Preparations for Winter:
Food: We should have enough until the harvest.
Heat: We have homes, and furs, but our fuel reserve have been emptied. We have the berries of fire.
Defense: We need to rebuild the Wall, but the militia is ready. The gunpowder stores are low.
Knowledge: The Freed whisper to us about our foes. We have a few defenses, especially few against illness.
Resources:
Wood: Still a few reserves.
Tools: Barely enough steel tools for now. No way to make more. Alternative are tested.
Weapons: Enough muskets for a few dozen men, 4 cannons, some native weapons.
Herbs: A few reserves.
Steel : A few bits from the waves
Morale: 55/100, Steady (reduce chance of negatives event)
Fields
-[X] Cleaning up [Task] (3 Workforce Die)
--[X] Break them apart [Task]: (1 Native Die, 1 Generic Die)
--[X] Study the Edges [39/25] (32+7) (1 Colonist Die)
The husks are not like anything ever faced by the people. Now that no will animate them, they look like someone fused and sharpened bones fragments into countless morbid sculptures, with each husk like a link in a chain. They are like images of the wall of Hell in old church, or the rest of giants Amalgames, likes in the elder's dark tales on a cold night.
To the eyes of the colonists studying the husks even as their friends break the husks into bits and set them apart from one another to prevent them uniting again, they are a strange opportunity. The edges along the husks show themselves to be sharp, but easily broken, much like blades made of glass.
The bigger shard can still be used as knife, to cut meat, skin prey and gut fish. But they do not have the strength to be used as wood axes or shovel. However, they are small and thin, perfect for work of precision.
Stranger yet, the edges show strange mark, as if they were made of shards of bones and chitin…melted together? It is as if, when filled with a will, the husk could melt and rebuilt part of themselves…
Husks cleaned up, shattered, and stocked. Husks edges can be used as sharp and precision tools, reducing effect of steel scarcity. Information on the nature of husks and their makeup.
-[X] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
--[X] Additional Herbs: (1 Native Die)
All spring the farmers get to work, preparing and tilling the fields, sowing their crops, and letting old grumbling Winter Walkers order them around in the herbs garden.
During talk at mealtime, the Colonist's farmers learn that the Winter Walkers practiced slash and burn, regular moving their house and fields, but returned each winter to their settlement, with the sacred places. A few of our more inventive farmers, after learning this, have come to the Council, talking of how to put in place field rotations with the Winter Walkers methods and the plants of the New World. We still have time before this question become major, but it merits thinking, especially since we do not need livestock feed and the need for more herb's gardens than back homes.
Fields Sowed, additional herbs gardens prepared, discussion on potential crop rotations methods using New World crops
Wilds
-[X] War in the Woods (2 Silent Blade Die)
Silent Mind, Cold Blades triggered, results multiplied by 1,5
--[X] Poisoned Giants [122/150] (31+2+1;44+2+1)X1,5
William was a simple man. Born with a dull mind, a boorish face, and a low station, all he had was long, strong arm and a solid back. And all he learned was to cut and hew trees for others. So, when he hewed the noble that touched is sister, he left to cut wood beyond the reach of the King's justice, hoping for a new life in a New World. Another proof of is dull mind, he tough.
And now he was terrified. You see, as one of low birth, he could adapt. Learn to accept that monsters would come in the Winter. Accept that the trees would sometime strike back when he hewed them down. But the Silent Blades were different.
At first it was another weirdness. Bring the skeletons to the giant's sick trees. Supervise them and cut the trees. And the skeletons were like silent ox, needing to be guided.
But then they never stopped. They did not tire, rest, or eat. If asked to cut down a tree, they would cut and cut days and nights until it was down. They would restlessly cut the branches, turn the wood into plank like living sawmills and prepare them to be moved by water. All in utter silence, with only the rhythmical sound of blades striking wood, even in the depths of the night as he tried to sleep.
It was strange, it was both alien and near enough human work to unsettle him deeply. But it was quite effective.
The dead did not fear the poisonous sap of the giants, after all, and neither the noxious smokes when rotten cores were burned, as William stood as far away as possible from the pits used for the burning.
Progress. Poisonous effect countered by use of undead labors. The Blades are very unsettling.
-[X] Gathering Expedition [84;DC 20/60/90] (81+2+1) (1 Native Die)
Luck as smiled upon us, think Chenoa as she strides upon the path of the woods. Her gatherers, even amidst the chaos of the changing wood, where trees can be seen moving and heard fighting each other, and the birds are silent, they have found there old gathering places, the bushes, and roots that feed and healed her people for generations.
With her good work, food and herbs have been gathered, and renown earned for her clan…even is she is one of the last from it.
But the traditions of old survive, and the people still follow the old signs on the soil and amongst. And another part of her people past has been saved. On her back is a basket filled with red berries glowing with a faint orange light. The Fireberries, who carry the heat of the earth and warm body and soul in the depth of Winter.
Half a season worth of food and valuables herbs gathered Fireberries groves found, bonus to Heat, defence against esoteric cold effects.
-[X] Fish [167/50/100/150] (2 Colonist Die) (95+7+1; 56+7+1)
Let by Old Seadog Jones, an old mariner, our colonists build raft and go nets in hand through the waterways that crisscross the land. The old dog is skilled in is craft, and, subject to his barked orders, our landlubbers become good fishermen.
They bring a fat bounty of fish to be smoked, and tales. They tell us that the coast is prone to storm, and they have found sign of an old, unrecognizable boat on the seashore, a remnant from others seafarer.
And Jones tell us that, at the end of the season, he left with some of is most trusted fishermen on an expedition, further than any before. Through the waterways of the shifting woods of the Wilds, he has found a lake, an immense lake full of life. At the center of the lake, there is an island. On the islands, there are broken remnants of the Tribute Takers, and an immense destroyed mound. The mound was exploded from the inside, as if someone set fire to a barrel of black powder inside.
Seem something is free again.
2 Seasons of food, trace of seafaring. Found the Lake of the Mound.
-[X] Steel and Gunpowder [Militia] [81/40/60/80/???) (Warrior Son Die) (78+2+1)
The Warrior son had a good season, exploring the Wilds for the ingredients of the pale brother's blasting powder and molded mineral. Useful weapons, if not traditional.
Of course, you would say this.
But the time of absolute respect for traditions as past, and so he had run and scouted for dawn to dusk, finding the white ingredient amongst the bats and Mindless filled cavers of the coast, near enough to be easily gathered. The yellow, noxious powder is harder, coming from the swamps in the south, with a long and dangerous trek needed for gathering. And for the black stone used to make "steel", strange deposits can be found in the west, mixed with rocks, and needing hard work to be gathered.
But more interesting, he has found some "steel" in the wild, in rusted crumbs along the riverbanks. According to the pale brother's "smith", it is pure, hard steel, needing the heat of special fire to be crafted. It come from upriver, from an unknown source. Perhaps, if the Awake had this, they would not have been defeated…
Do not speak of the Awakes. You are an unworthy son, even if you are my heir. You follow unworthy paths, associate with unworthy people, and do not listen to your father. It is why you were not trained, for they are blemishes you refuse to shed.
Resources spot found for sulfur, saltpeter, and iron. Specific actions needed for sulfur and iron. The Old Places bonus + High rolls allow the finding of the river's steel. Minor amount of unforged steel found actions to exploit river's steel and found its origin unlocked.
Town
-[X] A Stronger Wall [Militia] [22/150] (Militia) (20+2)
Work on the wall go slowly this Spring, after the militiamen discover that the husks scrounged deeper in the old wall than expected. It had become an unstable dead trap, ready to fall apart from unseen holes right on some unfortunate workers.
So most of the work done by the militia after their normal exercises is to clean up the ruins of the old wall and prepare the rest of the work, some brave men beginning to deepen the ditch and prepare the new mound that will serve as foundation for our stronger fortifications.
-[X] Atelier [71/100] (2 Colonist Dice) (16+7;41+7)
Despite our good folk labor on the Atelier, work goes slower than expected. The issue is simple: this is a place for the work of the craftsmen of Union, and as such the most skilled in their craft have the more say on its construction. What a shame that our most skilled do not like each other that they do not like each other at all.
Arnaud Fabre the Smith, John Granit the carpenter, Nixkamich the tanner, constantly fought on how the Atelier must be built even as the people work on the walls, wasting precious time on the work with constant conflicts and compromises until Sara come and force them to work together.
The Atelier has been raised, now we can finish it since the craftsmen have been calmed down.
Council
-[X] Solve disputes [59/? DC] (Council Die) (57+2)
Our people are not simply Winter Walkers and Colonists, fighting over difference between themselves. The Colonists are not of one folk, coming from the Continent and the Isles, and not of one faith, some followers of the Pope, others of the King's Church, or of the Reformed. And the Winter's Walkers are divided between various clans, with their own lineages, traditions, and rituals.
In many ways, our people worked so well despite their differences because of how varied they are. When you are an Englishman forced to work with some French papist pig, it become easier to also work with a pagan from the New World. And of course, the ever-present threat of Winter makes any overt conflict…ill advised.
But now, as the Council finally sit in judgment, one years of cracks and hidden conflicts surface. Our people can agree to live and let live in the name of survival, but there are things that need arbiters.
Conflict 1: Tools ownership
Tools of iron and steel are one of the most precious assets of the community, making hard labor easier and allowing fewer people to do more work. So, everyone wants them. The colonists argue they own them, by right of inheritance from relatives or the Old World. Winter Walkers, argue they deserve them for they labor. And the Council would like to directly control such assets. At least, everyone agree that the militiamen should have guns and the powder store are to be kept under communal control.
[] [Tools] Right of inheritance
A man deserves the fruit of his ancestor's work. The tools shall go to those that have right over them, with the cava that they need to loan them for Winter related issues and be ready to loan them in exchange for compensation.
The Colonists Way. Enshrine inheritance. Preserve Old World skills and structures.
[] [Tools] Right of labor
One deserves the fruit of his work. Tools shall go to the most skilled, and those that have down the more labors, and shall be passed from master to apprentice.
The Winter Walkers Way. Skill-based system of tool ownership. Encourage craftmanship-based system and visible displays of work and skill.
[] [Tools] Communal Right [-2,5 Morale]
The prime duty of every man is toward the good of his communities. The tools shall be kept by the Council and attributed according to the need of the community.
The Council Way. Kept control over the tools.
Conflict 2: The Land
Who owns the land? Everyone agree that the harvest shall go to the community, since Winter prevent any luxuries like keeping your crops to yourselves, but our people have very different idea on how to keep the land and are quite willing to express their opinion.
The households that did hard work last year want to be rewarded, the Winter Walker want their way kept, the small households want to not be crushed.
[] [Land] Freeholders
The land shall be divided between each household, like in the Old World, with some land kept communally. Each household will be free to raise its crops as it sees fit, as long as there share there harvest and does there work for the community.
Colonist Way. Some dices will be automatically assigned, especially during harvest and sowing turn. Actions may be done automatically be the people, and Morale spent to convince people to work on actions beyond the dices system. Costs for imposing things on people's land.
[] [Land] The Share
As in the old days of migrating slash and burn cultivators, where field and hunting grounds shifted place regularly, land and responsibilities shall be shared each year between those able to do the work and bring in as much crop and bounties as possible. It shall be done after each Winter, starting next year.
Winter Walkers Way. Unlock interest groups that can be bargained with and empowered for benefices. Create a constant flux in properties.
[] [Land] Monastic System
Back in the Old World, the land of the monastery was administered communally through votes by the monks, and the Dreamers worked somewhat the same ways in the new. We shall expand this system to every member of our communities and tend to the fields as one. The threat of Winter shall motivate those that dislike working on something that is not "their" crops.
The Council Way. Kept control over the land. Experience in agrarian democracy. Must obey the will of the people.
Conflict 3: Faith and Marriage
After one whole year of livings together, and with the harshness of Winter, our people have grown closer with one another. And as could be expected, dalliances have happened. As long as they do not perturb households, they may be somewhat ignored, but the few pregnancies that have happened cannot.
Our people are of a somewhat practical mind, marriages and dowry are already being discussed. However, issues have been sparking however, issues have sparked over which household should the new couples join, and under which faith they should be weed.
[] [Marriage] The Household's rules.
Many of the colonists come from family that have been ravaged by kin strife between members of different faith, and as such have developed a very strict understanding on how to deal with faith. Each household have a faith, that all members must follow. If a member converts to another faith, they must leave, ether to another household or to make their own. When marriage happen, the bride or groom go to the household paying the dowry and must convert and weed under this household faith.
Colonist Way. Shove the problem under the bed. Clearly divide the town.
[] [Marriage] The many Ways.
As a people divided between multiples interconnected beliefs systems (primarily beliefs from the Awakes and Dreamers societies), the Winter Walker deal with differences by separating personal beliefs (that must be respected as they do not practice Winter worship) and communal faith, which unite family and communities. In this system, the bride or groom will go to the family paying the higher dowry or with the most influence and would have to weed and respect the rituals of the household's faith. Communal rituals would also need to be developed for the wider community.
Winter Walkers Ways. Separate personal and communal faith. Actions-based understanding of religions. Will clash with beliefs-based religions.
[] [Marriage] Let Sara deal with this.
We have a complex, multifaceted issue with no rights answers before us. An issue we do not want to deal with. And we have a moral authority respected by everyone as Captain. Let's Sara deal with the problems of the various beliefs of our people and how to wed them together and let the Council deal with more prosaic concerns.
Council Way. Pass the weeding issue to Sara. Increase Sara moral authority.
Personnel and Knowledge
-[X] Teach Death Singing [Death Singing] (Sara Die)
--[X] Amongst the Mourner [20/20/??? DC, ???] (18+2)
Teachings the Mourners should have been simple. Death Singing, as Sara as learned with experiences, is the art of speaking with your soul, literally. Of making your soul resonate like vocal cords or a drum and spread vibrations not of sound but of raw emotions. And the Mourners, through pain and sorrow, have malleable soul, less rigidly bound and more able to be modeled.
However, after weeks of fruitless work, Sara had realized this what not truly the case. The Mourners does not have more malleable souls, but emptier, hole-filled by pain. Their souls shift not like a drum's leather, but the floating skin over the skeletal body of a starving man.
Sara sing for them, and with time they learn to imitate her, to make their soul vibrate like her, and make the world resonate. But they sing her songs, without anything of themselves put into it. Sara voice stretched over many mouths.
Mourners Dice is now a [Death Singing], usable for [Death Singing] action.
-[X] The lesser Curse of Cold [46/? DC] (Mourner Die) (49-3)
By studying those weakened by curse or illness, the Mourners learn about themselves. Curses act in two times. They wound and dig inside a person soul, weakening them. And then they install themselves insides, taking the place of what once was.
But when a curse attacks the Mourners? They do not have to dig, simply installing themselves in the old scars and hollows in their souls. In a strange way, it is a good thing, for they fell far less ills from the curses that lodge inside their scars, and curses seek them before others.
This is what happened last Winter, when the many gifts of Cold found their ways inside the Mourners' souls, and rest here now, like cold chains shifting under their skins.
They are two ways to deal with curses, whispers the elders around the hearth's fires. Ether banishes it through its opposite, or devour it, and make it a part of yourself.
+ Knowledge, learned about curses, learned about Curse Taking.
Choose
[] [Curse] Banish: Through fires and smokes, banish the chains of Cold from the Mourners souls. It will take time.
Eliminate Little Gift of the Winter's Winds after 2 to 5 seasons (this one included), consume minor amounts of herbs and woods.
[] [Curse] Devour: The Mourners will sleep, and dream, under the light of the Moon. They will take the power of Cold and devour it. Snow will fill their soul, ice their veins, but Winter's might shall become their might.
Turn Little Gift of the Winter's Winds into a new permanent trait, with bonus and malus. Somewhat risky. Path toward Curse Eating and Sin Eating.
-[X] Listen to the Stories [52/25/50/??? DC] (Sara Die) (50+2)
Once upon a time, in a far way land, people suffered.
This world is a harsh one, even when it is not Wintertime. Hunger and illness, son burring father and father burring son. And many sooks solace where they could. In flesh, in fight, or in sacred smokes. And some found a new realm. A land reached through sleep and trance, where pain and death did not exist.
Amongst those that reached this land, many simply left the waking world behind, becoming deathless deathless denizens of the dreams. But some sook to share this realm will all men, to join dream and reality.
They found each other first in the dreams, and then on the waking world, and they worked for their collective dream. They learned from each other's and gained positions of powers amongst other men by inventing ways to lure monster to sleep, to protect others from the woes of Winter through blessed slumber, and to banish the demons born of the darkness inside the human minds.
So where born the Dreamers. And no matter if they are now death, the path of the Dreamed Realm is still open. There is still hope for men.
So spoke the death in my dreams. So, they told stories of hope undying.
Sara feels calmer, learned of the Dreamed Realm and the Dreamers.