsu,” it was a highly mobile, nitro-boosted fast mobile tank with a turbine engine, riveted armor frame, and two turrets of different caliber and velocity, along with a ram-shaped hull, heated interior, and a spotting observation pole. One of these ambitious new projects was immediately passed to the factory, where the “Oni'' motorized howitzer was produced in a collective effort that involved almost half of all Ryūgū-jō residents. The other half was busy drilling ice across the lake, as a massive ice fishing run was undergone, despite the risk of harming the local aquaculture with the sheer scale of it. By the month’s end the fishers returned home with an alarming piece of news: they again saw the Funk Brothers’ vehicles prowling along the shores, clearly eyeing the busy settlement for their vile reasons.
(Ryūgū-jō: +1004.9 Grub, +149.3 Junk, -175.5 Guzz, -3.7 Plush, -8 Proles)
(Ogayori Clan: +1 Notoriety, +Design (“Oni” Tiako Guntruck), +Design (“Amematsu” Turbotank), +1 “Oni” Taiko Guntruck (in Ryūgū-jō))

Clan Head’s challenge: Jazu witch hunt
With the Clan being fully engaged in producing its massive new vehicles of war, the rumor of the jazu witch hunt subsided - which cannot be said about the jazz music itself, as the sounds of jazz continued to be heard at night flowing from the houses of a few nonconformists. (Investment: Glory: 0/2, Award: -1d30 Proles, +1d20 Junk (one time), Challenge cannot be dismissed, Other challenges cannot be gained while this challenge stands)

Mikeland
After the humbling misadventures of (Un)Lucky Larry and the challenging journey of Princess Molly to the Utopia Island, King Mike ordered his lieutenants to stay home and help him work on his new pet project: Popsicle Junction’s own radio tower, built with chunks of telegraph poles, plywood, miles of copper wire, restored ancient radio equipment, and lots and lots of enthusiasm. Once fully operational, the realm’s radio station premiered with its star talk show called “Open Mike,” consisting entirely of Mike the Great himself drunk-ranting about whatever he had an opinion on. Quite soon the radio operators working in Mike’s studio came across some other strange signals coming across the radio waves, featuring a low-key noir talk show about gangster cops and their problems from Old Ypsilanti, a cannibal sect from the ruins of Sault Ste. Marie, a quasi-communicst propaganda from Northside Chicago sprawl, and a loony music radio from Iowa wasteland. Mike was only happy to engage all of them (sometimes at once) in a healthy political debate, which saw several one-sided declarations of war, followed by equally one-sided declarations of peace. While Mike was busy with his new form of radio-politicking, Molly Clever and Unlucky Larry ordered their engineers around, overseeing the necessary preparations for a possible visit from the mysterious KKKavalry, after three home-made rockets landed in the center of each Mikelandish town with a message capsule announcing an upcoming purge of the traitors. In Popsicle Junction, a first motorcycle workshop was constructed with an aim of expanding the realm’s bike fleet, partially using the labor of refugees from nomadic clans allied with Mikeland. A sentry tower was erected on top of a hill standing out of the Singing Ice glacier, overseeing the hunting and scouting parties that kept the settlement well-supplied with junk and grub. In Mikeville-upon-Bestie, ice fishers also were directed to forage for the possible future challenges, while Molly’s loyal engineers organized a stone quarry excavation for a bunker-like tower overlooking the river mouth (this effort, too, was completed with a help of newly settled foederati migrants). The only settlement that failed to concentrate on its defences was the young colony of Third One, where the more nascent need to build up its autarky necessitated the construction of three pinecone farms, in addition to rather expansive hunting and scrapping expeditions around Free Soil. With the month coming to an end, the fear of the KKKavalry’s raid subsided to a degree, but the sense of the coming danger remained.
(Popsicle Junction: -84.2 Grub, -379.8 Junk, -42.6 Guzz, -5.1 Plush, +195 Proles, +1 Bike stables, +1 Sentry tower, +1 Signal tower)
(Mikeville-upon-Bestie: -16.2 Grub, +100 Junk, +90 Proles, +1 Bunker)
(Third One: +104 Grub, -40 Junk, -30 Guzz, +3 Protein pools)
(Mikeland: can communicate with factions (Monolith of Sarkic, Greylaw, The Wobblies, Candyland), -3 Glory, +3 Notoriety)

King’s challenge: Snobility by birthright
It came as no surprise that Mikeland’s snobles were the first ones to speak in favor of formalizing their status. Some of their middle-class lackeys also chipped in, seeing the new estate system as working to protect their position and even possibly enable their eventual ascent to the snobility. Needless to say, the poor and huddled masses were the least enthusiastic about the proposed status quo, with a single man named Bootlicker Harry voicing his support, before being given a black eye by his wife for it. (Investment: Labor 1/200, Expertise: 7/12, Finesse: 2/2, Award: +2d6 Clouts (10% chance/turn), +1 Glory(one-time gain))

Mid-Apocalypse Chaos Carnival
With the Clown Town Party Palace colony fully established, a good half of its population was sent to provide for themselves by hunting bucks and hares in the frigid Rigged Valley. In the meantime, the other half was shuttled home on Chaos Carnival’s transport buggies, where they expected to rejoin the rest of the roundabout hunters the following month, as they, too, continued scanning Carnival Ground and the nearby lake shore for anything edible. While the sightings of the menacing Trolls had stopped for now, Ringmaster Vanessa insisted on manufacturing another “Battle Bugg” utility vehicle and crewing it with a shotgun-armed shrapnel troupe.
(Shelby Carnarium: +74.8 Grub, +116.8 Junk, +42.5 Guzz, -5.7 Plush, +146 Proles, -1 Jack, +1 Clout)
(Clown Town Party Palace: +300 Grub, -150 Proles)
(Mid-Apocalypse Chaos Carnival: +1 “Battle Bugg” Utility Vehicle w/ Shrapnel Troupe (in Shelby Carnarium))

Ringmaster’s challenge: Madhouse Circus
Compared to the ancient Cyberpunk 2077 video game (a reference only a few residents of Icerust would understand), the Madhouse Circus’ first performance was delayed once again. Yet, Ringmaster Vanessa insisted that once it opened its gates, the show would be truly grand. (Investment: Labor: 100/100, Expertise: 4/4, Finesse: 5/6, Award: +1d4 Plush (15% chance/turn), +1 Glory (one-time gain))

The Republic of Sinclair
The Labors of Sisyphus continued the young Republic, as Captain-Defender Eugenia St. Clair kept moving the milestone of establishing a colony in Fist Energy Bowl further and further. To accommodate it, two more workhorse pickups were manufactured, along with another replacement for the “Guardian” warcar lost to the Straight Edgers’ raid a month ago. Meanwhile, the hardworking Sinclairians continued prowling the Old Cleveland Asiatown ruins for anything edible, while the Republic’s masterful craftsmen tapped into the capitol’s junk warehouses, producing some simple gadgets for the Republican elite. No news of the Straight Edge’s activity were reported in a much-welcomed break from the previous year’s anxiety.
(Sinclair: -27 Grub, -281.1 Junk, +116.7 Guzz, +4.2 Plush, -7 Proles)
(The Republic of Sinclair: +2 “Loader” Workhorse Pickups, +1 “Guardian” Corolla Warcar (in Sinclair))

Captain-Defender’s challenge: Toyotathon and Honda Days
Relieved of not having to expect a Highwaymen’s raid on their beloved city any time soon, the Sinclarians eagerly committed their efforts to what they knew and loved: namely, fighting each other over questionable matters. The preparation for the Toyotathon and Honda Days showdown entered its peak, with the battle festival being ready to unleash an avalanche of joy and bruises upon the Republic. (Investment: Labor: 240/240, Expertise: 5/5, Finesse: 1/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Greylaw
Greylaw finally started to look outward, as Conan the Snowflake felt the need to shift the anxious clans toward exploration and conquest. At this, he showed his ruling acumen, proceeding any talk of expansion with a round of Games of Greylaw, which he used as political theater for placing himself as the head of the expansionist faction. With the games over and the crowd chanting his name, Alfa-Alfa announced that vehicles of his design (which, in fact, was designed by a trusted engineer) was going to be manufactured and crewed to send out Greylaw’s bloodthirsty patrols outside Thunderbolt. Two of these cars were quickly churned out, being average cross-country SUVs with a it-checks-out engines, protected by a autocannons and articulated saw arms, featuring ram-shaped snowplowers, semaphores, recon kites, radio sets, and dedicated booby trap teams of field engineers. More rookies were called in to join the ranks of Greylaw, many of them joining the teams of scrap gatherers, as well as hunters that thoroughly cleared Greyhound Den of any hunting game bigger than a mouse. Hoping to increase the vehicle manufacturing capacity, Alfa-Alfa also selected eight most capable rookie mechanics to be Greylaw’s trusted engineers and signalers, properly setting the gang for future outward ventures. The said ventures promise to be interesting, to say the least, as the radio waves had recently started bursting with more extravagant transmissions, one featuring drugged hillbilly rockers from Iowa Wasteland and another consisting of unending rants by a Michiganian loudmouth Mike.
(Thunderbolt: -173.4 Grub, +256 Junk, -60 Guzz, -6.2 Plush, +80 Proles, +8 Jacks)
(Greyhound Den: -1 Fertility)
(Greylaw: -1 Glory, +Design (“Beat Jeep” Engineering Offroader), +2 “Beat Jeep” Engineering Offroaders (in Thunderbolt))

Alfa-Alfa’s challenge: Purging the snowflakes
The time to purge the snowflakes might come in the future, but for now Alfa-Alfa had his people placated with the round of Games of Greylaw. (Investment: Glory: 0/2, Award: -1d30 Proles, +1 Experience (one time), Challenge cannot be dismissed, Other challenges cannot be gained while this challenge stands)

The Wobblies
The Wobblies had their first encounter with the Greater Unknown of Icerust in the first month of the second warm(er) year of the Long Winter. As their entire vehicle fleet departed Ravenswood Commune, consisting of three pedicab chariots and a single “Icebreaker” truck packed with hammerers, the expectation was that the “Iron” Valentina Rodriguez would lead her crewmen to explore Chicagoland Wasteland’s well-known El Dorado of the ancient O’Hare Airport. Her expedition indeed started out nicely, as the column took a relatively easily accessible highway following the tracks of the Blue L-train line. Unfortunately for them, the explorers quickly came across several crude, yet megalithic barricades designed to either block their path or to funnel them into an unknown ambush. Not a woman to retreat at the face of dangers, the fearsome Comrade Rodriguez motivated her people with a word and a slipper to press on, clearing the way with her powerful flagship truck. Eventually, the creators of these barricades showed themselves, as the towering, wooly creatures lumbered toward the highway, hauling entire cement blocks at the lonesome expedition. Yet again, Comrade Rodriguez led by example, stirring her turck to cover the retreating pedicab trikes. Unfortunately, that almost spelled her doom, as one of the giants overcame the storm of hatchets, bolts and rocks thrown at it and overturned Valentina’s “Icebreaker” with its massive tusks. The roaring creature proceeded to maul the surviving hammerers into pulp, then, as the horrified charioteers retreated. Perhaps, Comrade Rodriguez could’ve still pulled her panicking force together, but she was rendered unconscious by the collision and was only miraculously recovered by a brave pedicab tricyclist, saving her life as a result. The painful loss of the truck and over a dozen brave hammerers stirred Ravenswood Commune in the wrong way, as many proletarians rushed to volunteer to join the vehicle fleet in hopes of reclaiming the Old Northside for the Wobblies. Capitalizing on this drive, Comrade Tschering finally had his way with the Armaments Ministry (consisting of Foreman Chandra Gardener herself) and got to build his beloved wheeled fortress exploration vehicle. Despite the entire population of the Commune volunteering to partake in the construction (and half a dozen of migrants even coming to its doors hoping to work on the fabled machine’s land docks, many of them were instead redirected to the less glorious, but equally important Great Potato Struggle, working the steamy fields of the local greenhouses. Together with the out-of-town donations of fuel, machine oil, and dried meat, this potato harvest significantly boosted the Commune’s stockpiles, and some of the potatoes were even passed over to the local moonshiners who distilled some prime vodka out of them.
(Ravenswood Commune: -296.1 Grub, -101.6 Junk, +72.5 Guzz, -3.6 Plush, -13 Proles)
(The Wobblies: -2 Glory, -1 “Icebreaker” Truck w/ Hammerer Team, +1 “Comrade Tschering" Wheeled Fortress w/ Engels of War (in Ravenswood Commune))

Grand Foreman’s challenge: Mintruth (Rejected)
The arcane ritualism and regimented orthodoxy of the Mintruth dogma were rejected by the IWW leadership, and so the idea of Marxist temples was buried for good and even erased from the records of the previous committee sessions.

Grand Foreman’s challenge: The First Nice Council
Looking to project a “kindler, gentler Marxism” than the Mintruth dogmatists would prefer, the leader of the IWW, Grand Foreman Gardener being foremost of them, gathered in the Ravenswood Commune’s Plenum Palace (a ruing of a two-story condominium, really) for the First Nice Council. True to the council’s name, the discussion was centered on projecting a more attractive version of the creed of Mad Marx, the so-called Nicism. The Council’s resolution was reportedly applauded, being accepted unanimously by the council members, but much effort was still left to introduce that vision to the Wobblies’ proletariat. Once it’s done, however, it was hoped the new ideological lean could attract many intellectuals, administrators, cultural icons, and commanders to Ravenswood Commune. (Investment: Labor 0/100, Expertise: 20/20, Finesse: 2/2, Award: +1d10 Clouts (10% chance/turn), +1 Glory (one-time gain))

Monolith of Sarkic
The Monolith of Sarkic underwent yet another expansion, as its Grand Karcist directed the construction of a new roadhub in the recently discovered pinetree forest clearing of Three Lakes. The relative simplicity of this colonization (which resulted in the foundation of a little village called Icon) was hidden from everyone but the most trusted friends of the Monolith’s new castellan Mary Salt. She helped to managed the resources between the densely populated and industrialized, yet underfed Cathedral (which citizens, in between scrap drives, managed to completely overhunt Still Mill and its surroundings) and the self-reliant Dunwich Harbor, which, however, lacked the stockpiles to support the vehicle fleet recently rebased there. In addition to patrolling the Highways connecting the sect’s towns, Klavigar Caarsvärd ended up running convoys between them, bringing the fish from Harmony Beach to the Cathedral in exchange for car parts, machine oil, and signalling equipment from the capital to Dunwich Harbor. In the meantime, Karcist Kane took Maxwell’s orders to the heart and outfitted his technical transporters to shuttle all people and resources necessary from Dunwich Harbor and the Cathedral to the forested valley of Three Lakes. On his way there, he discovered the distinctive tracks of the Iron Rangers’ all-terrain vehicles, clearly indicating the Monolith’s recent expansion was being closely observed. Regardless, he and his crew pushed on, eventually overseeing the construction of Icon in the quaint snowy meadow in the midst of the frigid pinetree forest.
(The Cathedral: +321.2 Grub, +422 Junk, +176 Guzz, +6.5 Plush, -223 Proles)
(Dunwich Harbor: +42.2 Grub, +258.8 Junk, +21.5 Guzz, +4.2 Plush, -52 Proles)
(Icon: +300 Proles, +Roadhub at Three Lakes)
(Still Mill: -1 Fertility)
(Monolith of Sarkic: +2 Notoriety)

Grand Karcist’s challenge: Karcist communion
The proliferation of drastically different radio stations across Icerust persuaded Grand Karcist Maxwell to funnel all resources into upping the sect’s propaganda game. Additionally, he wanted to direct hundreds of his followers to prefabricate everything imaginable for housing and supporting this future influx of experts and intellectuals, but his Castellan had to cross out that plan, lest the faction underwent a massive famine. (Investment: Labor 0/200, Expertise: 8/8, Finesse: 1/1, Award: +2d4 Clouts (5% chance/turn), +1 Glory (one-time gain))

Map:
Spoiler :




GM's notes:

- stats are up to date
- map is up to date
- next set of orders is due March 6
- oh boy, did it take longer than usual; my work was and is crazy, so I hope everyone is okay with the slower pacing of this game
 
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CANDYLAND VEHICLE DESIGN

Puffy Claws Junior
cwombat cwod
(variant of the "Peekaboo Puffy Paws" Cutie-quad)
Chassis Quadicycle
Body Open Bike Frame
Engine “Rocknrolla”
Addons: Loudspeaker, War paint, Warscythe, Ram, Spar torpedo
Small Arms: Lance charge, Lance charge
A weaponized version of the Puffy Paw, the Puffy Claw Junior bristles with whirling blades and a threatening explosive-headed spar as well as a scary Candy-themed airbrush paint-job and giant speakers blaring 20th century punk-rock. The Puffy Claws Junior operators are armed with explosive-headed spears to bring maximum destruction to the Candyland's enemies. About the only thing they share with the historical 'cutie-quads' are their giant comically over-sized soft tires for riding over soft snow.

Twinkle Star Snitches
scout snowmobile
(variant of the GingerSnap Kisses)
Chassis Monotrack bike
Body Open bike frame
Engine “Rocknrolla”
Addons: Searchlight, Recon Kite
Small Arms: Melee weapon
The twinkle-star snitch was a dream of Grandma Ultraviolet long before her passing, a dream she had shared with the Candyman and which now, he is making a reality. The Snitches serve as scouts and pickets. The snowmobiles drag a parasail-equipped skier behind them which, as the snowmobile gets to speed, is launched high into the air. The 'flying' parasail soldier, aloft above the battlefield is equipped with a super-bright searchlight to illuminate the enemy, making that enemy an easy target for the remainder of the vehicle fleet's weapons.
In case the enemy closes with the snowmobile, the driver is equipped with a long spear to dissuade attack.
In the dark the fleet of "snitches" appear as nothing so much as bright stars twinkling high in the winter night.
 
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Candyland Orders for Turn 13

Glory:
  • One glory on 20 jacks (Frosted Palace)
  • One glory on 5 clouts (of which three are commanders):
    • Harold of the Rocks: -1 ruse, +3 tactics, +3 spirit
    • Swamper: -1 ruse, +3 tactics, +3 spirit
    • Greeny: +3 ruse, +3 tactics, -1 spirit
Glory:
Two of our commanders will take a turn to just chill and retrain, allowing Harold and his friends to run things for a month while they learn some new tricks.
  • John the Fisherman will add two experience so as to have 3 ruse, -1 tactics, 3 spirit
  • Fireman Pierce will add two experience so as to have 3 ruse, 3 tactics, -1 spirit
Buildings and Vehicles:
  • Guardian kennels in Frosted Palace
  • Guardian kennels in Candy Heart Grub
  • Smilo joint in Candy Heart Grub
  • Guardian kennels in Ol' Peanut Brittle Village
  • A scrap chowda's in Ol' Peanut Brittle Village
  • Sentry tower in Ol' Peanut Brittle Village
  • 2 absinth sparkle
  • 2 gilded pumpkin carriage
  • 1 twinkle star snitches
  • 3 puffy claws junior
Resource Gathering- Frosted Palace:
  • 37 labor on gathering grub
  • 6 plush from food
  • 14 plush from junk
Resource Gathering- Candy Heart Grove:
  • 24 labor on gathering grub
  • 3 plush from food
Resource Gathering- Ol' Peanut Brittle Village:
  • 66 labor on gathering grub
  • 100 labor on guzz
  • 1 plush from food
Transportation:
  • Transport 200 grub and 100 guzz from Candy Heart Village to Frosted Palace (300 load req'd).
  • Transport 210 junk and 89 guzz and 1 plush from Candy Heart Village to Ol' Peanut Brittle Village (100 load req'd).
Recruit:
  • Nothing beyond what was gained from glory.
Quest:
  • Invest 8 expertise from Frosted Palace (making use of those new jacks).
  • Invest 4 finesse in the quest (wasting one left over finesse for now i guess)
  • Invest 200 labor from Ol' Peanut Brittle Village.
Vehicle Design
  • Design Variants:
    • Twinkle Star Snitches (1 expertise, from Candyheart)
    • Puffy Claws Junior (1 expertise, from Candyheart)
Exploration and Deployments
  • Convoy Candyheart to Frosted Palace Convoy
    • Mr. Krinkle (2/3/-2)
    • 3 puffy paws
    • bring materials from Candyheart to Frosted Palace then return to Candyheart (rebasing there)
  • Convoy: Candyheart to Ol' Peanut Brittle Village
    • Electric Auntie Sam (3/-2/2)
    • 1 puffy paws and 1 gilded pumpkin carriage
    • bring materials from Candyheart to Ol' Peanut Brittle Village (rebasing there)
  • Scout East from Korn-U-Kopia
    • Swamper (-1/3/3)
    • bring 1 sneak craquelin pop (SCP) and 1 puffy paw from Candyheart village to Frosted Palace, drop off the SCP for Harold on the Rocks and head out scouting with just the Puffy Paw, going east from Korn-U-Kopia
  • Scout East from Lost Nation
    • Greeny (3/3/-1)
    • bring 1 CandyCane (CC) and 1 puffy paw from Ol' Peanut Brittle Village to Frosted Palace, drop off the CC for Harold on the Rocks and head out scouting with just the Puffy Paw, going east from Lost Nation.
  • Assault Anemosity!
    • Harold of the Rocks (-1/3/3)
    • once Swamper and Greeny drop off the SCP and CC, Harod of the Rocks will head out down Meteoroad and try to smack down the Czech Mates as best as we can.
    • fleet:
      • 3 absinth sparkle
      • 1 gingersnap kiss
      • 3 gilded pumpkins
      • 1 Candycane Peppermint Smooch
      • 3 Sneak, Craquelin, Pop
      • 6 "Jawa" Moto-zved
      • 1 "Velorex" Warcar-on-Axle
      • 1 "Formula Easter" Blood Racer
 
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Implacable Order

Glory Usage

-Bring forth 300 additional Proles in Hammertown.

Hammer Town

Available Labor-793
13 Expertise
3 Finesse

RGO Operation
-100 Labor spent on gathering 560 Food.
-12 Labor spent on gathering 24 junk

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

Construction Orders:

1. Construct 2 Sentry tower in Hammertown with 200 labor, 200 junk, 2 experise
2. Construct 1 Radio Tower in Hammertown with 230 labor, 2 expertise, 390 junk, 10 guzz, 5 plush

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

Vehicle Construction

1. Construct 4 Charger with 124 Labor and 4 Expertise
2. Construct 1 Mule with 37 labor and 1 expertise.


Quest Completion

Spend 91 labor and 2 Finesse on Completing Cursegiving Quest

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

Passing

312 Labor Available
2 Expertise Available

RGO

50 labor spent on gathering 200 Junk

Construction
Construct 1 Bunker with 250 labor and 1 expertise.


Quest Completion

Complete cursegiving with 12 Labor.


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

Scouting

Send Dame Schwinn Southeast of Hammertown with 1 Mule and 3 Man at Arms.
 
Ogayori Clan Turn 13
Spending on Clan Head’s challenge: Jazu witchhunt

None

Glory spend 1 on 100 proles

762 Labor
Building Order:
Amemasu Tank: (549 Labor, Exp 10, Grub 12, Junk 260, Guzz 385, 6 Plush)

3xYari Trikes: (168 Labor, Exp 6, Grub 24, Junk 117, Guzz 105, 6 Plush)
45 labor will be designated to to fishingman district.

Clan Head’s challenge: Jazu witchhunt

It’s been a while since the Ogayori Clan achieved a capacity for expansion or, at least, exploration. Yet, after barely one and a half exploration expeditions outside Ryūgū-jō, the previously unbending Ogayori Denji lost his nerve and completely isolated the prosperous island of Utsukushī Shima from the outside world, barring the humble salvaging parties to the Old Detroit shore. At least, this is how it became perceived in some elements of the Ogayori society. The Clan Head’s loss of legitimacy translated into a cultural and, possibly, spiritual rebellion among manu lower class workers, who grew to view the stylish, if brutal Funk Brothers of the Old Detroit ruins as much more charismatic and worthy of imitation. Rumors started to spread in Ryūgū-jō that many junk harvesters started to stash a bit of scrap metal instead of bringing it to the warehouses, secretly turning it into crude musical instruments that imitate the Funk Brothers’ shiny brass toys. On quiet nights, it became not uncommon to hear noises of the Funk Brothers’ ritual music being played from this or that hut, named “jazz” (or bastardized as “jazu”) by these heretics. Ogayori Denji’s own courtiers started to worry that he would not be able to continue advancing his other projects, until this dangerous fifth column was dealt with, their instruments confiscated and scrapped. To do that, the Clan would have to sacrifice some of its recently gained authority in a painful, but necessary display of force and internal cleansing. (Investment: Glory: 0/2, Award: -1d30 Proles, +1d20 Junk (one time), Challenge cannot be dismissed, Other challenges cannot be gained while this challenge stands)
 
Mikeland Orders (Finalized)

New Design:
"Fodder" Unarmed Picket Bike
Light bike chassis, Open bike frame, "Rockenrolla" engine
A converted light motorcycle with a decent engine and not much else, designed to just get in the way of any enemies and buy time for more important vehicles

Economy:
Popsicle Junction:
Gather grub (100 labor, +300 grub)
Gather junk (100 labor,+300 junk)
Gather guzz (26 labor, +78 guzz)
Build 6x "Fodder" escort bikes (96 labor, 6 expertise, 12 grub, 84 junk, 60 guzz, 6 plush)
Finish quest "Snobility by birthright" (199 labor, 5 expertise)
Exploration (-5 plush)
Convoy (+60 proles, -20 guzz)

Mikeville-Upon-Bestie
Gather grub (100 labor, +300 grub)
Gather junk (73 labor, +219 junk)
Build 2x protein pools (140 labor, 2 expertise, 20 grub, 200 junk, 20 guzz)
Upgrade 3x proles to jacks (30 grub)
Convoy (-400 junk, - 20 guzz)

Third One
Gather grub (100 labor, +400 grub)
Gather junk (100 labor, +200 junk)
Build a Bunker (250 labor, 1 expertise, 200 junk)
Convoy (-60 proles, +400 junk, +40 guzz)

Vehicles:
Exploration—Cpt. Molly's Fleet
Commanded by: Captain Molly Clever
1x "Killer" Armed Buggy Transport
2x "More Killer" Armed Buggy w/ Shotgunner team
Cargo:
5 plush Popsicle Junction -> Mikeville-Upon-Bestie
Goal: Head north along Northwest Hook to Mikeville-Upon-Bestie, continue via Empire Road to Sleeping Bear, then explore out westwards across Lake Michigan, then return to Mikeville-Upon-Bestie. Carries 5 plush with them to provide for maintenance.
Total length = 6 + 4 + 2x + 4 = 14 + double whatever the new route's length is
Least Range in Group: 36 range


Convoy—Larry & Conscripts Pals
Commanded by: Unlucky Larry
1x Cargo Goer Limo-truck
Cargo:
20 guzz Popsicle Junction -> Third One
20 guzz, 400 junk Mikeville-Upon-Bestie -> Third One
60 proles Third One -> Popsicle Junction
Total length = 20
Least Range in Group: 29
 
Mid-Apocalypse Chaos Carnival Turn 13 Orders:
Caravan with all cars 400 junk, 200 guzz and 5 jacks to Clowntown.
Labor :
  • 99 labor on 396 grub at clown town
  • 80 labor on 360 junk at the Carnarium
  • 29 labor on 87 guzz at the Carnarium
Building:
  • Lorry Plant: (150/260 labor, 1 expertise, 460 junk, 30 guzz)
Quest:
  • 1 Finese to finish the quest
 
(FINALIZED)

Republic of Sinclair
Orders 13

In St. Clair:
Human Resources:

100 Grub, 800 Junk, 500 Labor carried on Loaders to Fi-st Energy to create a Boomtown there.

Production:

293 Labor on producing 703 Grub. 293 x 2.4 = 703.
14 Expertise on producing 14 Plush from 140 Junk.

Building:

N/A

Vehicle Design:

N/A

Captain-Defender’s challenge: Toyotathon and Honda Days
The creed of Holy Corolla spread like wildfire among the Sinclarian population. However, as the Republic is mostly a faction of immigrants, a friction quickly emerged between its multitude of diasporas. While the survivors of the Ohio wasteland celebrate the coldest days of the year with a festival known as Toyotathon, the arrivals from more distant lands insist on celebrating the Honda Days instead. Superficial in their disagreement, the two religious factions quickly came to some blows over the orthodoxy of their faith, resulting in a clash between two religious processions in Sinclair in an event that surprisingly drew huge crowds of cheering gawkers. This gave some of the Republic’s statesmen and -women an idea to channel this enmity into a more productive competition, namely a competitive clash of parade floats, with each religious team aiming to both best their opponents and to parade their motor-less avatars of Holy Corolla through the city in style.
(Investment: Labor: 0/240, Expertise: 0/5, Finesse: 0/2, Award: -1d10 Junk, +6d2 Plush (10% chance/turn), +1 Glory (one-time gain))

Invest 5 Expertise, 1 Finesse.
 
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