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

You know, I've been thinking. If the Fireberries already ward off cold when they are raw, how much stronger would they get if we could brew them into wine or distill them into licor?

I know a distillery is probably a long way off given all the metal needed for the stills, but I'd be disappointed if finishing the atelier didn't unlock a brewery building. After all, the first colonists landed at plymouth caue they ran out of beer.
 
You think that I'm going to ask a question relating to the vote? No! I'll ask something completely unrelated!

What inspired you to write this quest? Did you have a previous interest in Native Americans? How much have you needed to research to write this quest?
This CYOA and the work of Athun-Shei on Youtube over early colonial history. I did a little research, for example on the Three Sisters crop system, but this is a fantasy quest inspired by history, so I offered myself quite a bit of freedom, and glance over a lot of details.
I had an interest in Native Americans mostly as a biologist, for I was always impressed by their generational work of selection until they created crops like maize, tomato, potatoes, New World beans...
 
You know, I've been thinking. If the Fireberries already ward off cold when they are raw, how much stronger would they get if we could brew them into wine or distill them into licor?

I know a distillery is probably a long way off given all the metal needed for the stills, but I'd be disappointed if finishing the atelier didn't unlock a brewery building. After all, the first colonists landed at plymouth caue they ran out of beer.
Not really enough Fireberries to experiment, but no much metal is needed to make wine, so it could be tried with the various berries at disposal.
 
[X] [Tools] Right of labor
[X] [Land] Monastic System
[X] [Marriage] Let Sara deal with this.

[X] [Curse] Banish: Through fires and smokes, banish the chains of Cold from the Mourners souls. It will take time.
 
I guess it technically a conservative in the sense of "we got ourselves in power and create somewhat functional political structure, and we wish to conserve that." So not conservative in the sense of "return to the past" but "preservation of status quo with minor adjustment"
I don't think it counts as "conservative" if the thing you're trying to maintain has only existed for about a year.

Because that would imply that "non-conservative" means "obsessive-compulsively changing things all the time for the sheer love of doing so," which really just isn't true.

Not really enough Fireberries to experiment, but no much metal is needed to make wine, so it could be tried with the various berries at disposal.
To be clear, are the berries very rare but so magically potent that just eating one can make a significant difference when you're cold and suffering? Or do you have to eat, like, a bowlful?

Because if we have bowlfuls and bowlfuls, then someone's going to try to ferment some fireberry juice. Distillation, maybe not so much unless we have hundreds of pounds of the stuff kicking around. Also, while rigging a still is not hard, it does take fairly specific pottery vessels and a decent workbench where you can keep stuff boiling over a slow fire for a long time. So it'd probably be gated behind the 'Atelier' workshop project
 
@OldShadow How is the law vote going to work? Are people just going to go along with what we choose or is there a chance they'll just refuse?
People will go along, but some set of choices will cause further conflits, make the community more unstable and, more importantly, reduce the people's trust in their leaders. High distrust mean lose of control over dices.
To be clear, are the berries very rare but so magically potent that just eating one can make a significant difference when you're cold and suffering? Or do you have to eat, like, a bowlful?
You have to eat an handfull to have notables effects, and should harvest 10-20 kilograms per year.
The way the Fireberries work is that they release heat progressively during the digestion. Think of them like tiny heated pouchs.Very usefull for working outside during Winter or against curses.
 
Last edited:
Adhoc vote count started by OldShadow on Jun 9, 2023 at 2:08 PM, finished with 46 posts and 26 votes.

Vote ended
[Marriage] Let Sara deal with this,[Curse] Banish, [Land] Monastic System and [Tools] Right of labor win.
A system has been found, the Colonists are somewhat miffed (thankfully not too much), the Council pleased.
And someone needs to come up with syncretic rites, or even a new religion.​
 
Turn 6, Second Year after Union, Summer : To Work, once again
Turn 6, Second Year after Union, Summer
This Summer is a season of work, after the changes of last Season.
The farmers gather and discuss amongst themselves, timidly. They may have once argued and fought with their neighbors for land and tools, but they now realize their new responsibilities : If their children lack food this Winter, it will be their collective failure.

In the Town, craftsmen grumble. They have come to this land with their craft, and now, because they do not work as visibly hard as some household of Winter Walker, they should lose their tools. As far as their unofficial leader, Arnaud Fabre the smith is concerned, their tools are their. And his future step family of the Golden Maize from the Winter Walkers will not get one nail ! no matter what is fool of a son says.

And Sara is, as always, lost but hiding it. She is not a priest, and must wed people. She is the only person who can in the town.

On the winds, whispers are heard, For war rage in the Woods, and even if vile trees are stronger this season, there advances are few, for the servants of Winters are distracted and the King's Will is against them. We of the Freed fear.

Due to political choices last turn, plan objectives votes have been unlocked at the beginning of each Year. Main factors for now : The Council's Will (voters) and the People's Will (morale and curent public interests).


Preparations for Winter:

Food: We should have enough until the harvest.
Heat: We have homes, and furs, but our fuel reserves 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: Little left.
Tools: Barely enough steel tools for now. No way to make more.
Weapons: Enough muskets for a few dozen men, 4 cannons, some native weapons.
Herbs: Nothing.

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

The People Will : We need more tools for our labors. We need them now.

A Home for the Fallen
Even weightless spirits need a home for rest and walls to protect themselves. The Freed ask that their bodies be protected from vile beast and viler man, to shield them from new chains and allow themselves an escape if cornered by soul eaters.
Immediate Rewards : If we protect them, the fallen shall protect us. Earn protection against evil spirits, in particular during the Winter. This protection is weak, but will grow in strength with the Freed Ones.
Tasks : Build at least two level of [] The Fallen Homes (Old settlement, 0/100 Progress) or equivalent (not unlocked for now)

Voices Heard
After the breaking of their chains, the Freed cannot communicate easily with people other than Sara or the Mourners. Speaking with the living seems to strengthen the dead and reduce their anguish, and they are ready to offer the wisdom of the grave in exchange.
Immediate Rewards : Warnings from the Grave, +1 to all Dices
Tasks : Finish at least 3 [Spiritism] tagged actions (Social and religious actions, unlocked next turn)
Fulfillment Rewards : Warnings from the Grave evolve into Whispers from the Grave, +2 to all Dices, 1 Re-roll per turn

Shepherds for the corpses
There are many walking dead in the land around our town, be they bond or free, mindless or not, bound to a corpse or flying spirits. Bring them to the Freed ones, and build up their number.
Tasks : Finish the [] Shepherd for Corpses [Death Singing] action (0/150 Progress)
Fulfillment Rewards : One Dead Dice


Away with the Pests

Unwelcome pests infest the King Domain. Kill the few you can, and you will be rewarded.
Fulfillment Rewards : Ways to kill pests



Dices:
- Workforce :
-1 Generic dice (+2)
-7 Colonist dices (+7)
- 4 Natives dices (+2)
-2 Silent Blades dices (Silent Mind, Cold Blades: Those Dices represent near mindless, untiring undead fighters. As such, they will be automatically reduced to 0 when used on actions needing intellect, dialogues or cunning, but will obtain a strong bonus when used on action needing tirelessness, fighting, killing, and cutting) (+2)
- Specialist:
-1 Mourner dice [Death Singing] (Little Gift of the Winter's Winds [Curse]: -4 to all Mourners dice, will be reduced by 1d2 per turn) (-2)
-1 Militia dice (+2)
- Leadership: 1 Council dice (+2)
- Heroes:
-2 Personal dices from Sara Smith (MC) [Death Singing] (+2)
-1 Hero dice from the Warrior's Son (Usable for Wild and [Militia] tagged actions] (+2)

Green actions are Native Dice exclusive.
Red actions are Colonist Dice exclusive.
White actions allowed all dices.
[Death Singing] action need [Death Singing] dices.

DC actions do not have progress, but a difficulty that needs to be rolled over by one of the dice used on the action for success.
[Task] automatically succeed if enough dice is attributed to them. A lesser number of dice mean a roll to see if the task is completed with fewer hands.
[Expedition] represents sending people on a long-term expedition during the season. The assigned dices are the people sent and will be rolled against various DC for obstacles during the Expedition.
[Danger] action indicate a risk for your people. In cases of bad rolls, can cause malus to dice, temporary loss of dice, or permanent loss of dice. [Danger] can be mitigated or eliminated with sufficient preparation.


Fields
What lies between the homes of man and the wilds, free of enemies. For now.

[] Razorweed
Razorweed was one of the great defenses of the Awake, so say the Winter Walkers, a climbing, thorny vine able to cut body and soul with nearly unhealing wounds. What I know is that the Dead fear it, for its thorns cut them as well as the living.Our scouts have found in an old Awake catch a stock of preserved Razorweed pods, the juvenile form of the plant, dispersed by the wind during spring and able to give birth to a full scale vine. Now, we need to decide how we are going to plant our stock.
-[] Plot [0/25]: By planting some Razorweed around pole into separated poles planted in the ground, we can have an easy way to provide Razorweed thorns and pods without unnecessary risk to the gatherer, however this has little to no defensive impact. Razorweed supply enhanced.
-[] Around the perimeter [0/50 Progress] : By seeding Razorweed into the near wild, we could cause it to spread, allowing gathering expeditions and passive culling of the beasts and spirits of the Wilds. However, it means that our hunter and woodcutter could stumble upon wild Razorwild during their work. Razorweed spread into the near Wilds.
-[] Pits tactics [0/75]: Razorweed does not need much sunlight, we could put some razorweed around into the growing ditch around our town. It would need some feeding to stay alive, but Winter should provide for that… + Defense, unlock Razorweed traps.[/JUSTIFY]
-[] Hedge building, Phase 1 [0/100] : After they heard stories of Razorweed once being used to protect some of the most precious of the Awake's gardens, some of our people propose to plant an hedge Razorweed around our fields, to serve as an additional defence and preserve our crops against beasts, corporals or not, and, according to some older Winter Walkers, to enhance the land fertility. However, this would be a long-term project. + Defence, Enhanced fields, Unlock the Maze of Thorns Capstone Project.
-[]
Feed the Razorweeds [0/25] : In the old times, the Winter Walkers fed the Razorweeds with the unwanted parts of their prey. Well, we have quite a lot of unwanted husks around. Let the Winter Walkers use their old rites upon growing razors. Use what is left of the husks to feed razorweeds. Count for Plot action if not other Razorweeds action is taken.

[] Blood Pact [???]
One of the Winter Walker council members, since the discovery of Razorweed, has proposed to try old rites of bloodletting, to adopt and integrate part of the wild into the land claimed by man. He says that once, domesticated Razorweed could strike on its own against an invader, and sparring members of the community. A rite of blood is never without risks. ???

[] The Wicker Man
[21/100]
The scarecrow maker has come to me. She told me about a legend from her village. Once, the Devil haunted the land, poisoning crops, kidnaping children, and sending cold winds upon the village every winter. Then came a priest. The priest gathered every wicked and poisonous thing in the village, every poisoned grain and rotted branch. He wrote every sin confessed by the villager on many, many sheets. And, at the summer solstice, he builds a great man of wicker, where he puts every bad thing of the village. Then, in a great mass, invoking the Lord's sacrifice to redeem the sins of man, he burned the Wicker man. And after, the harvest was good, the Winter mild, and the Devil nowhere to be seen.
So, every Summer, in her village, a wicker man of wicked things was burned. And she wants us to do the same. ???

[] The Fruits of Flesh [0/25]
Strange are the fruits of the Eyesvines. The climbing, eyeseating vines produce fruits of flesh, that when cut apart, bleed. There is power in blood, the Winter Walkers tell us. So some amongst the Council ask that a few Eyesvines be planted and well watched, to see if we can obtain blood and flesh without needing to take it from others. Trials planting of Eyesvines

[] The Berries of Fire
[0/25] (NEW)
The Fireberries drank the heat of the suns during the good season and release it in their fruits, to scare aways the lesser slaves of Winter and distracts its servant. The Winter Walker were never able to domesticate the temperamental Fireberries, unable to reproduce the conditions that allows it to bloom in the Wilds. But our people are ready to try nonetheless. Trials planting of Fireberries.

Wilds (+1 to rolls)

The places that we do not control. It has become a battlefield for the trees. We have begun restoring the old way and safe hunting grounds of the Winter Walkers into the Wilds, even if the moving battlefields of the woods menace them.

[] Hunt
Bring death into the wood and bring back meats and furs home. We need to live. And we have foe in the wilds.
-[] Game [0/30] : The Wilds are full of easy prey, fat in meat and bountiful in furs. There are easy to take, let's just hope we de not
anger the Lords of this land. +Food, + Heat
-[] A Wider Hunt
[Away with the pests] [49/150] We cannot simply limit ourselves to the monsters near. In the winds, one can hear beasts beyond the horizon, working to poison and corrupt, destroyers of lives and enemies of God. If we do not want the wicked hordes to come to us again, we need to bring fire and swords to them, as many times as necessary. Send the braves into the wilds beyond.
New resources, information
-[] Lords
[Risky] [Away with the pests]: They are things taller than the tree in those woods, hidden far away from man's eyes. When one of them came last Winter, it broke our wall in one strike and devoured a family in one bite. They are the lords and kings of the wilds, and if we want to claim those land as ours, we will have to strike at them, with:​
-[] [Lords] Cunning and Patience [0/150] : We will stalk one of the lords, and slowly attract into traps after traps, until we exhaust his strength and can safely claim his head.

-[] [Lords] Bravery and Strength [0/60]: A few braves will go into one of the lord's lair, guide it into a trap and, with others, fall upon it until we can claim the kill.​
+ Food, ++ Heat, + Knowledge, Loots, Power over the Wilds

[] Fishing
The fish are scarcer in the waters near Union, and strange forms slitter through the riverbeds and coasts. We should not fish again this year.
-[] Moundlake Expedition [Task] (One dice) (NEW) : There is still fish in the Moundlake, and without slithering beasts waiting for us. We merely needs to send some of our fishermen there with their nest. Who know what they will find, aroud a busted mound and on well-connected waters ? + Food, countinued survey of the Moundlake.
-[] Build Canoes
[0/75] (NEW) : For now our fishermen have worked with primitive raft, but the Winter Walkers proposed to make some of their own rivercrafts. Lithes, portable riverboats made from hollowed trunks, they would allow our fishermen to go farther and faster, and our people to easely travel on the waterways. Canoes built, enhance fishing actions and rivers travel.
-[-] Set up Deadport (Need The Fallen Homes, Part 2) (NEW) : There are some amongst the fishermen who think of setting up a small port on our old settlement, to facilitate sea expeditions. However, as long as the Freed settlement is not finished, this is but an idea.

[] The Fall (??? DC) :
A creature of power has been felt, and its death cry heard miles around. This is not normal, even less that the killer did not claim the corpse, left to rot. We could send scouts to find what happened, even if the remnants must have been devoured by now. Information, ???

[] The Awake Circle
[Expedition] [Risky] :
We have found the emplacement of a hidden old training ground of the Awake, filled with their secrets and treasure. It lies at the end of hidden, misty paths, at the edge of the old Winter Walker domain. If we can travel those past without being lost in the mists, escape the Awake's traps and triumph over the shades of ancient wardens, the bounty of centuries could be ours. If. Know loots: Awake lore, magical weapons, and items.

[] Rebuild the Peaceful Wilds
There is much to do to restore what once was a land where children could play into the woods without a guardian. To work, then.
-[] Further out [0/100] : Send the scouts ever further and ever deeper into the Wilds, let's finish mapping the land around us and cleaning the easier work. Enhanced warning system, information, further opportunities
-[] Rebuild what Once Was
[0/100] : There is much to do to restore what once was. Much to bury, much to cut, much to heal. Send those that know best and hope for the best. Enhance the Old Places modifier.
-[] Explosive Landscaping
[???]: Some of the colonists have proposed to help with Old World ways to restore the Wilds. They do not understand as much of this land as the Winter Walkers, but they know how to destroy the vilest place in the wilds. With Fire, Steel and Landscaping. Eliminate the worst locations in the near wilds, ???
-[-] Forest Gardens
(Need Rebuilt what Once Was) (NEW) : Once upon a time the Peaceful Wild were filled with half-wild gardens of precious savage crops. If we restore part of the old glory of the Peaceful Wilds, they may be restored.​

[-] Gathering Expedition [DC 20/60/90]:
We should not do more than one gathering expedition a year, unless forced. This could attract unwanted attention.

[] War in the Woods
The Woods are shifting, moving. I can hear trees waging war against each other in the dept of the wildlands. We need to walk into those battlefields and bring back a bounty of firewood if we hope to survive.
-[] The Wounded and Dying [Tasks] [Any Workforce die]
Around the Wilds lie the victims of the war in the woods. Trees broken and dying, bark stripped from their trunk and bleeding sap profusely upon the soil. We can easily take wood from the dead and the dying. ++ Wood.
-[] Poisoned Giants [122/150]

In the depths of the Wilds, I can hear the cry of dying giants. Tree taller than even a church's tower, filled with vile corruption. They have lost leaves and color, and are now much like Winter tree, unprofitable and fit only to be hew down and burn, before their corpses poison the very soil. ++++ Wood, access to the giants of the woods.
-[] The Black Woods [???]

The wild men of Union spoke of new woods in the Wilds. Filled with low, dark trees and thorny bushes, bereft of light or of any wholesome animals. They say that these woods seem filled with almost palpable ill intent for anything good and right. We could bring axes and fires to these corrupted places.??? Woods, fight the Black Woods.

[] We need allies [???] [Risky]
We are alone, surrounded by foes on all sides. We have friends, yes, but no living friends. Some argue that, since we proved our might by surviving two Winter, it is time to seek allies amongst the communities surviving Winter.
We shall send the scout…
[] North, toward the lakes, will going around the land of the Tribute Takers
[] South, toward the marshes
[] Along the Coast
[] West, toward the mountains

[] Purge the Vermin [Away with the pest] [Risky]
We have found the lairs of the beasts that pollute the lands and menace our people. We shall fight them until they are no longer a threat.
-[] The Tower of Eyes [???]
We shall march unto the land of the Eyesvines, where the wood growth silents and colossal, eyes covered vines watch a man every move. We shall burn the vines, and kill their eyeless servants, until we can reach the tower that lies as it centers, countless eyes put onto its walls. The Tower shall be cleansed. Fight the EyesVines
-[] The Devourer Kingdoms [???]

We shall march into the desolation of the Devourers, thousands of remnants from beast and tree crisscrossed with tunnel, and with steel, smoke and fire, ensure that they can no longer devour life and spawn their eggs near the land of the livings. Fight the Many-Limbed Devourers
-[] Webs and Vines [???]

Hard shall be the hunt for the Woodflesh Spiders, hiding amongst their overgrowth woodlands, their flesh almost identical to the trunk and branch surrounding them. We shall find and destroy their traps of steel-hard spider silk, and, if necessary, burn their domains to the grounds.Fight the Woodflesh Spiders

[] Follow the Riversteel [Risky] [???] (NEW)
Along the flow of the river, we have found trace amount of steel. Strange and rusted, yes, but smith-able. We should search this Riversteel, and its source, even if it seems to come from somewhere far into the land claimed by the Tribute Takers. Steel


Town

The homes of man, where our children are raised. This is all that we have, this is what must be defended.

[] A Stronger Wall [Militia] [22/150]
The defensive wall raised last year has proven insufficient to spot the Devil's servants from spilling inside our good town. According to the voices of those wise in the ways of battles, we should prevent a repetition of this failing by rising a tall palisade of reinforced stakes surrounded by a deep ditch around our town, with enough strength to be able to endure for a time even the might of the Lords of the Wilds. Build a reinforced defensive wall, - Wood

[] Principle of Monster-Hunting [Militia] [0/50]
One thing shown by our fight last Winter is that the forces of Winter cannot be fought only with conventional tactics. We need to devise tactics against swarms, against beasts able to break our walls, against flying foes and against creatures that cannot be simply broken apart or filled with lead. Develop new tactics against unconventional foes.

[] Train Scouts [Militia] [0/75]
The New World is vast, and dangerous. Our people cannot simply move as an army and destroy our many foes before they can strike the innocents. But our hunters last year, when they explored the Wilds and killed the vermin waiting near our lands, showed us another path.
By mixing the traditions of the Winter Walkers and of Old-World skirmishers, we could create a force from our hunters of light militiamen able to scout into the Wilds, warn us of invaders and harass our foes in the good seasons to make them weaker in the Winter.
Generic Workforce Die turned into 2 Specialist Wild Dices. Enhanced warning system. Bonus to offensive actions and harassment. Results will be strongly influenced by the dice used.

[] Atelier [71/100]
Smithing, Weaving, Woodcarving, Stone Cutting, there are many crafts that could help us, and just not enough resources for them all. Let's gather all we can into a large, safe hall, protected from the elements and with safe hearths. Put the craftsmen back to work. -Wood, unlock most crafting options, ???

[] Town Hall [0/100]
For two Seasons, the Council and the Folk have gathered outside to deliberate, to pray, sometimes even to eat. As such, every gathering is at the mercy of the weather, and most gatherings are inefficient. We should build a Town Hall able to shield under its roof most townsfolk. This would give us a safe place for gatherings, a place for me to preach, as well as a last line of defense if our Winter foes break into Town. – Wood, +1 Council Dice, +5 Morale, unlock additional Organization options.

[] True Homes for a True People [0/150]
We could build better homes for our peoples, with more spaces, more warmth and stronger walls. It is probably not the time for such a thing, but our people would greatly enjoy better living conditions. – Wood, + Heat, +5 Morale

[] A place of Death [Death] [Spiritsm] [0/75]
The Freed are far, and I need to strain myself to hear them. For the Mourners, it is worst. If we truly want to be able to coordinate and communicate with…our new allies, we should dig a place underground where we can protect the remains of a few Freed, so that they may be next to us. It should also help train people to deal with the dead, even if it will fill their hearts with fear. Better Coordination with the Freed Ones, additional [Death] option, -5 morale.

[] Granaries and Seedstocks
[0/75]
Now that we farm our land as one (at least in theory...) setting up solid granaries and seedstock, beyond our old hastily built ones, would allow us to better protect our harvest from spoilage and better administer food rations during Winter and seeds in Spring.
Protection from food spoilage. Better control of food and seeds stocks.


Knowledge

Much to do, much to learn, and never enough time. I understand now why the elders are so impatient.

[] The Fallen Homes, Part 2 (old settlement) [Death] [0/100]
The second step of our sworn duties to the fallen is to build meetinghouses for their kind, made of dead wood and shielded with ashes and salt, and bring and arrange their remnants to those places until they can hold a meeting and court unmolested in their halls of the dead. Build appropriate housing for the Freed.

[] Scout a murdered Home [Danger] [??? DC]
There are a few places where our people still hear the screams of the dead, and the Winter Walker's old home is one of them. This is a town sacrificed by the Tribute Taker, home of the Flayed Court. We will need to clean up this place sooner or later, but before we need to know what to expect. The scouts will not like this. Information on the Flayed Court

[] Burn the Lesser Pit [Expedition][Danger]
Last season, our scouts have found part of the Tribute Taker domain. They have also found a vulnerability. Amongst a few settlements of starving slaves, lie one of the pits used by the Takers priest, deep enough into Taker land that it is nearly unprotected, and away from the water. If we want to hinder the Takers before they attack us, and learn more about them, we should strike this place. The plan is simple: get in without being noticed, attack at night, burn the place and leave fast. Damage to the Tribute Takers, Information, Occult item, potentially freed (?) slaves.

[] Study the Tribute Taker's tools [Progress 0/75]
Dark stones, charred bones, bloodstained ritual rugs. This is what the Tribute Takers used to pollute the land, torture Winter Walkers into specters and enslave beasts, spirits, and men. I need to find how to unmake those blasphemies. + Knowledge, Information on Tribute Takers's occults practices, new Occult options.

[] The Mindless Ones [Death] [???]
The Silent Blades are almost mindless. They are much like the husks that attacked us, empty vessels going through the motion of existence. So, what allows beings bereft of wills to moves and acts? What guides them, what moves them? And how did my song bring such beings to our side?
Better understanding of the nature of mindless undeath, what drives them and how to control them.

[] The Ashes [Death] [0/25]
Ashes touch Death. Those who put ashes on themselves can hear them with greater ease, and when I put ashes on myself, I feel like one of the Dead. In the ashes reside the broken souls of what was burned, and perhaps their suffering too. We need to know more. Information on ashes properties and potential use.

[] The Nature of Mourning [Death] (Mourner and Personal Dice Only) [? DC]
The Mourning is what separates me from my people. It is what allows me to hear the dead, to touch them, to feel what they feel. The Mourners tell me that they can feel it too, the call of beyond. A feeling of having a soul…less bound, that can shift around in their bodies.

What other effects are caused by Mourning? What separates truly a Mourner from others? What causes someone to become a Mourner? Can a Mourner become normal again? Many questions to answer. Information on Mourning

[-] On Curses
[1/3] (NEW)
We have begun to gather lore and experience on the nature of Curses. We will need far more. 3 encounters with Curses will unlock new options.

[-] Mysteries of Death
[1/5] (NEW)
There is but to be learned from Death in this land. We are still uninitiated in those secrets. 5 [Death] actions completed will unlock new options.


The Council

The Council is hard as work, and feeling quite full of themselves.

1 Council Dice this turn. Council dice can be used on Council action or on General Action.

[] Put the children to work (Automatic success)
Children should not work too hard, they should be allowed to grow and play. However, they will not be able to do any of those things if the settlement does not survive the Winter. We could put them to work, even if I am disgusted by the idea. Add one Children Dice, that can be used as a colonist dice instantly (if you took this option on your plan, you can assign the Children Dice in the plan), -5 Morale.

[] Ashen Mass [Spiritism] [? DC]
It has been proposed by some to try to repeat the effect of the prayers and songs that broke the curse last season. The council members propose a great mass for the dead, with all the community present. At minimum, it should help unite the people. Institute regular Mass/Collective prayers/ Spiritism seances

[] Questions of leadership [? DC]
Spring and the crisis have shown how the whole command structures of our town can be paralyzed in one strike in this land.
Now we need to find a way of command that will prevent our settlement becoming like a headless chicken as easily. We need to decide how decisions are taken, and how one obtains authority. Rationalize the structure of the settlement beyond an ad hoc survival system.

[] Master and apprentice
[40/ ?? DC] (NEW)[/JUSTIFY]
Since tools go to those that merits and need them, there are debates amongst our peoples. If the allocation of axes, plows or shovels is done to those that do hard work this season when the people gather to debate, there are those skilled craftsmen that jealousy kept there tools, arguing that there skill and experience give them right to them, will others want those tools for the hard labors they provide. This is not urgent, as far as conflicts go, but we should set precedent.
Deliberate on the rights of craftsmen on tools ownership


Death Singing

The breathless song, found by Sara and teached to the Mourners.

[] Practice the Breathless Songs [Spiritism] [Death Singing] [40/?? DC]
When one sings for the dead, it is not with the voice. The spirit shifts and booms like a drum, resonates until it reaches others.Training will bring strength, and understanding. Enhance Death Singing for the allocated Dices.

[] Teach Death Singing
[Death Singing]
There are others that can be teach. Their souls shall thrum and ring and sing without breath. It will not be easy.
Where should we seek our students?

-[] The wider people [60/80/90 DC] Can unlock traits amongst the people. Dices can gain the Death Singer trait.
-[] The Warrior's Son
[? DC] Warrior's Son dice becomes [Death Singing]. Hear is Father better.
[] Shepherds for Corpses [Death Singing] [0/150]

As the Lord once did, shepherds shall go into the wilds and sing the song of Hope. they shall walk to the place where the broken dead lie, souls in tatters and broken bodies. they shall sing, and bring them back, to become a new flock. For such is the duty of a Shepherds. Earn a Dead Dice

Where will the shepherds go?

-[] Bones Hives : Broken bones and souls, long separated from the greater whole, crawl upon the ground like insects in this place. They gather, numberless, and become the many-in-one, souls united into a fragile, primal mind. We shall go to the hives and convince some of the broken united to follow kinder ways.
-[] The Trophies : The remnants of a grand beast's hunts lie gathered in this place, trophies with souls forever bound to them, for the glory of a peerless hunter, and the pain of its prey. We shall go amongst the trophies and convince them to seek freedom from their chains.
-[] Drowned Coves : Bloated corpses spit out by the waves lie in this underground cove, body and soul filled and rotted away by water. They mindlessly slither on the rocky ground like gigantic pale snakes, leaving behind them murky water. We shall go were rock and water touch and give back humanity to those in need.

[-] Tireless Practice, Breathless Songs [3/5] (NEW)
Practice the songs of the soul until they are as natural as the speak of the flesh. Practice makes perfect. 5 [Death Singing] actions completed will unlock new options.


Sara Smith, The Mourner

I love my people, all of them. But sometimes they despair me. I am not a priest. My father was one.

(Only Personal Dice can be used on Sara Smith actions)

[] Preach: This is my duty, what I know how to do, the destiny chosen for me by the Lord. I shall preach, I shall give hope, give strength, I shall make people remember that they are more than what they think. I shall preach…
-[] To the Living [0/50] +5 morale
-[]
To the Death [Spiritism] [0/75]
-[] To Both [Spiritism] [0/50] -5 Morale
Unlock additional morale and hero recruiting actions.

[] Weeding and other rites
[? DC] (NEW)​
Well, no matter if I am a priest or not, there are people that want to be wed and women heavy with children. If we do not want them to live in sin, they need to be lawfully wed. People respect me, but this does not change the fact that the people do not pray to the Lord the same way, or at all. How to solve this ?
Choose a wedding rite

[] The Lord : I shall wed the people by invoking the Lord, who rules over all. I shall call upon Is judgment, who overpower the judgment of all man, spirits and lesser gods.
[] The Ancestors : I shall call upon the saints and ancestors, Marie and The First Awake before all. So that the Winter Walkers remember their ancestors, and the saints may intercede before the Throne of Heaves for our people.
[] Sing : I am not educated enough to deal with the mysteries of rites and faiths. So I shall sing, and make the souls of the weeds resonate. May the Heavenly music of their God's given sparks linked as please the Lord's Ears.​

[] Nature of Faith [? DC] (NEW)
As the one respected by all no matter their faiths, it is time for me to ponder upon the beliefs of the people. For the people need protection and unity, and their souls need to be saved. Sara think on the people faith

[] Path of Dream
[Risky] [Expedition] (NEW)
In the realm of sleep lies a kingdom of Dreams, where death and pain are but bad memories, and where the Dreamers once gathered. I shall partake on strange herbs, and inhale their multicolored smokes, and go on a journey on the path to this kingdom, braving nightmares and ill spirits on my path. Reach the Dreamed Realm. Obtain Dreamers lore and techniques.



No moratium.​
 
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So I'm doubting between putting a Silent Blade die on going on the Riversteel expedition or sending them against the Eyevines, since they have no eyes.

Also, I feel we should Nature of Faith before we decide on the wedding rituals.
 
This is my plan so far what do you think about it?

[X] Plan Sunrise
-[X] Wilds (+1 to rolls)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
The Forest Gardens make this a priority for me
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
To provide wood for this turns construction
--[X] Poisoned Giants [122/150] 1 Silent Blades die
and this for the winter firewood supply
-[X] We need allies [???] [Risky]
--[X] Along the Coast 1 Colonist die
--[X] West, toward the mountains 1 Natives die
The others we can meet can teach us alot about curses, undead and living from the land.
-[X] Town
--[X] A Stronger Wall [Militia] [22/150] 1 Colonist + 1 Generic die
Better walls for the next winter
--[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
We need tools for gunpowder
--[X] Town Hall [0/100] 2 Colonist dices (+7)
+1 Council Dice, +5 Morale, unlock additional Organization options.
A larger place to meet will allow the settlement to be run better
-[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
More dedicated fighters to help defend the settlement
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
we want this done by winter and a single die might complete it
-[X] Questions of leadership [? DC] 1 Council die
We have settled some of the major disputes, time to settle the leadership
-[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
--[X] Bones Hives
This is one of the mandates and gives a die
-[X] Nature of Faith [? DC] (NEW) 2 Sara dice
This is a major issue better put both of her dice on it

[X] Plan Sunrise - With Fireberries
 
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[X] Plan: Fan out
-[x] The Berries of Fire (1 Colonist Die)
-[x] Rebuild the Peaceful Wilds (2 Native Dice)
--[x] Rebuild what Once Was [0/100] (2 Native Dice)
-[x] The Fall (??? DC) (1 Militia Die)
-[x] War in the Woods (1 Silent Blade Die)
--[x] Poisoned Giants [122/150]
-[x] We need allies [???] [Risky]
(1 Colonist Die, 1 Native Die)
--[x] Along the Coast
-[x] Follow the Riversteel [Risky] [???]
(1 Colonist Dice, 1 Silent Blade Die)
-[x] A Stronger Wall [Militia] [22/150] (1 Generic Die)
-[x] Train Scouts [Militia] [0/75] (1 Native Die, 1 Warrior's son Die)
-[x] Atelier [71/100] (2 Colonist Dice)
-[x] Master and apprentice [40/ ?? DC] (1 Council Die)
-[x] The Ashes [Death] [0/25] (1 Mourner Die)
-[x] Nature of Faith [? DC] (2 Sara Dice)

Okay, so this is my plan. We finish what we started last turn, then go out to find allies as well as finding our what happened with the hunter, cause we keep putting it off.
 
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[X] Plan Sunrise - With Fireberries
-[X] The Berries of Fire [0/25] (NEW) 1 Colonist Die
-[X] Wilds (+1 to rolls)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
--[X] Poisoned Giants [122/150] 1 Silent Blades die
-[X] We need allies [???] [Risky]
--[X] Along the Coast 1 Colonist die
--[X] West, toward the mountains 1 Natives die
-[X] Town
--[X] A Stronger Wall [Militia] [22/150] 1 Generic die
--[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
--[X] Town Hall [0/100] 2 Colonist dices (+7)
+1 Council Dice, +5 Morale, unlock additional Organization options.
-[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
-[X] Questions of leadership [? DC] 1 Council die
-[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
--[X] Bones Hives
-[X] Nature of Faith [? DC] (NEW) 2 Sara dice
 
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Do we need to complete the Atelier before the gunpowder actions are unlocked?
It's worse than that, we need it just to have workable metal tools. We're running out.

Like, we could be literally in the Stone Age for lack of ability to work metal.

--[] Atelier [71/100] 1 Colonist die (+7)
--[] Town Hall [0/100] 2 Colonist dices (+7)
+1 Council Dice, +5 Morale, unlock additional Organization options.
This is my plan so far what do you think about it?

--[] Atelier [71/100] 1 Colonist die (+7)
We need tools for gunpowder
--[] Town Hall [0/100] 2 Colonist dices (+7)
+1 Council Dice, +5 Morale, unlock additional Organization options.
A larger place to meet will allow the settlement to be run better
I think that (1) delaying completion of the Atelier any longer is likely to mean disaster, that (2) overcompletion on the Atelier is not a bad thing because it's very likely to overflow into a 'make tools' or 'make special crafts' option we'd also want, and that (3) completion of the Town Hall is optional by comparison.

We need tools for a LOT of things.

-[] Atelier [71/100] (2 Colonist Dice)
Whatever else may be said, you don't short the Atelier.
 
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I think that (1) delaying completion of the Atelier any longer is likely to mean disaster, that (2) overcompletion on the Atelier is not a bad thing because it's very likely to overflow into a 'make tools' or 'make special crafts' option we'd also want, and that (3) completion of the Town Hall is optional by comparison.
I fair point ill remove the canoes and put that dice on the Atelier
 
I am quite worried about this Winter, we seem okayish on both heat and food, and the wall should solve our defense problems,but we aren't doing great in anything, which we kinda need to be to tank Harshness dice.
 
I am quite worried about this Winter, we seem okayish on both heat and food, and the wall should solve our defense problems,but we aren't doing great in anything, which we kinda need to be to tank Harshness dice.
We planted extra herbs in the fields and my plan has us looking for steel. Plus, the logging action will finish this turn, which will give us a lot of wood.
 
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