[hider=Settlement Sheet] [color=fffba1][h3][b]Basic Details[/b][/h3][/color] [b]Settlement Name:[/b] New Tyburn [b]Government Type:[/b] Parliamentary Democracy [b]Starting Location:[/b] Nestled between Lake Tyburn and the trail leading south, lies a small hamlet. The surrounding area is relatively flat, mostly abandoned, decrepit farmland. Despite this, the majority of the food for the settlement is fished from the namesake of the place: Lake Tyburn. As for the hamlet itself, the "town centre" of sorts is situated around a small cluster of buildings, including a fishery and tackle shop, accompanied by a few other buildings. Five buildings stand in this main cluster. The tackle shop, which is used as an all purpose storage building, holds accumulated food, supplies, and weapons for the settlement, including fishing equipment and canoes. A long, open dining hall type building across from the shop has been converted into a defensible shelter for the settlement, acting as lodging and a general meeting place. A small kitchen at the back of the hall is kept clean and used to make communal meals. A small shack that once acted as an administrative building for the dining hall has been converted into a meeting place for the parliament of New Tyburn to meet privately and discuss plans, projects and legislature. Another small shack, that likely belonged to the owner of the tackle shop, is used as extra lodging, as well as a place to hold public meetings and hold votes. Finally, a small radio station with most of the equipment missing sits beside the tackle shop. A tall radio tower sits atop the shack, and while it is useless without the equipment needed to operate it and someone with the technical knowhow to do so, it is still used as a lookout tower for the settlement, acting as an early warning system to any approaching threats. [b]Currently Controlled Regions:[/b] Probably three or four hexagons, in the area circled below. As for colour, I believe [color=99FF66]#99FF66[/color] will do. [hider=map][img]http://i.imgur.com/Z6lS0Eq.png[/img][/hider] [color=fffba1][h3][b]Demographics[/b][/h3][/color] [b]Total Number of Citizens:[/b] 33 [hider=Population Breakdown] [list] [*]Adult [list] [*]Female: 16 [*]Male: 13 [/list] [*]Children: 4 [/list] [/hider] [b]Potential Military Force:[/b] 29 adults at maximum, but realistically they would leave one or two behind to protect the children in the event of an attack. [color=fffba1][h3][b]Textbook Information[/b][/h3][/color] [b]Brief History:[/b] The formation of New Tyburn came soon after the fall of humanity. A small band of about 10 took up residence in the abandoned dining hall on the path to Tyburn lake, fortifying what they could and staying as quiet as possible. As the days turned into weeks, it became clear no one was coming to save them, so they began to set up permanent defenses. They fished for food, and lied quietly those first few weeks. Then, refugees from the south started passing through, and eventually, some wanted to stay. So, New Tyburn slowly grew over two months, taking in refugees who agreed to play by their rules, and chasing off any who didn't. Then the refugees stopped coming, and the zeds started wandering farther and farther from the towns. More and more of them appear every night, shambling their way northwards. Some residents are calling for action, to start exterminating the dead before they can get too close; others demand the defences of the growing settlement be bolstered, a fence or wall built around the town; others still say that the fledgling town is too small to brave the coming storm, and that fleeing the area should be seriously considered. Whatever the decision, New Tyburn can't simply survive any longer; they must find a solution before they are overtaken by the shambling masses on their doorstep. [b]Current Policies:[/b] [list] [*][b]Vote[/b] today! : The current method of deciding action is simple and straightforward: You and your pals think we need a new wall? You want to start an expedition to clear out the zed building up to the east? Bring it up at the next town meeting, and the town council of representatives will vote on it. This means that any projects or legislature must be approved by at least three of the five council members, else it will be rejected. [*]Do your [b]job[/b]! : Keeping a settlement together is hard work, and everyone needs to do their part. So, taking a day or two to scrutinze and assess the abilities of a new recruit may be costly in the short term, but assigning people to a specific job based on their skill set makes sure that everyone is contributing the most possible to the group. [/list] [b]Strengths:[/b] [list] [*]Here they [b]come[/b]! : A designated "watchman" is posted and routinely replaced at the top of the radio tower to keep an eye on the immediate surroundings of the settlement. This in conjunction with the flat landscape allows the citizens of New Tyburn to keep tabs on their immediate surroundings. [*]Come on in, [b]friend[/b]! : Hospitality is New Tyburn's middle name, and they're not afraid to show it. This is great for them diplomatically, putting any potential allies at ease. As most of the citizens of NT are refugees themselves, they understand the wanderers plight; they'll take in any stragglers in need of a bed and a hot meal before they go on their way. That's not to say they won't turn on you if you abuse their kindness, of course. And hey, if they decide to stay, that's a plus for us! [/list] [b]Weaknesses:[/b] [list] [*][b]Weapons[/b]? Sure, we pro'ly got a [b]stick[/b] or som'n in the shed... : Due to poor planning and a little bad luck, very few actual "weapons" are available to New Tyburn. One or two hunting rifles are sitting around, but with so little available ammunition, the majority of the citizens will be fighting with baseball bats and knives. [*][b]Think[/b] of the [i]children![/i] : Having little ones running around is a big responsibility, and one that is taken very seriously in New Tyburn. This means leaving at least two armed adults with the children in the event of an attack, making sure to keep them safe. [/list] [b]Leadership:[/b] Once a month, the town holds a vote on five people to elect to parliament; These five become the leaders of New Tyburn for the month, and will vote on any projects or legislation that the citizens bring to the table. This council is meant to act for the good of the settlement, representing the ones that voted them in. [b]Other:[/b] TBA! [/hider] [hider=Leader Sheet] Seats of Parliament [hider=Seat 1 (A. Antonis)] [b]Name:[/b] Arlene Antonis [b]Age:[/b] 38 [b]Appearance:[/b] [hider=Portrait] [img]http://www.iamexpat.nl/upload/files/73bbdcae92f7536f3c9ab738964423331297931781.jpg[/img] [/hider] [b]Values:[/b] [list] [*]Community [*]Heritage and History [*]Selflessness [*]Hospitality [/list] [b]Goals:[/b] In the short term: Survival, and the protection of as many innocent souls as possible and manageable. In the long term: To create a safe, open environment to allow survivors to rebuild their lives; a community that represents the best of humanity, given another chance to get it right. [b]Strengths:[/b] [list] [*]Organizationally Minded: When shambling flesh eaters are at your doorstep, every bullet, plank of wood, and scrap of food counts. Years of experience as a corporate manager has sharpened her mind to the minute details of micromanagement. [*]Popular: The people of New Tyburn have elected her to parliament twice now, and trust in her decision making skills. Unless she screws up royally or pisses off her community, it's unlikely she'll be ousted from her position. [/list] [b]Weaknesses:[/b] [list] [*]Physically Hindered: A permanent hip injury means she can't move very quickly. She mostly has to stay within the safety of the settlement, since all it would take would be a slightly faster than average shambler to spell the end for her. [/list] [b]Bio:[/b] At the outset of the end, it seemed like Arlene would be one of the first claimed by the exponentially growing hoard of cannibalistic shamblers at her door. A birth defect crippling her at birth, it was pure luck she managed to barricade herself in her apartment before things got too wild. Her brother managed to reach her, fighting tooth and nail to get to her door. She managed to convince him to help her save others in her building, instead of bolting out of there immediately. Seventeen survivors left that apartment building, managing to scrounge together a caravan, and started to head north. By the time they'd reached Lake Tyburn a week later, they'd lost seven people to the dead walking. Shaken and on the edge, Arlene knew someone would have to take charge to keep these people alive. So, with support from her brother, she convinced the remaining survivors to put work before their thoughts, and started fortifying a small group of buildings, clearing out any shamblers they came across to make the area safer. Soon enough, they had a small settlement, and people were staring to turn up, asking to stay and help. [b]Other:[/b] TBA [/hider] [hider=Seat 2 (TBA)] [/hider] [hider=Seat 3 (TBA)] [/hider] [hider=Seat 4 (TBA)] [/hider] [hider=Seat 5 (TBA)] [/hider] [/hider]