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

[X] [Eyevines] Give it bloody scraps

[X][Fallen Home] Give the Order

[X][Reform] Captain Succession
- [x] The Assembly, in a public vote
- [x] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

[X][Reform] Define power of the Captain
[X][Faith] The Sun's Glory
 
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[X] [Eyevines] Give it bloody scraps

[X][Fallen Home] Give the Order

[X][Reform] Captain Succession
- [x] The Assembly, in a public vote
- [x] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

[X][Reform] Define power of the Captain

[X][Faith] Path of the Wise and Blessed
 
[X] [Eyevines] Give it bloody scraps

[X][Fallen Home] Give the Order

[X][Reform] Captain Succession
- [x] The Assembly, in a public vote
- [x] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

[X][Reform] Define power of the Captain

[X][Faith] The Sun's Glory

edit: changed to sun path cause praise the sun for it's bounty.
 
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[] [Eyevines] Give it bloody scraps

We shall leave to the vines some uneatable scraps from hunting and fishing, what is rotten and the most putrid of offal.

[] [Eyevines] Give it eyes
The vine needs eyes. Give them to it, those that are weak and clouded, and only from dead beings.


[] [Eyevines] Let it whiter

If the vine cannot grow without blood, it does not deserve to be. We shall let this one starve, and then use this knowledge to starve all of their kin in the wilds.
don't have super strong opinion here they all seem good lean toward eyes I guess
The farmers did good work this summer, using their ample free time in the growing season to test all the strange plants from the wilds, planting, working and watching.

First, the fire berries. After a few failures, the farmers are able to transplant a bush of fire berries that would have been lost in the war of the trees.
The bush survived, and grew. However, there is no sign of the spots on the branches where the sunlight should be absorbed in the summer, to allow fire berries to appear before Winter. In the nights after work, the farmers discuss, and think that, like some plants of the Old World, fire berries bush need to be around particular trees to produce fruits.
Unproductive fire berries bush transplanted into the garden of Union Town. New avenues of testing opened.

Second, upon isolated stakes of wood planted in the ground, the pods of razorweed are set. Under the shade of the rising walls, they grow rapidly, sprouting on the stakes in a thin web of thorny vines.
Now, when torn or pods are needed, we will simply take a basket under one of the stakes, and trash the razorweed with a stick until what we desire falls in the basket.
Razorweed Plot planted, source of razorweed thorns and pods obtained.
let goooo glad to see our farmers were getting some good stuff in summer for fall with we got some razorweeds, fire berries all should help with winter though guess the curse of doing well is to get more options lol

This season, almost half the Winter Walkers of Union go into the wilds. In the depth of the woods, they sing old songs. Songs of a time where the dark, terrible forest had been turned by hard work into a beautiful place, of lights and shadows, filled with food and game for those that knew how to find it.

Through the songs, they remember the old places, the old actions. What to trim, what to help and what to dig out. Despite all their works, the old forest is not completely restored.
But now, for all the people of union, there will be paths made easier, where one can walk without fear of thorns or ambush. And if they are lost and hunted like prey, they will know safe haven to hide and know how to lose their foes in traps of branches, vines and thorns.

When they return, the Winter Walkers hold their heads a little higher, their back a little straighter. The past is not yet lost.

The Old Places become The Old Ways : As long as one Workforce dice is attributed to Wilds actions, a minor amount of a random resource is earned. +2 to dice attributed to Wilds actions. Count as a primitive early warning system. One reroll per Season for fights taking place in wilds covered by the Old Ways.
Increased Morale of the natives. Winter Walkers conservatives are pleased.

The Old Ways bonus trigger, + Herbs
Yah more herbs!! Also man the old places modifers is becoming stronger and stronger we bassicly have to have some dice every turn on something with wild actions it just too much of a waste not to put some dice on it with the bonus and minor random amount of resource earned. Also glad to see this made the winter walkers happy restoring the enviroment and pushing back the winter forces

On the land where we live, there is a battlefield, with trees dead and trees cursed. Here they lie, in the shadows, bleeding, poisoned sap filling the ground.
Then came the dead, almost-empty blades, carried by vessels of yellow bones. Day and night they cut, cut, cut. Until the dead and wounded are nothing but cleaned trunks and branches, carried away on the river, to the land of the burners.
Fall, fall, fall, do the giants, poisoned gut taken away and burn. Sawed, Sawed, Sawed their remnants, until hard dark wood flowed down the river. Scared, Scared, Scared are the living men, watching the blades fall, carrying back poisoned sap for the wise ones away.
Tired, Tired, Tired is Sara, who hears the dead, with a home full of fresh wood and a back bent under the weight of blades.

Hear, Hear, Hear our voices, flesh-people of Union. Cleaned we are, of death and curse, but know we do not like dead blades or living thieves. The corpses of our fallen will be our thanks for the labors of cutters.
Come, Come, Come to us after the Winter, if you still can enjoy the sun. We will discuss in the tongues of soul.


This was heard in the dreams of every person in Union. Now, they look with fear upon the woods and the Blades.
+++++ Woods, obtained Giant wood, bark, and poisoned sap. Voices of the Sun-loving Wood meet. An offer extended.
Lose 1 Morale due to general Oh Fuck moment
well shit that uh creepy asf but also good? Like on one hand the trees and forest being sentient and alive and able to commuciate with us too glad to see they are happy! Your welcome for killing the died and corrupted giant trees def wouldn't want the forest corrupted excited to talk with them

Old Seadog Jones once again did go on waves, on the best rafts and with the best crews that you can get with one-Season old mariners.

Up and down did he goes, seeking any folk that were not worshiping some God-forsaken monsters to help against those Thrice-Damned Winter beasts.

First he came upon a shipwrecked galleon of Spanish make south of the town. Seeking to make some loot and spite the crowded fools of the Peninsula, Old Seadog ordered to go into the galleon, but woes, it was inhabited.

Some folks like the Winter Walkers, but darker, and some folk dark as night. Looked like some Moor to the mariner, but what the Devill were they doing here ! When we came near the guards of the little settlement they were building, they shouted alarms and shooted us too !

Old Mariner knew when to flee, and so he did. Me think we should send some darker folk to talk to them, if they were taken by spaniards, doubt they have any godly feelings for people that look like them. Or we could just steal from them. Don't like it one bit, but Old Seadog know sometime you need to take someone livelihood to have one for yourself.

Then, in the North, he came upon some weird folks. Wretched they were, with no clothes on their back. Looked like shepherds, but 'was hard to make any differences between herd and shepherd ! They spoke the Winter Walker tongue, and told us they were from towns razed by the Tribute Takers scums. They lived, but can't make the difference no more between beast and men, or living and death, and roam the land without a home to their names. Got mangy herds, and are ready to trade for what they use as cattle and dogs, or even for some meat. Probably should do this, if only to do some charity.

Then, when Seadog was coming back, he was almost lost in some Devil-made fog ! But he did not lose his good old sea-legs, and traced a path through the fog. And where did he end up ? In a village of mariners. Good folk, but weird, more obsessed by the sea than even himself. Say they worship something in the water, and that the beasty makes the mist to protect them.

Don't know if it's true, but friendly mariners are always good in Old Seadog book. Probably should send Sara to speak to them, weird understand weird.
And that all Old Seadog has to say. Now can I go back working on my raft ? Hard to get the thing in order without tar.

Contacts made with the Escapees, Shepherds and Mistmen. Unlock new diplomatic and raiding actions.
oh cool met some new people they all seem good weird folks but are angels by the standard of this area
[X] A Stronger Wall [Militia] [56/150] (12) (1 Generic Dice) Unassigned dice added to this project (13+7)
The walls do not rise much. The soil under them is found this season to be unstable, disturbed by husks trying to dig under them last Winter. The husks were discovered and dug out after a few times where work on the Wall collapsed, and after all of this, much work is still needed for the wall.
welp forgot we had bad progress here def gonna want three dice or something on this so we can get this done in time for winter
[X] Atelier [169/100] (83,6) (1 Colonist Die, 1 Native Die)

Contrary to the walls, work on the Atelier goes fast and well this season, even if the Winter Walker has little idea how an Old World's atelier is supposed to be made.
The Atelier is a building made to look like a monastery made of wood, a square thing with an inner court and enough space for a smithy, a carpenter workshop, a tannery (even if people already complain about the smell) and a textile workshop. Good walls to protect tools, stocks and craftsmen, and space to work.
Built next to one of the two waterways that go through town, there are already plans to build a watermill to use it, even as the various workshops are set in place.
Wonder of wonder, the work goes so fast that Fabre the smith can do some work already ! Tools are sharpened, straightened and sometimes reforged, and people are promised that soon they will all work with tools of steel.


(look somewhat like that, made of wood and less tall)


Crafting projects unlocked !
Smiting unlocked ! 2 units of Mediocre Steel (scavenged steel) and 1 unit of Good Steel (Riversteel) in stocks !
Weaving unlocked ! 1 unit of Excellent Threads (Woodspider silk) in stocks !
Carpentry unlocked ! 1 unit of Excellent Timber (Giant Wood) and Bark (Giant Bark) in stocks !
Tanning unlocked ! 2 units of Normal Leather (hunted animals) in stocks !
Gunpowder Making Project Chain unlocked !
1 Tools produced ! When you reach 3 Tools, you will earn 1 Generic Die and fulfill the People's Will.
oh wow this is super useful and wow a ton of new projects too! def not gonna be able to do this all btw winter but still def want to get on some of these like tanning.
[X] Town Hall [114/100] (60+7;40+7)(2 Colonist dice)

Once, Sara's father dreamed of a church. A beautiful, simple place, where a whole community could gather under a stoot roof and join as one.
The Town hall is such a place. Here, the Council gathers everyday to discuss and plan, many still believing I am too young and too naive to understand ruling.
Here, the militia assembles to prepare their training and work and children go to play when it rains.
And every week, the Town gathers here. They debate, they vote, they demand judgment from the council, and divide themselves over many conflicts.
But they also listen to my preaching after this, silent, and after that eat together, tasting each other's cooking.

It is not much, but it is better than before.



Town hall built ! +1 Council Dice, +5 Morale, Unlock Organisation projects.
Weekly meetings of the Town for vote, justice and community building.
yah more dice! and more morale and to finnaly give a center of our commuity too.
The Son is a brave, but haunted person. He hid it well, but I can see his father over his shoulders, judging his every action, harming him at the same time as he pushed his son to excel. The Warrior merely needs to prove his value.
When tasked to train scouts for Union, first he met with the old soldiers of the town. After their nightly meeting, those scarred elders now look at him with eyes full of sorrow, like he reminds them of many other youth, lost in past battlefields. They do not want such a loss to happen again. So they help him.
They select the swift and the quick-witted, those that know how to hunt but seek more than to simply bring back meat to the people. Then, they go into the wilds.
The fallen whispers their training to my ears. How they learn to move in the wilds like the Warrior's Son, like a hunter. How they learn how to shoot and fight like the soldiers of the Old World.
And more than all, how they learn the art of bringing death to foes in one instant before dispersing and fading away in the wilds. All of this will the Son earn their respect, and the old soldiers nurture his prowess.

Those that come back at the end of the season are no mere scouts. They are skirmishers, raiders, night fighters. And they are ready for battle, their leader commanding them with nothing more than nods and gestures.
The father judging over his son is silent.


Generic Workforce Die consumed.
Son's Skirmisher formed !

2 Specialist Militia Wild Dice earned !
Those Dices have the traits :

Son's soldiers : If assigned to the same project as at least 1 Warrior's Son die, all Son's Skirmisher and Warrior's Son dice have a +10 Bonus.
Skirmishers : Increased effect of Raid Project. Can be used in battle against trained soldiers without malus.

The Son's Skirmisher are Followers of the Warrior's Son, and the Warrior's Son can handle twice his Die of Follower Dice before the dice lose the Son's Skirmisher traits.
Warrior's Son at max capacity for Followers (2/2).
oh damm the warrior sons and skhimirhsers are fucking loaded these guys do not fuck around can't wait to use them to cause some havoc next turn

[X] The Fallen Homes, Part 2 (old settlement) [Death] [88/100] (81+7) (1 Colonist die)

Every day, at dawn, workers went to the old settlement, and worked. They arranged remnants according to patterns they heard in the winds. They raised rotten buildings and new walls with wood and dirt, planted a circle of stacks around the town, and dispersed ashes all around.
Then, bit by bit, they watched the result of their work. Now, when the sun goes down and twilight comes, the town changes. Specters appear and walk the streets, will ruined buildings are replaced by ghostly, translucent ones. A wall of shifting, spectral mist rose around the town, and the roads began to shift and twist.
When the sun is down, one wrong turn and one end up next to a Winter Walker longhouse, a home from the Old World, or even a ghostly ship, crewed by dead mariners.
The work is almost done, it could be finished if the workers were asked to stay a little longer. At night.

[][Fallen Home] Give the Order

Project finished, -5 Morale

[][Fallen Home] Do not
not worth it we can just throw one dice on it to get it done next turn

[][Reform] Define status of Council and Assembly

The role of the Assembly, as the people gathered, is to express the people's desire. The role of the Council, as the wise tasked with thinking over physical work, is to transform the Assembly's will into actual decisions and actions. The Assembly's will is expressed and plans drafted by the Council's…

-[] Every week at the weekly Gathering

-[] At the beginning of every Season

-[] At the beginning of the year, after Winter
def begigning of every seasons make us known the people will at the beggining of each season so we know what to do but does not to many immediate and changing demands
[][Reform] Censure
If considered incapable, the Captain or a Council member can be demoted from their post by a simple majority vote of the Assembly for a Council member or a two-third vote of the Assembly for the Captain.
We need to have some way to make sure that when our capitasn or council members fuck up that they can be put a stop to them
Choose your path of Syncretism
[][Faith] The Sun's Glory


The sun is life, the sun is the might and generosity of the Lord upon the Earth and His children. All the people of Union honor the sun in some ways, even those that have not heard the Savior's Words. Let's honor the Sun, honor light, honor fire, gift of the Most High ! Cult of Light, focuses on the central nature of the Sun in Winter's Walker beliefs to fuse their faith with Christianity.

it the fucking sun the thing that saves us from the monsters of winter and herldads the end to the madness it brings heat to all it the most godlike thing in the world also let us fuse winterwalker beliefs with christanity beliefs too

[X] [Eyevines] Give it eyes
[X][Fallen Home] Do not
[X][Reform] Define status of Council and Assembly
-[X] At the beginning of every Season
[X][Reform] Censure
[X][Faith] The Sun's Glory
 
[X] [Eyevines] Give it eyes
[X][Fallen Home] Do not
[X][Reform] Define status of Council and Assembly
-[X] At the beginning of every Season
[X][Reform] Censure
[X][Faith] The Sun's Glory


You had me at Sun cult
 
[X] [Eyevines] Give it bloody scraps

[X][Fallen Home] Give the Order

[X][Reform] Captain Succession
- [X] The Assembly, in a public vote
- [X] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

[X][Reform] Define power of the Captain

[X][Faith] Path of the Wise and Blessed

well shit that uh creepy asf but also good? Like on one hand the trees and forest being sentient and alive and able to commuciate with us too glad to see they are happy! Your welcome for killing the died and corrupted giant trees def wouldn't want the forest corrupted excited to talk with them
The issue is umm, they were ok with us cutting the trees down because it was chopping away the diseased wood and we can use that for construction. What about when we need more? Not sure how happy they would be when we start chopping healthy trees afterwards.
 
The issue is umm, they were ok with us cutting the trees down because it was chopping away the diseased wood and we can use that for construction. What about when we need more? Not sure how happy they would be when we start chopping healthy trees afterwards.
the good news is that there plenty of bad trees for us to still cut down and I mean it is forest too some trees are eventully gonna die, some are gonna be lost over time, there trees that fall down natureally ect but yah I suspect this will be part of the negotions if we surive wintr
 
[X] [Eyevines] Give it bloody scraps
[X][Fallen Home] Do not
[X][Faith] The Sun's Glory
[X][Reform] Define power of the Captain
[X][Reform] Captain Succession
- [X] The Assembly, in a public vote
- [X] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.
 
[X] [Eyevines] Give it bloody scraps
[X][Fallen Home] Give the Order
[X][Reform] Define status of Council and Assembly
-[X] At the beginning of every Season
[X][Reform] Censure
[X][Faith] The Sun's Glory
 
[X] [Eyevines] Give it bloody scraps

[X][Fallen Home] Give the Order

[X][Reform] Captain Succession
- [X] The Assembly, in a public vote
- [X] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

[X][Reform] Define power of the Captain

[X][Faith] Path of the Wise and Blessed
 
Adhoc vote count started by OldShadow on Nov 30, 2023 at 3:34 AM, finished with 29 posts and 17 votes.


Current tally, I will let the vote run for another day.
 
Glad noones voting for the 'destroy evil' cult. In a world like this where narrative and concept hold so much sway, making ourselves 'destroyers' can only end poorly. We have to focus on positive things.
 
Hear, Hear, Hear our voices, flesh-people of Union. Cleaned we are, of death and curse, but know we do not like dead blades or living thieves. The corpses of our fallen will be our thanks for the labors of cutters.
...Well, it seem we can't just cut any tree that happens to be near us for wood now without pissing off the Sun-loving Wood... This might be a problem.

In a village of mariners. Good folk, but weird, more obsessed by the sea than even himself. Say they worship something in the water, and that the beasty makes the mist to protect them.
Don't know if it's true, but friendly mariners are always good in Old Seadog book. Probably should send Sara to speak to them, weird understand weird.
...That's.. Concerning. But in a world full of eldritch beings, perhaps whatever is in water might not be the worst. It not like haven't make a deal with that sort of being ourselves.

A Stronger Wall [Militia] [56/150] (12) (1 Generic Dice) Unassigned dice added to this project (13+7)
Pain

Gunpowder Making Project Chain unlocked !
1 Tools produced ! When you reach 3 Tools, you will earn 1 Generic Die and fulfill the People's Will.
Ohhhhh, shinnnnny. Gunpowder! Way to get more die! Also, consider people still haven't get over the whole tools ownership thing, making more of them seem to be somewhat of a priority.

[X] [Eyevines] Give it bloody scraps
[X][Fallen Home] Give the Order
Pretty much a consensus choices.

[X][Reform] Define status of Council and Assembly
-[X] At the beginning of every Season
[X][Reform] Define power of the Captain
Consider Sara's mental state... Making sure she know she don't have to do everything is possibly a good idea.

[X][Faith] The Sun's Glory
THESUNTHESUNTHESUNTHESUNTHESUN
 
[X] [Eyevines] Give it bloody scraps
[X][Fallen Home] Do not
[X][Faith] The Sun's Glory


i'll vote like this for now.
 
Adhoc vote count started by OldShadow on Dec 1, 2023 at 3:55 AM, finished with 34 posts and 20 votes.


Vote closed.
[X][Faith] Path of the Wise and Blessed
[X] [Eyevines] Give it bloody scraps
[X][Fallen Home] Give the Order ;

[X][Reform] Define power of the Captain
[X][Reform] Captain Succession
- [x] The Assembly, in a public vote
- [x] (must be combined with one of the other suboption) The selection will be done from a pool of candidates chosen by the previous Captain, unless more than half of the voting body vote for a candidate outside of this pool.

Win

Expect the update early next week.
 
New (old) quest, who this?

Found this and I think I like it. Should really have taken more muskets with us at the beginning, but the cannons are more important long term.
 
The Buried King :
The Buried King does not care about us, not yet.He whispers a few demands into Sara's ears, and watches. Our success or failures shall be own he judge us.

[] A Garden Restored
The King desires more than anything anything to have its garden restored to its rightful glory. You are too pitiful to do so. But if you do what you can, you will be rewarded.
Tasks : Finish the Old Places Actions ?
Fulfillment Rewards: Gardener tools, seeds and training

[] 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
Hmm, looking back, I kinda feel like we should have picked A Garden Restored rather than Away with the Pests, but it is what it is. With that in mind, next turn I feel we have to pick on Away with the Pests action, since we haven't done so this turn or the previous one, and I believe "no progress on things for a year" is when Contacts start getting grumpy about their Mandates.

Do we have any thoughts on that? I was thinking either hunting a Lord or going after the Eyevines. The Lord gives us stuff, but the Eyevines are noted in the bestiary to grow pretty fast, so it feels wise to try and thin them now, especially if our studies with them this turn gave us a better idea of how to kill them.
 
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I feel we have to pick on Away with the Pests action, since we haven't done so this turn or the previous one, and I believe "no progress on things for a year" is when Contacts start getting grumpy about their Mandates.
Yeah, I was planning on sending Son, the Militia, half the scouts and half the Blades to go hunting either pests or a Lord since they reduce Winter's bonuses.

The other Scouts and Blades would go to find Steel.
 
Hmm, looking back, I kinda feel like we should have picked A Garden Restored rather than Away with the Pests, but it is what it is. With that in mind, next turn I feel we have to pick on Away with the Pests action, since we haven't done so this turn or the previous one, and I believe "no progress on things for a year" is when Contacts start getting grumpy about their Mandates.

Do we have any thoughts on that? I was thinking either hunting a Lord or going after the Eyevines. The Lord gives us stuff, but the Eyevines are noted in the bestiary to grow pretty fast, so it feels wise to try and thin them now, especially if our studies with them this turn gave us a better idea of how to kill them.
Going after a lord is probably a good idea, makes it less likely they show up to our front step to cause trouble.
 
They are mostly there as bodyguards, and since they don't tire its not like they'll slow them down.
Point, but are they good at hiding and moving stealthily? I'm worried that they might not be very good at that and may end up getting the scouts caught up in battles they don't need to fight, since the scouting will be going deep into Tribute-Taker territory.
 
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