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OVERCAST: The Convicts

Lorsh

Varlot
Roleplay Availability
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OVERCAST



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You are known as 'Kid', and you are a warlord in charge of a former prison compound that is located near the buffer zone of the Central Home Sector.

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The chaos of the initial outbreak has since become hazy to you, as it all occurred many years ago. Martial law was declared, and evacuation points were set up. However, due to an attempted invasion of the Central Republic's northeastern border by an opportunistic Kazacia, the military's resources were split between two fronts. All the evac zones had ceased operations after a few weeks, and the remaining cops and Civil Guards were pulled back to the clean zones. The power grid shut down, and the rest of the world went dark once the military set up equipment to jam communications. The war with Kazacia ended without a winner, as both nations' militaries were ultimately overrun by the undead after being weakened by extreme supply shortages, lack of morale, and extended combat.

The compound you now rule over, Marsden Penitentiary, was actually a rather safe place during the initial outbreak. Its tall razorwire fences and watchtowers provided a great deal of security, and prevented any zombies from entering. Its rather remote location also ensured that there were never hordes large enough to simply topple the fences or towers over. Internal infection was impossible due to the fact that none of the prisoners were even capable of venturing into any infectious zones, and when reports of the infection reached the prison, the staff were forced to undergo screening whenever they showed up for work.

The Civil Guard radioed the prison, informing them that they would extract the prisoners and staff to the nearby Clean Zone if they were able to hold out for several weeks. No rescue came. The inmates were becoming increasingly unruly as food resources dwindled and rations were slashed. The prison's warden and several defecting staff eventually attempted to abandon the prison with a truck full of food, but were caught by the prison's guards. To the cheering of inmates, the captain of the guard outright executed the warden in the middle of the courtyard, and announced that he had assumed control of the prison. Knowing that rescue would never come, the guards were forced to form an uneasy coalition with the prisoners in order to fend off attacks from the undead, as well as keep the building maintained. The captain of the guards was eventually lost during a scavenging run, and was replaced by his less popular lieutenant. An inmate known as the 'Boss' led the other prisoners in a revolt, killing the lieutenant and establishing themselves as the rulers of the prison. However, the Boss decreed that the rest of the staff were not to be killed, as their expertise was still needed to secure the future of the prison. Some inmates still tried to exact vengeance on former guards, but the Boss had these prisoners banished, or even killed on some occasions.

Over time, the staff and the inmates learned to get along, or else. The nearby municipality of Townston was searched, and seeds were brought back to start many gardens in the prison's courtyard. Over time, Marsden became almost entirely self-sufficient. A few expeditions were launched in an attempt to reach the clean zone, but the prisoners were shot at on all occasions, even though they had since switched to wearing civilian clothes and could no longer be identified as convicts. It seemed that the clean zone authorities were not letting anybody in, no matter who they were. Eventually, the convicts went back to wearing their orange jumpsuits as a symbol of where they came from and who they were. It was also much easier to identify their fellow group members' bright orange jumpsuits during scavenging runs, and thus avoid mistaking them for zombies.

New survivors (including yourself) joined over the years, and some of the prisoners ended up starting families with female members of the staff. These larger numbers meant that the prison's gardens weren't producing enough food to keep everybody happy, so a more warlike approach was adopted. In addition to scavenging, convicts would also hold up survivors for their supplies, killing them if they resisted. After the Boss stepped down, it became up to you to continue this lifestyle so that life in the compound could be preserved.


Recently, word reached you that the nearby clean zone is falling apart, and the buffer zone has become riddled with holes. The fascist overlords that rule the zone, called the Provos, are fighting against various rebel groups for control of the region. The clean zone is almost certainly a place with a wealth of supplies, drugs, weapons, and people for the taking. You are currently attending a meeting with your ringleaders in the guards' mess in the prison.


--

Not all the towns in the clean zone are actually inhabited. Smugglers from the CZ occasionally visit the prison, and over time you learned which towns were abandoned and never repopulated after the outbreak. They are marked as gray on your map.

There is a survivor camp in Townston that is currently under your protection. The people there are forced to provide the prison compound with food in exchange for being left alone. The camp numbers in the dozens. A similar camp is located on the road to Wolton. They are marked by green dots on your map.


You are not the only strongman in the region. There is another bandit king, 'Warlord Tom', who has staked a claim to a portion of Rusburgh. You've heard that he doesn't actually control the whole city, just part of it. Warlord Tom has outposts in the towns of Knights, Howell, and Schenk, which have been marked orange on your map. In the past, Warlord Tom tried to convince the Boss to join him. The Boss refused, so Warlord Tom sent a force of two hundred marauders to seize the compound. The attack failed spectacularly due to the fact that the siege force was too drunk and high to coordinate themselves properly. After they retreated, most of the survivors were eaten by zombies that were drawn to the scene by the sound of gunfire. Warlord Tom called a truce, but your relationship with him is still strained.


Your group had several run-ins with cannibals from Tulip Valley in the past. They rarely ever leave their camp, however. Their numbers may be up to a hundred.


 
"Here's the plan men. 'Fish' Fischer, 'Red' Davey, and Guy Mann, can head on to scavenger camp up in Townston with their crews, 'Courser' O'Flynn, Jerry Garter, and 'Sage' Atwater, up the road to the highway settlers with their bands of merry men, the two parties taking two of the SUVs and a truck each to facilitate a hastened arrival." Warlord Kid gestured at the corresponding markers of the settlements laid out on the map before him, glancing around the table between his lieutenants.

"We aren't shaking them down or teaching them a lesson this time," Kid revealed, gauging the reactions of the room, "we're welcoming them into the family, whether or not they want to become a part of it or not, and damn sure whether or not you or anybody under your respective commands want them to become a part of it or not, or else. Get across to our spineless former protectorates that from now on we won't be taking anything from them that we wouldn't expect from our own people, and that they can keep whatever we don't need to feed ourselves. Tell them that in exchange, we'll look out for them as we do ourselves, that you and your men sent to them are going to join their security detail. To make amends, we'll send with your two parties a quarter of, together half, our trade goods to give to the two groups to do with whichever way they so choose, the start of many gifts to come, you should add. Make certain to make known an offer to the yokels that desire to leave home the option of a ride here or to the other camp with an escort of one of you and your squads, then return back to your new post." He grinned a near-maniac smile, "it'll serve to integrate them faster and divide their numbers if any of the bastards suddenly feel a reason to check the conviction behind our trigger fingers."

Standing, he leaned over the table and drew his finger along the blue line denoting the Buffer Zone. "Provos don't have the strength to rule the Clean Zone anymore, the rebels know it, the warlords know it, hell, even the zombies know it. The whole world outside their crumbling walls smells blood in the water and wants a piece, ourselves included. But with great reward comes great risk. The strength we possessed in the early days to carve ourselves a home out of the Dirty Zone, something the damn government never had the guts to do, we need to find that same strength within ourselves again to rebuild society in our image. For that, we need to work hard to become self-sufficient once more and most importantly, to get as much firepower and warm bodies on our side as we can manage. Otherwise, the players and the riches beyond the wire will always be out of our league. To achieve this goal, we'll have everyone left at base with an appropriate melee weapon, myself included, clear the perimeter of as many dead as safely possible through the fences, while every free worker at our disposal will create rooftop gardens aided by volunteers drawn from our remaining unoccupied fighters, utilizing as much of our resources as is found necessary to get the job done pronto and well."
 
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You relay your orders to your ringleaders, who agree to take their crews over to the camps. 'Red' raises her hand and asks if the camps' inhabitants are expected to show up to the prison on their own time, or if the crews are supposed to bring them back. "Can't remember if they have enough cars of their own to bring everyone along. We might need some extra carts to transport some of the fuckers," she tells you before leaning back in her chair.

It will take a lot of labor, as well as some fertilizer and wood to create rooftop gardens. Though, your lieutenants agree that it would be a good way to supplement the current gardens already established in the courtyard; it might be enough to attain full autarky. However, Mann raises his hand and speaks. "We might not need extra gardens, boss. I mean, if we're gonna take a bunch of crews into the CZ, they guys that stay behind will have plenty of food to themselves, won't they?" he says.

The perimeter is mostly clear already. There are hundreds of skeletons surrounding the prison from where zombies have been shot over the years, or simply had their eye sockets impaled through the fences by the patrols. For many years, the area around the prison smelled like rot. Since zombies don't show up as often anymore, people have taken the time to transport the bodies to a dumping spot in the woods. The skeletons remain, simply because they have been stripped clean and don't smell anymore. The Boss theorized that the zombie numbers have thinned due to migration to the CZ, possibly due to all the smoke and noise the fighting has created.
 
Kid's reply to 'Red' Davey was succinct. "As stated, the choice to come here to the prison or the other camp is optional. If capacity for the vehicles is met, I suspect it would be to our benefit. We don't need everyone from the camps elsewhere, indeed, this exclusivity can make us appear hesitant to give room and board to outsiders. A few select individuals would easily suffice for our purposes and allow us time to prepare accommodations for the rest. Besides, these camps we're bringing into the fold, they'll require a minimum headcount to remain useful to us as outposts. However, your concerns aren't without merit. The whole song and dance can be repeated weekly, and those left behind during previous weeks can then escorted via my proposed method to the discussed locations as agreed by us today."

"Right now," Kid turned to address Guy Mann, "we need a reliable food source to sustain a long term growth in numbers, people who might not always be capable of providing for themselves like our former vassals. Pilfering the food stocks of what's left of civilization to sustain our expeditions and lessen the burden on the home front is a short term solution at best, one that'll bite us in the ass when we find we have too many mouths to feed and not enough Provo carcasses to pick over for our daily bread. Rich as it may be, the Clean Zone's treasures definitely aren't infinite."

"If that satisfies everyone's curiosity," the warlord drawled, "we'll get the workers on constructing these gardens with all the lumber we have on hand. Everyone else left at base, myself included, can gradually bring in the skeletons and then promptly break them down into bone meal for use as fertilizer to utilize for said project and then our existent crops in terms of priority. Perhaps in time we could even send some of the fertilizer to the camps to improve their own agricultural efforts."
 
"Sounds good," Red replies as she picks at her teeth with her fingernails. "I bet they'll want to dump their kids and old people on us first, though," she remarks. "Still, a civilized society like has gotta look after those types of people anyhow," she chuckles. "Hopefully they make good workers, is all. As for the other guys, are we gonna let them keep their dinky little hunting rifles and become part of our fighting crews, or are we gonna just take that shit away and put it in the armory, and make 'em workers too?" she asked. "I mean, you know that some of them don't like us that much. Had to teach 'em a few lessons in the past when they got uppity. Sure, we might have saved them from zombies a few times too, but people tend to remember bad shit more than good."

Fish raises his hand. "I think we gotta appoint some more worker positions and stuff. Like, a foreman and a chief gardener or farmer or whatever," he suggests. "We might need more wood for the gardening boxes, so we'll need some dudes with axes and chainsaws to go out and get some timber from some trees, maybe. Just make sure that none of those dumb fuckers try to be a badass use a chainsaw to cut down zombie, for fucksakes," he says in frustration. You remember an incident in the past where a marauder tried to murder a zombie with a chainsaw, only to become splattered with blood and become a zombie himself a few hours later- he was splattered with so much gore it accelerated the infection's speed, it seemed.

Sage raises his hand and speaks when it comes to be his turn. "So, boss. You heading out to the CZ, or are you gonna stay behind? If you're gonna play field commander, maybe Old Boss could look after the prison while we're out kickin' ass?" he suggests. The Boss shrugs and provides a silent nod to you, showing he would be willing to rule in your stead should you follow Sage's advice.
 
"If they're going to trust us big bad convicts with their defenseless dependants, they'll be more than willing to let bygones be bygones and keep their own folk in line for us," Kid spoke. "Those who show obvious signs of hostility, that demonstrate they can't be trusted with weapons, of course we'll take their arms away, but for everyone else, they'll join up as new crews. It'll be a risk we have to take," he answered 'Red' Davey's query.

"As for your idea," Kid turned to 'Fish' Fischer, "it ain't half bad, we'll call 'em overseers and appoint one each for agriculture and construction, respectively, as soon as we're able. When it comes to chopping down more trees for the project, we'll get everyone that's a worker on it when they run out of lumber, as far from the cannibal camp at Tulip Valley as possible. They'll be covered as they go about the task by 'Snipey' Smith's boys and 'Wiz' Rycroft's gang."

When it came to 'Sage' Atwater's advice, Kid agreed. "When the time comes to venture out there, I'll be in direct command of the expedition, leaving the Boss in my stead here at the prison."
 
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Red nods to you, scratching her neck a bit. "Right, sounds good. We'll just take the guns away from anyone who acts like a dickhead, then," she says.

Fish also nods after you finish addressing his suggestion about the appointment of work overseers. "Yeah, let's keep them away from that shitty town- we don't want to send those fuckers a bunch of free meals," he says in reference to the cannibal settlement at Tulip Valley.

The Boss agrees to take over the prison in your absence. "When you do go, be careful out there, Kid. NPA probably isn't as big as the old army was, but they've gotta be pretty organized," he says. "Gotta use those guerrilla tactics against folks like that, catch 'em off guard."
 
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"Then let this meeting be over," Kid spoke, holding up his hand to hold his subordinates one moment more before exiting. "I hope you don't mind, 'Snipey' Smith, but I'll be taking a one Joshua Roberts from your employ for the time being. Him and I will take one of the ATVs up to Wolton to establish a safehouse. After that, we'll press on to Knights and access the strength of Warlord Tom's outpost there and whether or not it can be bypassed when we take a trip to the Clean Zone. By the time we return, I expect a full progress report on the discussed objectives I've outlined today. Do what you've been told to achieve, and the bastards that took so much from us and left us to rot will wish they never underestimated what the folk of Marsden Penitentiary could do."

With that said, Kid and Joshua Roberts promptly departed from the prison complex, leaving its ongoing operations to the capable hands of the Boss. The warlord elected to drive the ATV himself whilst his traveling companion rode behind him. "Take no chances while we're out here," he suddenly spoke up after a few minutes on the road, "follow my lead, move like a shadow, and shoot like the son of a bitch 'Snipey' Smith taught you to be, and we'll be aces. Hell, impress me, and if you so desired I could see about appointing you to lead one of the new gangs made up of the more trustable outsiders once this scouting mission is all said and done."
 
A hearty 'hooah' arises from your assembled deputies after you finish your words that conclude the meeting. Smith heads out and fetches Joshua Roberts, who had just finished his tour of duty on the watchtowers for this morning. He greets you, and seems quite surprised that he has the distinguished privilege of personally accompanying his warlord on a small journey. Though he was due for a break after his lookout duty, he obviously doesn't question you when you ask him to come along. From how his face lit up, he probably doesn't mind anyhow.

He slings his modified .22 carbine and sits on the back of the ATV. "I'll do my best, sir," he replies. Joshua was just a kid when he was first locked up in the penitentiary, though he was thirty-four now. He nods upon being offered the chance of receiving a leadership position, seeming hopeful about the prospect.

You hit the road, eventually reaching Wolton. It's pretty much deserted, with no survivor presence immediately noticeable. A few old, rotted zombies stagger around, but not very many of them.

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Joshua scopes out a few buildings that could be used a safehouse. A few homes are still intact and have strong doors, and there is also a small office and a warehouse that look sturdy. Though, while the two of you are hanging around Wolton, you notice quite a few strange symbols spray-painted around, in addition to old skeletons that appear to have been moved around so that they are holding hands with each other in circles. "The fuck is all this shit," Joshua exhales.

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After Kid and Joshua each inscribe the markings onto pieces of paper, thoroughly break apart the circles of hand holding skeletons by force so that they may never be quite arranged the same way again, and cover the mysterious symbols up completely with their own group's tags, the warlord decides to saddle up again on the ATV to sweep the breadth of the town in a timely fashion for survivors or any further information about the unknown group, repeating the desecration of likely holy sites and replacement of certain territorial claims wherever they are found in an attempt to make a first intimidating 'fuck you' to the new neighbors. "If we spot folk that looks crazy enough to be the cause of this, we'll capture one and kill the rest, assholes don't look like the reasonable sort. If they've all guns in hand, we'll fill them with lead and find out what we can from their carcasses. If we don't find anyone or anything that would warrant a stop, we'll scope out the office instead."
 
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Joshua seems to delight in smashing and splitting the bones with a 2x4 he found nearby. He also tosses you a spray-paint can so that you can replace the strange symbols with the seal of Marsden instead. Dogs pissing over other dogs' piss.

As you make your way through the town, you desecrate several more skeleton posing sites and spray over the cult-looking logos wherever you can find them. Still, you don't find any signs of human activity. However, one hand-holding circle of bones (located close to the office building) is noticeably larger than all the others, and has some text written in black paint on a nearby brick wall. Some kind of weird poem or song.


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"Spooky," chuckles Joshua, though he does seem slightly unnerved, looking around and scanning all the nearby windows. Still, the town is silent, save for the sound of the light breeze which carries a few soft undead groans.
 
"Worst case scenario, what we seem to be dealing with here is a class four infected reaper den for a loner or a hive for a group of them set up in the office, or at least adjacent to it," Kid remarked, the warlord pausing to think. "Be it that, or a band of the living that finds more in common with the dead than us. Either way, let's hide the ATV somewhere secluded nearby, and investigate the office on foot. When we get there, we'll as quietly as possible block all avenues of escape we can reach but the main entrance using dumpsters and other objects, and then proceed to discretely make several small fires around the building we'll light once we find a suitable securable overlook in sight of the front door to rush back to. From our vantage point, we'll pick off anything or anyone that comes out of or is drawn to the inferno," he spoke whilst covering up the text with a final, intricately detailed Marsden symbol after dedicating the unsettling words of it to memory and parchment.
 
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"Zeds can't talk, though, can they?" Joshua asks. "Or well.. write, I mean. They ain't literate, not even a reaper can be, right?" He shrugged, seeming to believe they must be a cult. But with twenty years of potential change and evolution, who knew what the infected could ultimately become?

After you spray over the words on the wall, you and Joshua set about planting some fuel for a fire (mostly dried grass), before blocking the doors of the office building. With Joshua's help, you push some heavy garbage dumpsters on their rusty wheels in front of the doors, besides the main ones in the front. Joshua also finds a rusty chain length and uses it to chain the remaining office side exits closed. You manage to climb up onto a small roof on top of a single-storey insurance building while Joshua lights the fires through the windows. He retreats back over to you, climbing up onto the roof.

No sound emits from the building. The fire spreads, and it's starting to just burn down.
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After some deliberation with Joshua, Kid elects they wait about a third of an hour before leaving their position for the ATV and from there riding to the warehouse. Should the few infected of the town congregate around the fire and not be stupid enough to be drawn in, and be limited in number to where it was safe for Kid to act as bait with his spear while Joshua hit them over the head from behind with the 2x4, the pair would pause to dispatch the monstrosities so that they wouldn't serve a threat, however minor, to future convict expeditions.
 
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After about twenty of minutes, Joshua and yourself prepare to leave. The office fire attracted the curiosity of around six shambling zombies, who have wandered over to investigate. Two of them mindlessly enter the building and simply burn to death, with the roof collapsing on top of them shortly afterwards. The lack of nerves and pain is normally an advantage to Class III infected, but evidently not in situations like today. "Losers," Joshua remarks.

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The remaining three zombies are mopped up safely enough. Joshua brains one of the remaining zombies brains in, while you drive your spear through the skulls of the other two members of the trio. There are more infected within the town, but not all of them seemed interested, or noticed the fire.


Joshua hops back on the ATV with you, and you head over to the old warehouse. The building is very decrepit, but is at least devoid of any cultist presence. There's some graffiti around, but none of it contains the strange symbols or weird poems.

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Kid and Joshua search for anything of use, clean and fix whatever they can that's a potential hazard, and finally do a through job of barricading the doors from the inside and the outside with nearby debris, fusing the doors themselves permanently shut with blowtorches. If possible, while making the fortifications outside, the doors are obscured or covered up as well. Once done, the two ride for Knights, aiming to leave their ATV somewhere safe and hidden near the road, covering up any tracks it had made, and then discretely scouting out Warlord Tom's outpost and after the town itself on foot.
 
There's plenty of junk lying around to barricade the entry points with, along with scrap wood to nail over the windows and doors. Joshua drags some fallen leaf-bearing tree branches in front of the doors and props them upright in an attempt to obscure their visibility with the foliage.


You and your companion get back on the ATV and continue on your journey. The two of you make it about halfway to Knights before you see some men on the road. They appeared rather suddenly as you made your way around a corner. They're all carrying rifles, but don't appear to be hostile. Their heavy backpacks suggerst they are just travelers rather than members of Tommy's retinue.

They're leading along three captives; women in army fatigues that have their hands tied behind their backs.

What looks to be the leader of the party, an old man in a baseball cap, waves at you and shouts. "Hey, fellas," he says.
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"If you don't mind telling me the story with you and the Provos in tow, I think we can trade information and," he clacks his teeth as he searches for a suitable word, "wares," Kid gestured at the apparent prisoners, speaking the statement with a nonchalant air. The warlord casually dismounting the ATV and taking a few short steps towards the old man in the baseball cap leading the party as he spoke. While he walks over, he turns his head back towards the vehicle and casually motions to Joshua with the flat palm of his right hand to stay by the ATV before once more facing the new group to talk again. "First off, however, we'll like to know where you lay your hats, or if you understandably can't reveal us that, tell of what crew you roll with, if any. Should you wish, we can reveal where our allegiances lie first as a sign of good faith."
 
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"Well, we aren't with Tommy Boy, if that's what you're wondering," the old man says, keeping his Kazacian-model assault rifle slung. His companions shake their heads as well. "We do business with them, sure, but that's about it. We're just a regular bunch of guys, y'know?" He flashes a grin, showing some yellowed, slightly rotten teeth.

Then he chuckles and just shakes his head. Maybe he judged you as a more unscrupulous sort, since he proceeds to be more open with you now. "Nah, not really. We got a gang, but it's small and ain't really got a name. Not even really a gang, more like 'traders plus', as I say. Take stuff from smaller guys and sell it to bigger guys, you know?"

He laughs. "Anyway, these girls... two privates and a sarge. One's got no eyeballs, don't ask. Got them while we were checking out the CZ and just found a tiny patrol. Tried to sell them to Tom's guys, but they've got outposts as far into the CZ as Copperdale, so they got plenty of captures already. Apparently the rebels are basically getting assfucked in Parliament though, so the army is probably gonna kill all the opposition in the surrounding areas after they win, including Tom's guys in Copperdale," he shugs. "So maybe stay away from those parts if you're headin' into the CZ."

He scratches his chin as the women shift around uncomfortably. "So, if you want these provo bitches... I'd say two hundred rings each. Buy 'em all and I'll give you a package deal of five hundred. I'm open to bargaining," he offers.
 
"We were on a scouting mission to Knights and the Buffer Zone, but I suppose your news bodes ill of that avenue of approach for now," Kid revealed. "If you haven't already guessed it, we're with the Convicts holed up in Marsden Penitentiary. If you'd like, we can take your whole crew on as new hands. Food, water, booze, shelter, security, you name it, we'll reliably provide. Work you would be doing under our employ would probably be easier than what you're doing now on a daily basis, and you'll be with the gang that had the strength to put Warlord Tom's boys back in their place," he smiled a wolfish grin at the memories of the screams the bastards made when the infected caught them kicking up dust in their hasty retreat back to Rusburgh, scratches and bites apparently enough to finally wake them out of their drunken highs. "I'll do you one better for the girls, six hundred rings, three hundred now, three hundred upon delivery to a camp of our's past Wolton a ways, just past the turn to the hell known as Tulip Valley. We'll help escort you there, and you guys could look around and see what we have to offer if you're not already on board."
 
"We could stop by, sure," the man says with a nod of his head. "But we've got trade agreements with quite a few settlements to the west, so we'll probably be heading back there. We ain't usually this far east, but we're basically doing some... investigative work. Checking out the war. I'm not the big guy in charge of our outfit either, sorry. Besides, shit's dangerous being so close to the CZ. Bunch of our guys got blown up by a helicopter gunship once, and we weren't even past the border," the old man tells you.

Meanwhile, Joshua has been staring at the provo sergeant, who looks like she'd try to rip him in half if she didn't have her wrists tied behind her back. The other two soldiers mostly just look crestfallen, their eyes towards the ground.
 
"Then pass the word along to the big man that the Convicts are recruiting, and would make be willing to meet some terms of his for the pleasure of the entirety of your outfit's company." Kid spoke. "Say," his gaze flickered to the soldiers while handing over half of the agreed payment, as promised. "Could we have a few words in private with the Provos for a minute?"
 
"Sure thing," the man replies, agreeing to tell his boss about your group. When you ask to speak with his prisoners in private, he seems a little skeptical. "What are you gonna talk to them about?" he asks. Though, after he takes the money, he shrugs. "Oh, whatever. Yeah, sure, go off with them. I guess they fifty percent belong to you anyway, so I guess you can chit-chat. No laying any fingers on them, though," he tells you. The three prisoners are allowed to move away a short distance down the road, still within the sight of the old man and his companions, but far enough away that any discussions will not be overhead if they are kept to low voices. The three women (or well, two of them, considering one is blind) look at you uneasily.
 
"Six hundred rings for the three of you. Two hundred rings each individually. You're our property now, but not forever so long as you remember who you belong to. You'll repay the entirety of your debt to us on your feet, not on your backs." His softened voice paused, letting that information sink in, "not many others in my position would allow you that privilege. Fewer still would allow it to be an achievable task. Your sisterhood won't be broken up or forced to do anything it doesn't want to do beyond your momentary servitude so long as you play nice. In exchange, when freedom comes, you have the choice of staying with us, as equals, or to be dropped off just outside of Knights, although I have a suspicion you wouldn't be welcomed back with open arms."
 

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