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

We should probably get the muskets, the trader is probably the type of man who would ignore our warnings and try to sell any suprplus to the tribute takers. If we take the guns away we will remove the biggest danger to us, also lets strongarm him.
 
We should probably get the muskets, the trader is probably the type of man who would ignore our warnings and try to sell any suprplus to the tribute takers. If we take the guns away we will remove the biggest danger to us, also lets strongarm him.
I would like to remind the voters that your scouts can be left to watch over the newcomers.
 
Any scheme to conscript soldiers from Union for wars is more or less doomed to failure anyway. The expense is ridiculous; even sending a ship here to pick up conscripts to fight in the Caribbean would be little or no more economical than just putting soldiers on the ship in Europe and sending them over. We are simply too small to supply a meaningful number of soldiers and this will be immediately obvious. More pragmatically, if we lead him to Union, the odds are that a future expedition won't be able to find it again easily without help, considering how fucked up the Wilds are. That includes any group trying to conscript people.
He might want to send elite troops here to receive training from the Son's Skirmishers if he's too impressed with them though. So if he wants a demonstration maybe screw it up slightly. Other than that I don't think we should underplay the militia all that much, as he's likely wise to such tricks.
these will see us fail the loyalty test furthermore. He will go back to the old world with the report the union subject have erred from the king and this will likely see a significant altering of the charter for the colony that will see the union be clamped down on hard, a new goverener sent to rule it, maybe even a huntsmen to permeantly watch over it. OTL european countries were relgious divied and that did not stop the king from cracking down on relgious dissdent.
If the mere presence of our altered religion was enough to set off the Huntsmen, we would have received warning from the QM after I spent my OOC question. No OTL country came close to being the religious and political tinderbox that the Dual Monarchies are during this period.

tbc this mean if we say he was killed with monster this won't inginte red flags or a supernatural craz in europe?
The trick is getting him killed by monsters in a way that won't have the new colonists fleeing for the hills. They're pretty skittish after all.
 
You should be able to strongarm the merchant without too many issues (since almost everyone knows he is a walking sack of waste), but if you rob him, you could perhaps kiss goodbye to new merchants.
Show nothing that could cause a gold rush in Europe (lots of potential furs, gold, precious substance...), but enough precious resources that all of Europe's merchants do not write-off Union as a useless backwater.
Do not kill the Huntsmen in a way where people notice what you did and bring new back to the King. Do not let people come back who have seen obvious supernatural things related to Union (monsters should be fine).
The Colonists could be easily spooked, bringing back rumors of monster and witchcraft to Europe, and they really want to see their living kin.
Also, I can say that some of the characters have offers for Union. You should listen to those.
Just checking, but for the merchant, does the strongarming to lower prices count as "robbing", or is that fine?

Hrm, if we don't want to let people come back who have seen obvious supernatural things, then that could be an issue with the scholar.

Oh, and hey, there is a way to kill the Huntsmen without things getting nasty in the Dual Monarchy...For now.

And nothing changes for the colonists really, my general thought already was that we want to minimize exposure to spookiness. Let them see their living kin (and/or friends of their kin) and slowly ease them into things.

Hmm, the scholar I see as the one most likely to have an offer. The Huntsman maybe, but I feel he's less of an "offer" guy and more of a "demand" guy.

Him, probably don't want to trade that second Beaver Fur then. Still, just one Beaver Fur, the normal pelts, and the remaining valuables from Johnstown should give us 4 points worth of trade, which is plenty imo. Still think I'll be using the second question of mine to do a vote-check like Chimeraguard did last update. For all we know, just one unit of beaver fur could cause a fur rush. It also sounds like there will be at least a part 3 to this interlude, so I'll probably have to do some omake writing. @Chimeraguard, you willing to help out by writing some of your own?
Yeah, one beaver fur, one regular leather, and the valuables seems best to me. One beaver fur being enough to attract interest but not enough to cause a mega-rush (because merchants aren't going to come all the way to Union for regular leather.) I have some ideas for omakes and the muse to write them, but not a lot of time at the moment until this evening at the earliest.
 
So we have pretty clear that the best course of action is to strongarm the merchant (without stealing), and have Failure and Sara dealing with the scholar... And that for the colonists hiding the supernatural in Union until the ship leaves works well enough...

The problem is that we are still pretty undecided about the Huntsman.
 
So we have pretty clear that the best course of action is to strongarm the merchant (without stealing), and have Failure and Sara dealing with the scholar... And that for the colonists hiding the supernatural in Union until the ship leaves works well enough...
We should probably let them see their kin if at all possible as well given the answer I got. Maybe explain the oddness of Sara and the Mourners as trauma brought on by Winter.

As for the Huntsmen, perhaps let them inspect the walls and militia while escorted by the Prince and/or the Son, since they are the top military people in the colony and can best handle any questions in an appropriate manner. Maybe let slip about Tribute Taker infiltration abilities while we're at it.
 
If the mere presence of our altered religion was enough to set off the Huntsmen, we would have received warning from the QM after I spent my OOC question. No OTL country came close to being the religious and political tinderbox that the Dual Monarchies are during this period.

looks at hre
To answer the question in a way that is still fun, a few hints.

Most aspects of Union will attract negative reactions, no matter what you do, but not enough to break contact or bring violence.

Do not invite the visitors to anything religious in Union. This is the time where one can the most easily see and hear the dead.


Hide the Blades, hide obviously supernatural stuff. Most people can't detect spirits, especially if they do not speak to you. Seeing the Blades would cause panic and potentially provoke a conflict.

Be wary of attracting too much greed. Remember, there are people back in Europe that are ready to kill for sugar, spices and gold. So for silk or for Razorweeds ? And the Captain of the ship is quite desperate....

Do not give any hints that you are not loyal to the King.

There is someone that can detect the supernatural on board, but as long as you do not seem to be Devil-worshipers, he will keep his mouth shut.

Sara is...somewhat unnerving. She is your best orator, but people will notice if she forgets to use her voice to speak with them. So visitors risk to react very negatively to her.

Also, a little freebie : Remember, if the visitors survive, they will tell people in Europe what they have seen in Union. The main danger is not your visitors, it's what will happen when news of Union spreads to the people, the Kings, greedy merchants and those in Europe that deal with the supernatural.


The trick is getting him killed by monsters in a way that won't have the new colonists fleeing for the hills. They're pretty skittish after all.
already asked about this to old shadows we can just have them go seperate ways in the wilds
They will separate then with the weird geography of the Wilds, then kill the Huntsman and said it was a monster attack.

edit: ngl I am really feeling this vote it stressing me out and sorry it caused me to act rude toward people as a result can't wait to head back to normal turns
 
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I said country, not "Collection of states of various sizes and powers welded together by a shared culture and tradition" :D . Seriously though, the current policy in the HRE, as established by the 1555 Peace of Augsburg is Cuius regio, eius religio. Basically, if you're the Prince, you're the one who decides religious policy in your chunk of land. If anyone disagreed with your stance, they could either move or be persecuted. So while the HRE as a whole was fairly diverse, the individual polities within it didn't have to deal with large amounts of religious dissidents. When that broke down, you got the Thirty Years War. Admittedly, there were other factors involved, but there are plenty of those in the Dual Monarchies as well.

Plus, you still haven't explained why the QM wouldn't warn us about this threat when I spent my omake question. Unless you can give me a good answer as to why that could be, this whole discussion is relatively pointless.
 
Plus, you still haven't explained why the QM wouldn't warn us about this threat when I spent my omake question. Unless you can give me a good answer as to why that could be, this whole discussion is relatively pointless.
in the post ur responding too I quoted a previous qm post where he talked about that risk I was talking about, @OldShadow prob didn't feel the need to repeat a bunch of stuff he said before

[X] Plan: Goods and Deceit
-[X][Trader] Strongarm David, he has 20 sailors, we have a militia and guns pointed at him from above. He should lower his prices.
-[X][Huntsman] Pretend to invite him, and ambush him and his men.
-[X][Colonists] Make them visit Union and their kin before they make a choice.
--[X] But keep the supernatural in Union hidden for now. After they have spent some time with their thought-lost kin, then we can decide how to hopefully ease them into things.
-[X][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
 
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-[X][Trader] Trade with David
--[X] Goods bought 2
---[X] Cats! 1
---[X] Clothes 1
--[X] Goods sold

---[X] Remaining coins and precious jewelry from Johnstown : 1
---[X] Unit of furs and leather (1 in stocks) : 1
Why are we even trading with this fucker when the QM has confirmed that Strongarming him for fair prices fucker won´t have negative consequences for us and won´t drive away future merchants?
 
[X][Trader] Trade with David
-[X] Goods bought 2
--[X] Cats! 1
--[X] Gunpowder 1
-[X] Goods sold

--[X] Remaining coins and precious jewelry from Johnstown : 1
--[X] Unit of beaver fur (2 in stocks) : 1
[X][Huntsman] Invite him before the Council
[X][Colonists] Invite them in, hiding the supernatural in Union…until the ship leaves
[X][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
 
[X][Trader] Trade with David
-[X] Goods bought 2
--[X] Cats! 1
--[X] Gunpowder 1
-[X] Goods sold

--[X] Remaining coins and precious jewelry from Johnstown : 1
--[X] Unit of beaver fur (2 in stocks) : 1
[X][Huntsman] Invite him before the Council
[X][Colonists] Invite them in, hiding the supernatural in Union…until the ship leaves
[X][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
By plan please.
For more coordinated results.
fyi oldshadows wants us to voot by plan
 
I think killing the Huntsman is unwisely dangerous, because there are a lot of people who'll be in a position to confirm that he went off with us. And while the "killed by a monster" excuse has at least a tissue of plausibility, any future investigator is going to be very suspicious. Because I'm pretty damn sure that these Huntsman, as royal secret policemen, have a long, LONG history of being ambushed by dubiously loyal peasants and petty noblemen who explained afterwards how they were totally totally eaten by a bear or something.
 
[X] Plan Gentle Encouragement and Meetings
-[X][Trader] Strongarm David, he has 20 sailors, we have a militia and guns pointed at him from above. He should lower his prices.
-[X][Huntsman] Make him tour the walls and inspect the Militia
-[X][Colonists] Make them visit Union and their kin before they make a choice.
--[X] But keep the supernatural in Union hidden for now. After they have spent some time with their thought-lost kin, then we can decide how to hopefully ease them into things.
-[X][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
--[X] The Silent Blades should not be present. To avoid...misunderstandings.

Of these, the one I'm least sure on is the Huntsman. I think @Hunter531 had a thought for a write-in? Or at least add-ons to the plan. But overall, while ganking the Huntsman is tempting, if there's a way we can play things safe and make the Huntsman go away without getting brainworms of conscripting our people into something, we should take it.

As for the Colonists, I don't like tricking them so blatantly. And we have info that those with surviving family in Union are desperate to see them. And I think letting them see their loved ones first will go a long way towards convincing them to stay and stick with us even after the supernatural stuff is shown.

I will note that because I'm uncertain on things, some sub-actions, especially the Huntsman one, are subject to change. But I'm getting this out now because I don't want to let a bandwagon grow with only one Plan to vote for.
 
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