You decide to accept the Technocratian merchant's deal, for now. You ask some of the Tinkerers to help with repairs to the caravan and you give a small amount of scrap metal. You are beset by worries over the whole affair. Perhaps the House of Technocratia isn't as powerful as it seems? Who knows what powers really rule Rome? One thing is certain: you need answers. There are also specific goods you seek to acquire, rockets and HE-3. You decide to select some appropriate candidates for an embassy; its high time you acquired some accurate intelligence on Rome.
The raiders fail to return and the soldiers you sent to loot the battlefield come back with mixed results. They report that the remains of the raiders are all horrifically oversized and seem quite disturbed. However, they did find the following: 11 crude iron muskets with powder and shot, 6 Kalash rifles and about 850 rounds of ammunition, a small pile of knives, three satchels of what appear to be simple pipebombs and 6 HE rockets. They don't appear to be of a match with your launchers but their simple design means that you may be able to manufacture your own and perhaps even copy the design of the rocket itself, if suitable chemicals can be found.
These items safely recovered you summon candidates for the embassy. You have already decided to send the young de Meridi lad Jacamo, as it shows that you have not forgotten his family's sacrifice. The other candidate proves a little more tricky. A great many of the Tinkerers and small merchants fit the description of "a person who is skilled with words who has traveled a little" they tell you this at great length. In the end you decide upon Tinkerer by the name of Eric Twiceiron, who's family settled in Sala-Zione some generations ago after coming out of the far North. What he lacks in technical knowledge he more than makes up for in business acumen. He also seems to be rather fond of the sound of his own voice. Upon being appointed to the role, he immediately issues you with a series of demands. Firstly, he shall need a vehicle for the embassy to travel in. While its all very well that they travel with the Technocratians on the journey to Rome, he thinks its vital that they be able to carry their own goods and equipment. Secondly, Jacamo de Meridi is not nearly enough protection by himself, either on the road or in the city itself which, if you believe the rumors, makes Hell seem like a quiet law-abiding suburb. He demands at least another five guards, under Jacamo's command. Of course, he realizes that taking men from the militia is out of the question and will settle for some appropriately armed volunteers. Finally, he declares that a proper embassy will need valuable goods for bribes and the like, and that as ambassador he'll definitely be needing some opulent new robes if anyone is going to take him seriously. At least he seems enthusiastic about his tasks.
A day has passed. The merchants are nearly ready to go and the trade is complete. They await any envoys you may wish to send with them. The militia are still on alert.
What do you do now?
Alcide Brunelleschi: Family Armor, Laser Rifle, Hover Scout Trike
Sala-Zione:
Population:1002
Major Official Buildings: The Main Building (water desalinization and machine shop), the Control Room (computers that control important stuff), The Reactor (a Sony AFIC MK23.a45 civilian Light Industrial Fusion Reactor) currently at 33.76% of fuel capacity and generating 14.94% of potential full capacity, the Control Tower (once a large coms relay unrelated to the plant but within its walls, now missing its dish and the seat of your government.
Minor Official Buildings: A small steel barrel and chain dock, painted white. A communal workspace with some machine tools, a power line and a small prototype steam engine.
Citizen Owned: A variety of houses, from rich to poor. Many small industries. A dozen tinkerers workshops, A large Solar Forge operating bellow capacity.
State Stores: 3 large caliber linear accelerator rifles, 900 6mm nickel cored Alloy tipped rounds, 24 Kalash Rifles in a poor state of repair, 8850 rounds of ammunition. 37 Arbalests in good repair with 20 pig iron bolts each. 11 crude iron muskets with 20 rounds and powder each. Three satchels of pipe bombs. A medium-large pile of assorted Alloy. A small pile of composite plates. A good stock of basic spare parts and scrap metal. A small stock of essential advanced parts and 24 spare laser power packs. 25,334.29 L of pure water. 20 Composite rods, three crates of electrical parts. 12 barrels of preserved fruit. A compact and efficient computer unit. 1 pressurized container holding 5kg of HE-3. An ☼armored exosuit☼. A small pile of knives. 6 simple HE rockets of unknown design. Some assorted trade goods (nails, bolts, torches etc).
Health: No diseases of note, an immunity to genetic plagues.
Defenses: Large Circular Pored Stone Wall, in reasonable Repair. 11 breaches filled with crude stone blocks and Alloy plating on the outside, some minor damage near the gatehouse from a recent raid. 30 dedicated Militia with Old Composite Armor and Laser Rifles, 3 out of action due to injuries. 2 Rocket launchers with 2 HE and 2 incendiary rockets remaining.
Food Supplies: Adequate. A sudden shortage could cause problems.
If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.