Try to survive the Winter: A planquest in Fantasy Colonial America

I think "the old settlement" refers to the disastrously failed first colony that our current colony is full of refugee-survivors from. The place our current colonists settled first, where everything got torn apart and the survivors evacuated from to this other location.
derp face smack your right
It may be that their expectations aren't quite as high as you think. We'll see.

We should wait for feedback on how they feel about the efforts we're making, I think, before we risk expending resources we need for survival in the face of purely material hazards.
I dunno did say they were less patient them waiting a year for a mandate to get down and then still not being done feels well into there patience has reached there limit and they get mad,, the mandates are still worth def doing anything since they got good rewardsm it good stuff, luckly the mandate stuff is mostly in council and leadership dice so the vast majoirty of our dice are unaffected by focusinng on them so it not so much either surival or fufil the mandate type sitcauion so I still rather get ahead and get it done ahead of time before trying to rush complete last minute which with some mandate if we get bad rolls we straight up won't be able to do due to high progres requried/limited dice in those categroies

edit: sorry for how chaotic this post is sent it late at night on my phone just wanted to get it out before I went to bad
 
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I dunno did say they were less patient them waiting a year for a mandate to get down and then still not being done feels well into there patience has reached there limit and they get mad,, the mandates are still worth def doing anything since they got good rewardsm it good stuff, luckly the mandate stuff is mostly in council and leadership dice so the vast majoirty of our dice are unaffected by focusinng on them so it not so much either surival or fufil the mandate type sitcauion so I still rather get ahead and get it done ahead of time before trying to rush complete last minute which with some mandate if we get bad rolls we straight up won't be able to do due to high progres requried/limited dice in those categroies
Unfortunately, there are other demands on our council dice than just the mandates. I'm pretty sure waiting much longer to solve disputes is just asking for serious trouble, and figuring out leadership seems like it could get us more council dice. On the plus side, the completion of some projects should hopefully mollify the Dead regarding delays in others. And if I am wrong and we fail one of the Mandates, it's not the end of the world. While the Dead are less patient than the King, they are also more forgiving so a failure or two when starting out will probably be chalked up as a learning experience.
 
derp face smack your right

I dunno did say they were less patient them waiting a year for a mandate to get down and then still not being done feels well into there patience has reached there limit and they get mad,, the mandates are still worth def doing anything since they got good rewardsm it good stuff, luckly the mandate stuff is mostly in council and leadership dice so the vast majoirty of our dice are unaffected by focusinng on them so it not so much either surival or fufil the mandate type sitcauion so I still rather get ahead and get it done ahead of time before trying to rush complete last minute which with some mandate if we get bad rolls we straight up won't be able to do due to high progres requried/limited dice in those categroies

edit: sorry for how chaotic this post is sent it late at night on my phone just wanted to get it out before I went to bad
Again, I strongly recommend we look for textual evidence to support the "they're getting mad, they'll get mad, we need to worry" interpretation
 
Unfortunately, there are other demands on our council dice than just the mandates. I'm pretty sure waiting much longer to solve disputes is just asking for serious trouble, and figuring out leadership seems like it could get us more council dice. On the plus side, the completion of some projects should hopefully mollify the Dead regarding delays in others. And if I am wrong and we fail one of the Mandates, it's not the end of the world. While the Dead are less patient than the King, they are also more forgiving so a failure or two when starting out will probably be chalked up as a learning experience.
with the nat 100 we got millita helped a ton with that so I am comfrtable pushing it back a little more in order to get the mandates done
Town cohesion increased! Cultural tension reduced!

Again, I strongly recommend we look for textual evidence to support the "they're getting mad, they'll get mad, we need to worry" interpretation
There is no strict time limit on Mandate, but taking too long will begin to anger your partners. Allies tend to be less patient, but give easier tasks and be more forgiving of past mistakes. Patrons see more in the long term, but calming their anger is no easy task.
this was the quote I was responding to that then u responded starting this whole chain of conversation. A year is a long time and with allies being less patient it makes sense to me at least with this evidence and supposition that if we don't get the mandates done by the end of autunom they be mad. By the time they start warning us they want to get it done with the limited amount of dice in that categories and the large amount of overlap with the mandate all in limited dice categories.

Actually @OldShadow do we have any IC idea of when the freeded one patience with waiting will break with completing the mandates or what Sara thinks at least?
 
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Actually @OldShadow do we have any IC idea of when the freeded one patience with waiting will break with completing the mandates or what Sara thinks at least?
One year without progress on any mandates would begun to rattle the Freed. Since you did actual work on one mandate in just a season, and the Freed know that you have limited resources and manpower, there is no issues, according to Sara.
 
Once that winter has ceased I think we should do what we can to ameliorate our militia and our defense. One of our only advantage versus the natives are our firearms and our knowledge of better defenses. And we only have a dozen of firearms and a palisade. Let's not lie to ourselves we don't have the numbers and the resources to establish a real professional troop of soldiers, but we should be able to give to every man that fought a musket and a sidearm be it a sword or hatchet. And once the slavers remark on our presence a good defense will be invaluable; Speaking of it liberating their prisoners will probably be our best way to gain more people to our settlements since we will probably not see anyone from the mainland in a while, so we will have to think about it.

Also, we will soon lack steel tools and ways to repair them so it's also something that we will need to address quickly.
 
@OldShadow do the Native use metals? If yes what kind?

If the natives don't have metalworking then we need to send expeditions to find a source of ore so we can at least scavenge some even if can't set up a proper mine.
 
@OldShadow do the Native use metals? If yes what kind?

If the natives don't have metalworking then we need to send expeditions to find a source of ore so we can at least scavenge some even if can't set up a proper mine.
Some use of gold and copper.
No smelting, no bronze, no iron.
EDIT : Some of the Awakes weapons found in the reserves were made from material you do not recognize. For example, one spearhead seemed made from a shard of unbreakable glass.
 
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A temporary solution would be to go back to all of the old towns and pull the nails out of the walls. Any tin and copper from cookware, cutlery, buckles, and buttons can be made into bronze. All of those things can have non-metal replacements from bone or ceramic.

Hopefully that would tide us over until we find an iron deposit. Jamestown did find high quality iron ore near their settlement and bog iron might be found in a pinch. If we are in or near New Jersey, there were surface mines of copper. The only sources of tin is in the Appalachian mountains or on the other side of the country so no bronze for anyone (there is a reason the natives didn't make any.)

Edit: I'd die of joy if we found a coal deposit to mine. It would be a great source of heating and allow for the easy melting of metal, though coal mines regularly kill people. We'll be dependent of charcoal production for melting metal for some time.
 
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this was the quote I was responding to that then u responded starting this whole chain of conversation. A year is a long time and with allies being less patient it makes sense to me at least with this evidence and supposition that if we don't get the mandates done by the end of autunom they be mad.
I dunno. Theoretically immortal or nigh-immortal spirits may not think a year is all that long a time.

We should focus on the Atelier then, it should allow us to recycle most of our tools so our supply should last longer.
Yeah. Metal gets recycled heavily in this era, because even something that rusts out can be reprocessed (with some loss) back into workable metal.

What we desperately need is a source of metal.
The heck of it is, iron ore isn't that hard to find if you're not fussy. The real pain is felling enough trees.

acoup.blog

Collections: Iron, How Did They Make It? Part I, Mining

This week we are starting a four-part look (I, II, III, IVa, IVb, addendum) at pre-modern iron and steel production. As with our series on farming, we are going to follow the train of iron producti…

acoup.blog

Collections: Iron, How Did They Make It? Part II, Trees for Blooms

This week we continue our four-part (I, II, III, IVa, IVb, addendum) look at pre-modern iron and steel production. Last week we prospected our iron ore and extracted it from the ground and did some…

acoup.blog

Collections: Iron, How Did They Make It, Part III: Hammer-time

This week, we continue our four-part (I, II, III, IVa, IVb, addendum) look at pre-modern iron and steel production. Last week we took our ore and smelted it into a rough, spongy mass of iron called…
 
Bog Iron is frankly better for us right now since It's pretty much pure iron we don't have to smelt it to get it out of ore. Plus it slowly regenerates it's deposits.
 
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The thing with bog iron is that, as the name implies, we need to find a bog that has accumulated iron in it.

Also considering the kind of setting we are in, the swamp is probably going to have something nasty living in it.

I'd take my chances digging the ore out of the ground.
 
Pretty sure there is nasty stuff underground as well, let alone that mining is super dangerous already in real life. Mining was lethal.
 
Pretty sure there is nasty stuff underground as well, let alone that mining is super dangerous already in real life. Mining was lethal.
We are not going to need to set up a mine though. For our current population just digging up some surface ore every now and then should suffice.

So no need to go into caves or set up mining shafts.
 
We are not going to need to set up a mine though. For our current population just digging up some surface ore every now and then should suffice.

So no need to go into caves or set up mining shafts.
Then we need to go exploring into the woods far from home to find iron. Granted, that is also a problem with bog iron, but starting a dig will not be safe either.
 
Turn 4, First Year after Union, Winter : Another Trial, and an Amused Watcher
Time as comes.
The Chains Lessens.

Countless servants stir.

It is Winter.

Welcome to your first Winter Turn! In this turn, you do not play the settlement trying to prepare for a season of terrors, but the force of Winter trying to take their toll.

As such, the question this turn is not what to do to prepare, but what can the settlement handle. After all, what is the point of a hunt without enjoyment? And humans have proved that prey can be turned into livestock…

Winter in those lands is seldom predictable, do not expect to see the same actions and the same strategies each year.


(POV: An Old, Cruel Watcher)

Night has fallen for 3 long months over the land, and the good folk tremble in their homes, praying that their pitiful wall will hold. Delicious prey, but so few, most of the warm-blooded crop already gathered last year. Still, even if many others attract the attention of the powers of those lands, prey are prey nonetheless, and shall be hunted by some.

Importance: Minor

Attention: Distracted


Importance represents the settlement…juiciness as a prey for Winter, and how much of Winter's baleful attention will go its way. It will grow with the settlement, almost inevitably.

Attention represents how much the local forces of Winter are focused on Union, and will vary depending on local events and the settlement's actions.


Winter Dices (need to be all attributed):

3 Hunger Dice: Hunger is the unfillable pit, ever reaching for more to devore. Its corruption enslaves to needs and desires, until a man is ready to murder those he loves for a better meal. Hunger's thralls are ravenous and direct, reaching tirelessly for more flesh and more soul.

3 Cold Dice: Cold is the emptiness beyond, slowly eroding away all things good. Its corruption drains its victims, until they are but empty puppets. Cold's servants are fragile, subtle things, striking with ambushes and traps, and preferring to act on the longer term.

Red actions are Hunger exclusive, blue Cold exclusive, and all dice can be used on White actions. The dice used will change the result of the actions, due to the differences between Hunger and Cold.

Harshness Dices: 3

Harshness Dices represent how much of the harshness of the season is handled by the settlement, Union. Every Harshness Dices unused this turn will be rolled on actions that strengthen Winter or attack a peripheral target (potentials others colonies, natives group, the Freed or the King, for example)



Preparation:


During Winter, Preparations and morale shall be tested. Each preparation has specific assets, representing what has been done to ready the people.

Food: Our larders are full, maybe enough to fight Hunger.

Mainly the Four Sisters, some Old-World crops and Winter Walker reserves, a little meat.

Heat: We have homes, furs, and fuel. We will be cold, but we will not freeze.

Basic homes, some fur, sufficient fuel.

Defense: One thin wall of wood, one wall of flesh behind it. Mayhaps we are ready.

Trained militia with basic monster fighting knowledge. Stockade. Readied Canons. Limited muskets and steel weapons, but enough tools and natives' weaponry to arm the whole militia. A few old Awakes weapons.

Knowledge: The Freed whisper to us about our foes. We have a few defenses, especially few against illness.

Winter Walker knowledge. Some Herbs.

Morale: 55/100, Steady (reduce chance of negatives event)

Unresolved conflicts and divided groups. Survival-based united, basic discipline and habit to work together.

Unique assets:

Sara Smith: Morale leader, spirit-sensitive, great affinity with the dead.

The Mourners: Affinity with the dead. Without fear.

Freed's help : Defense against incorporeal threats, early warnings for those that can hear them.


As of now, you will have to guess what the settlement can handle of Winter's attentions, as such the dices allocations will need to be decided from the action's description and the settlement's preparations, and not from numeric value.

Influence

Whispers on the wind, terrors in the dreams. How much of Winter's attention can the young handle, I wonder?

[Automatic, no dice needed] The Hunger

Hunger gift to all for the season. All shall grow ever more mindful of their stomach. One meal missed, and they shall grow jittery, quick to anger and envious of their fellows. One day without food, and they shall look at those around them, wondering, what taste is their flesh? I hope there is enough in the larder for all!

-[] Endless Pit: Hunger shall take from every morsel, folks needing more food to feed themselves and satisfy their appetites. Will full larder be enough, I wonder?

-[] Hunger of the Mind: All shall grow more mindful of their desire. More willing to satisfy them. More willing to steal, to lie and to kill for them. Protect your spouse, protect your child, protect your goods!​

[Automatic, no dice needed] The Cold

Cold gift to all for the season. A ceaseless gift of cold and snow, enough to kill a man grow in half of an hour. Woes to the unprotected.

-[] Boundless Generosity: Truly, this Winter is generous, with more snow than one can handle! Enough snow to cover the land, to bury the walls, maybe enough to break the roof, and spread for the enjoyment of all!

-[] Playful Winds: The Winds of the North have come to play. Weather shifts from an instant to the next, storms peppered through the months, and the unaware shall be buried under the blizzards!​

[Automatic, no dice needed] Sunless Days

The gift of Winter, shade until the season is over. In this long night, no plant shall grow, no rays shall guide men's way. Enough time without the sun, and people shall weaken in body and mind, until illness can feast easily upon them.

-[] Wither away: The weakness of the sunless time shall attract worms and rots, until the very walls of men's homes crumble away under the feast of the crawling mass.

-[] A Rider upon a Pale Horse: At home in the darkness, illness shall spread in drove amongst the weak. Humans shall bleed, and cough, and empty themselves, fever will devour them whole, and minds shall be haunted by madness.​

[] Promises and half-truths.

Winter like servants under chains almost as much as fearful prey. It is maybe time to offer some morsels to the sufferings and see how long they resist before they bow before new masters.

Pray tell, who shall endure Winter's advances?

-[] Sara Smith: Beloved by the dead and living, so young and already with power filled. A tasty treat, to be given much and offered more, until she breaks and bow.

-[] The Council: The old, the wise, the respected. Tormented by the pain of age and old wounds. Will they turn their wisdom against the many, to lessen their own pain?

-[] The Weak: Those with broken will and weakened souls. First you find them, then you twist them, and then you have puppets a plenty.​

Servants

Woe for the joy of crushing underfoot, the great and powerful are otherwise occupied. It shall be the swarming of the lesser, without much value beyond numbers.

[] The Vermin

Even if culled near this impertinent town, there is vastly more swarming and devouring things hidden in the wild's shadows. With a few calls, the eager hordes shall come for death, be it of their targets or for themselves.

[] The Winged

The menace above, easily evading both hunters and walls. They shall come in droves and pluck the unawares from above.

[] Crawling Menaces

The menace below, ignored by those that walk above. What is the value of walls, when they can simply crawl and dig under them, and surge where they can find the warmest, freshest, youngest of meat!

[] From the Red Wood

The runt of the red domain, smallest cousins of the Lords. With the seeming of prey, of deer, but ever hungry for red flesh and warm blood. Fast, ever-moving and never-tiring, these beasts, even few in numbers, can dodge around bullets, and rush in an instant the unready, before reaping out their flesh.

[] Of Cold and Shadows

The lesser shades of the cold land, as fragile as silk's weave, but as silent and discreet as a shadow. They will come, hidden, and drop themselves as a cloak on wary shoulders, luring one to a long sleep as they draw all warm from their bodies.

[] Old and Forgotten

Woes, for there is no fresh dead to rise from the grave and send to fight against their families! The old, hidden tombs will need to loan their guardians, ancient deaths from generations past. At least, they will come with a few forgotten tricks…

[] Fleshless, Remorseless

Now fresh souls for this Season? Well, old shall do the tricks. A few, trusted and desperate ghostly servants, having long lost remnants, names, and memories. Those formless ones shall be sent, and they shall try their best to find a face, a body, and a name anew, be it from the living or from the dead.

The Tribute Takers (Can only be taken with Harshness dices)

The favorite toys are in another game, but there are quite a few, and their greed is boundless. With a little luck, some of the cunning Takers may come to spice the play.

[] Lone Hunter

A lone one, seeking something precious and portable to bring back to its master. He shall slip into the homes of the unaware and take what will bring him fame. Some learned mind? Gunpowder? A precious slave? Who knows?

[] Masked Merchant

One of the "wise" amongst the Takers, a seller of goods and giver of gifts. One who sold face and name to earn a position, and who now seek additional partners. A merchant of curses and takers of all a person can cherish. One's clients do not need to be willing, for the Takers.

[] Proving of the Made

The Takers have many strange and wonderful creations, made from the twisted, the shattered, the sold. They have many uses, for the Takers do not have naturally hunting dogs or livestock. With a little push, a few of those creatures will be sent to prove themselves in a new hunting ground this Winter. Fear them, for there are fast, strong and relentless, fearing not the lesser blows of men.
 
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Ugh, I'm really wishing we could have gotten some disputes resolved before this hit. Pretty sure we will have some cracks in unity widened before this winter has ended.
 
There is a lot to look at and break down here. I can already see where some combinations would lead to cascading failures. For example Boundless Generosity and Wither Away would definitely lead to housing shortages.

Really need to thread the needle here.
 
[] The Vermin

Even if culled near this impertinent town, there is vastly more swarming and devouring things hidden in the wild's shadows. With a few calls, the eager hordes shall come for death, be it of their targets or for themselves.
-[] Endless Pit: Hunger shall take from every morsel, folks needing more food to feed themselves and satisfy their appetites. Will full larder be enough, I wonder?
We have enough food, wood and clearing done we can survive these better then most

-[] A Rider upon a Pale Horse: At home in the darkness, illness shall spread in drove amongst the weak. Humans shall bleed, and cough, and empty themselves, fever will devour them whole, and minds shall be haunted by madness.
This is the one we are weak against.
 
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