Lord Bradorian
Naughtius Maximus
GENERAL
It's nine in the morning on a cloudy summer day.
The Nomads are in a bad mood. They just returned from a run to the Outlands. Apparently they ran into marauders out near the county line, and got in a big firefight with them. Soldiers from the Garrison came to the Nomads' aid, and sent the raiders packing. Eight of the Nomads were murdered, and a pair of soldiers are missing, presumed dead.
The fishing groups led by Bigby and Morgan had another clash on the water over fisheries, and it was very dramatic. Four crew were on each vessel - only one man of each ship returned. Funny enough, they came back sailing side by side - you suppose they had fought out their differences after killing a few of one another. Combined with the losses of the Nomads, fifteen occupants of the Safe Area were killed today, the worst casualties since the uprising against the military.
The Constabulary has issued a request to the populace for 9x19 and .380 ACP ammunition for their sidearms, and will be visiting larger settlements to seek this request. They offer to trade .22 handguns, sporting rifles, and ammo.
The Trader's Den is closed today, for an unknown reason. People are outraged, and crowds are milling about, but the traders residing there as well as a complement of Nomad thugs are guarding the post, not allowing entry and offering no explanation.
Dracoburg Crocodile
The roads winding through your quaint settlement are quiet this morning, as they are most mornings. You share coffee with your advisors, and go over matters for the day.
You're informed that the Trader's Den is closed for the day, and subsequently, your supplemental rations haven't arrived. Those provided by the governments have been coming short -- last week they were short, this week even shorter. There are rumors that the food is running out.
Some of your men got into a verbal quarrel in a public house in the city. Some of the Constabulary accused your group of hoarding food - which you are, but your men didn't appreciate their accusations. Though tempers cooled before blows were traded, it's clear you have some detractors within the de-facto police force. The Constabulary is made up of ex-rebel fighters, who rose up to fight the military a year ago.
Early in the morning, a pair of constables arrive at your home. They bid you good day, and trust you'd heard of the official request for small caliber bullets. Thus, they ask if you have any to spare. According to your last evaluation of your armory, you have twelve magazines fit for glock pistols not bring used, which you know the constables mostly carry, and forty loose rounds. Nineteen of your men carry pistols using these munitions.
New Kingsland Trektek
The day is off to a tumultuous start. Word travels of a skirmish within the safe area, the barbarians' first incursion into your homeland. It is a pity that section of the border is not yet walled. Among those fallen were one of your 'knights', brought down when a shotgun blew his horse out from under him, and subsequently beaten to death. The brother was serving a short sword-service to a Nomad, Andrew Wilson, in exchange for a supply run of valuable goods they'd performed for your clan.
Scouts return with a report regarding a nearby neighborhood which you'd considered expanding into with an outpost - it is within the Safe Area, albeit abandoned. The place is safe and free of squatters. Though there is not much to be found in the neighborhood itself, it's position upon a tall hill marks it as a defensible bulwark and a tall sentry.
The Trader's Den is apparently closed for the day, and because of it, your people cannot go barter for drinking water. This is a long standing issue for your kingdom - there is a stream close by owned by the government which prohibits public access which you could perhaps petition to use, or just use it - they don't post guards, only threaten seizures and other ill will if you're caught. Otherwise, you could build a simple system bringing water from the coast, but it would take a lot of firewood and manpower to boil it to make it potable. It still might be preferable in the long term to trading for it - else, you'll be parched every day the traders decide to closeup shop.
The constabulary visits your domain around ten in the morning. He cites the official request for ammoes, and asks if you can spare. You have seventy-four magazines full of the ammunitions requested, and one-hundred or so loose bullets. Forty of your vassals use these bullets, trained to use their handguns effectively from horseback, where a rifle is more cumbersome.
The constables also notify you of an offer from the government. They're looking for volunteers to serve at the Garrison. Should you provide a dozen or more militia for the post for a month, you will receive extra rations for two months, redeemable in the future if the government isn't able to execute on the deal immediately.
The Sanctuary AlphaBlueWolf
It's a crappy day out this morning. The kiddos wanted to go out to play, but you told them no. Not only because you didn't want them catching a cold, but because the protesters were out there. Again. Every Saturday this month a dozen or so assholes have been showing up on the edge of your property, shouting obscenities and chanting ignorance. They think the children are dangerous, and you shouldn't be harboring them. Last time you let them out to play while the protest was going, one of the kids was shouted at and made to cry.
One of the oldest, Isaac, who has massive feet and superhuman hearing
which causes him horrible migraines, needs medicine. Normally, you'd go to the Trader's Den for it, but they've closed up - everyone's pretty up in arms about it. You know one of the traders there, James; he might be able to clue you in as to what's got the Den shut up for the day.
A constable comes around midday. You assume he's come to ask about the official request for munitions, and you prepare to turn him down, as you hardly have enough to run through your own sidearm. But, he's actually come concerning the protesters. He denounces them, and assures you that if they trespass your property or harm you otherwise, you can trust the constables to sort them out.
New Hope Lazaro1505
You're woken early in the morning to the sound of crisis. The way your staff sprint around Lennox Hill, you'd think the place was on fire. But, this was not the case - you'd taken in thirteen gunshot wound victims. Two fishermen, eight Nomads, and three soldiers, casualties of a clash on the water and a firefight out by the Garrison with the marauders. One of the soldiers is sadly pronounced dead shortly after you begin operating on him. One of the Nomads are paralyzed, and you've had to amputate one of the fisherman and another Nomad.
You require antibiotics to treat the wounded, and send some of your guards to get it from the Trader's Den. Apparently it's closed for the day - who knows why - but your guards convinced the traders to make an exception. It being a bunch of Nomads that got shot up, the Nomad guards at the Den were susceptible to their persuasion. They return shortly with the required antibiotics, on the house.
Constables arrive at the hospital around midday. They carry a shipment of saline, morphine, and bloodwork equipment from the government. The officers also ask you about the request for pistol caliber ammoes - the government had issued a request for 9x19 and .380 ACP. In your guards' armory, you have eight magazines holding these munitions, and fifty loose rounds to spare. He also informs you that the constabulary would be willing to post a permanent security force at Lennox Hill, if you provided them with normal deliveries of some over the counter medicines, of which you have a plentiful stock
Sacred Heights Obsidian )
Early in the morning you're awoken to a bulletin by one of your cardinals. Early this morning, just before sunrise, a gun battle erupted between men of the Safe Zone and the mysterious marauders. In the aftermath, the gangbangers fled in disorder, and your men managed to capture four of them which were withdrawing without allies in support, killing two who tried to resist. They're being held in the cellar now, awaiting your interrogation. Cardinal Ratiskew informs you they've been uncooperative thus far.
Your hunters come back with bad news. They came under heavy rifle fire from a distant position during their expedition, despite their traversal through a wooded area - whoever it was knew the forests intimately, meaning it was unlikely to have been the marauders. Your riders have encountered woodsfolk before, and noticed them being armed, but they've been docile up until now. Perhaps they've decided they no longer want you in "their" woods. Your hunters have noticed a sharp lack of game in the past weeks.
The Trader's Den within the Safe Area is closed today, for unknown reasons. You usually have several standing orders there, and rely on the Den heavily to provide several critical resources. If it's closed for more than a couple days, you'd have some problems. It may be prudent to ask around the zone, see if you can dig up any information on what the problem is. However, word is that the Traders and the Nomads affiliated with them have been pretty tight lipped about the situation, despite tempers flaring at their guardposts.
Shambala AlwaysCrashing
Your peaceful rest is disturbed at dawn by the distant reports of many guns. Your sharp ears tell you it comes from the direction of the easternmost extent of the Safe Area - you know there's been trouble with raiders there. Presumably, there's been more trouble.
Having already been awoken, you decide to go about your day, and summon your Council. You can tell that several of them were awoken abruptly by the shots as well - they, as well as yourself, are disheveled. Still, you take reports about ongoing matters.
Some of your merchants tried to visit the Trader's Den even earlier in the morning, at four, when the place opens. However, they discovered it was closed. They questioned the occupants, but couldn't receive any answers. It's a big deal - the Den is the center of commerce in the Safe Area, and arguably for all of New York.
Some of your councilmen propose that you send a ring of missionaries to Sacred Heights, the land of the 'Great Herald', Syprus, and his 'Reformation.' In the past, you've forgone establishing contact with this sect, as your people are suspicious of their heretic beliefs. However, your council members sway you to see the value in planting religious agents there, to learn of their ways, perhaps establish trade, and maybe poach their members. In time, maybe even Syprus' closest disciples can be made to understand the inevitable ascension of Satguru.
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