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

Did we keep the skull of the Lord we killed? Cause that could be a way to prove that there's mean creatures in the woods, even if they don't believe they are supernatural.
 
[X] Plan Gentle Encouragement and Meetings

Don't want to kill the Huntsman mostly because the Evaluation for war is probably more defensive i.e., can it be held against Spain vs I wanna take over. We are a private expedition meaning the Dual Monarchy won't actually try and directly control rando town in the middle of nowhere especially if they are that unstable and Spain is going to start looking for a fight.

Loyalty is probably easier to pass because the moment Spain sees our heretical ways they are probably going to send a raid or something.
 
[X] Plan Gentle Encouragement and Meetings

Don't want to kill the Huntsman mostly because the Evaluation for war is probably more defensive i.e., can it be held against Spain vs I wanna take over. We are a private expedition meaning the Dual Monarchy won't actually try and directly control rando town in the middle of nowhere especially if they are that unstable and Spain is going to start looking for a fight.

Loyalty is probably easier to pass because the moment Spain sees our heretical ways they are probably going to send a raid or something.

the King, for the redaction of a "charter".
nope he going back to the king to change the charter most likely when he gets back and when he here too depedent on how he views us as usefulness which he will view us very useful since we can't really hide how good our millitarty is
This man is not a man, but a dog who only finds joy in the hunt and in obeying his masters. Those not of his breed are either threats to be killed, or things to be used. Show him what he wants or kill him.
and its use for potential war.
this is not how defensive it gonna be this is how much use it can be in a war for it master
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.
It would prove that the land is truly cursed and filled with monsters, without indicating that Union is filled with sorcerers.
the phrasing of this make me think it will not be viewed super supciouslly
 
Last edited:
Not necessarily. Sometimes the charter was given after a colony was established, not before.

And a charter is basically a social contract where the crown lays what the colony's legal rights are. We were probably getting one regardless.
then why use the word redaction which spefically is used when u changing someting after it been publsihed?
 
[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.
My write-in was really more variations on a theme. Basically, have some of the more martially inclined members of the Council. Not sure we want the Warrior's Son among them though. He could theoretically end up conscripted to serve as a trainer if we impress him too much. That's the main conscription concern we need to worry about imo. Other than that, we just need to worry about getting stuck with a penal colony or military training camp. Letting slip about how the Tribute Takers managed to infiltrate Union could help prevent the former possibility if you're so inclined.

Also, you kinda double-booked Sara. She's got family in this group too. Still, Mr. Smith should hopefully understand that his niece's duties to Union come before family time. Maybe mention she's busy counciling someone. Given how haunted the Scholar seems, it might even end up being the truth.

Finally, I'm not too thrilled with the current strongarm idea. Personally I'd be a bit more subtle. Mention how we are much better equipped than he seems to think, and that charging a reasonable price is the least he can do for said well-armed people who lost friends and family because the Johnstown expedition was insufficiently equipped. Still, that's more of a style thing.
 
My write-in was really more variations on a theme. Basically, have some of the more martially inclined members of the Council. Not sure we want the Warrior's Son among them though. He could theoretically end up conscripted to serve as a trainer if we impress him too much. That's the main conscription concern we need to worry about imo. Other than that, we just need to worry about getting stuck with a penal colony or military training camp. Letting slip about how the Tribute Takers managed to infiltrate Union could help prevent the former possibility if you're so inclined.

Also, you kinda double-booked Sara. She's got family in this group too. Still, Mr. Smith should hopefully understand that his niece's duties to Union come before family time. Maybe mention she's busy counciling someone. Given how haunted the Scholar seems, it might even end up being the truth.

Finally, I'm not too thrilled with the current strongarm idea. Personally I'd be a bit more subtle. Mention how we are much better equipped than he seems to think, and that charging a reasonable price is the least he can do for said well-armed people who lost friends and family because the Johnstown expedition was insufficiently equipped. Still, that's more of a style thing.
Yeah, the Huntsman is something I'd honestly like another omake Question to go towards specifically getting an idea of the best way to deal with him.

I'm hoping that the period of time this mini-turn takes place over is extended enough that Sara can meet with her uncle and then talk to the Scholar. But if double-dipping like that will cause issues, then it's a bit tricky. On one hand, Sara is one of the family members of the 50 new potential colonists, and enough of a good speaker to probably play a big part in convincing them to stay (so long as she remembers to speak using her mouth.) On the other hand, she's also one of our two supernatural experts, and the Scholar will probably react far better to our "meeting" if one of the people talking to him is a white girl instead of an old African.

Yeah. Actually, thinking about it, there's the possibility if he's strong-armed that he tries to go to the Tribute-Takers in hopes that they're more willing to pay high prices. I suppose it depends on if we think the discount is worth it. Personally, I'm mostly interested in the Cats and Fabric, all of which are already one "point." If that's all we want and prices can't go lower than a single "point", then we might just want to stick to accepting the current prices.
 
Yeah. Actually, thinking about it, there's the possibility if he's strong-armed that he tries to go to the Tribute-Takers in hopes that they're more willing to pay high prices. I suppose it depends on if we think the discount is worth it. Personally, I'm mostly interested in the Cats and Fabric, all of which are already one "point." If that's all we want and prices can't go lower than a single "point", then we might just want to stick to accepting the current prices.
The QM already said that we could strong-arm him without too many issues, and him going for the Tribute Takers is a pretty massive issue.
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.
Yeah, the Huntsman is something I'd honestly like another omake Question to go towards specifically getting an idea of the best way to deal with him.
I kind of agree with this... Does anyone who has an OOC question willing to ask for this?
 
Yeah, the Huntsman is something I'd honestly like another omake Question to go towards specifically getting an idea of the best way to deal with him.

I'm hoping that the period of time this mini-turn takes place over is extended enough that Sara can meet with her uncle and then talk to the Scholar. But if double-dipping like that will cause issues, then it's a bit tricky. On one hand, Sara is one of the family members of the 50 new potential colonists, and enough of a good speaker to probably play a big part in convincing them to stay (so long as she remembers to speak using her mouth.) On the other hand, she's also one of our two supernatural experts, and the Scholar will probably react far better to our "meeting" if one of the people talking to him is a white girl instead of an old African.

Yeah. Actually, thinking about it, there's the possibility if he's strong-armed that he tries to go to the Tribute-Takers in hopes that they're more willing to pay high prices. I suppose it depends on if we think the discount is worth it. Personally, I'm mostly interested in the Cats and Fabric, all of which are already one "point." If that's all we want and prices can't go lower than a single "point", then we might just want to stick to accepting the current prices.
I'd like to save my current omake for asking for a check up on the plan as a whole. Doing that last time was pretty darn useful. I'm trying to write another omake, but I have a shift tomorrow and I'm not sure I can get it done in time. Any chance you or someone else can help me out by writing one of your own?

I'm sure Sara will have time to do both. I just think the Uncle should be informed as to why his niece is delayed in meeting with him.

As for strongarming Strongarm, I think we'll be fine so long as we insist on paying a fair rate. Make it clear we aren't asking for a discount, we understand that he has to make money on this and he dragged a great many goods halfway around the world. We just want a fair shake.
 
I wonder if the colonists brought any seeds for new plants?
I wouldn't mind having some flax seeds since we can turn them into cloth. It would also give us a source of oil.
Not sure what other plants from the Old World we would need but I'm sure there's some.
Expenditure will increase to 2 units of Gunpowder per non-Winter turn at full muskets (3 units of muskets) and by 1 unit of gunpowder per additional unit of muskets in Winter.
Dang. That's like 9-10 units of gunpowder a year. We really have to get our gunpowder production and ingredient trails up and running.

I noticed that to make sieves for true gunpowder production we need coarse fibers. Would anything the merchant have be able to fulfill that?
 
Last edited:
I wonder if the colonists brought any seeds for new plants?
I wouldn't mind having some flax seeds since we can turn them into cloth. It would also give us a source of oil.
Not sure what other plants from the Old World we would need but I'm sure there's some.
A mob of fifty poorly dressed and malnourished men, women and children, armed with a few shoddy tools.

They had paid for their travel with much of what they had, and only had a few tools, some seeds and the clothes on their backs. Nothing awaited them in their old homes but starvation.
prob not they basislcy got nothing
 
Dang. That's like 9-10 units of gunpowder a year. We really have to get our gunpowder production and ingredient trails up and running.

I noticed that to make sieves for true gunpowder production we need coarse fibers. Would anything the merchant have be able to fulfill that?
Yeah, we had 6 Gunpowder at the start of this turn, used one, and salvaged 8. That puts us at 13. Without a 2nd musket, that would last us up to...the end of the Winter after this one I think.

With a 2nd Musket, that would last us up to I think the Summer of next year. I...think we could get gunpowder up by then, but we'd need to push hard, and we'd probably be coasting on a lot of Serpentine after this year (since even if we do push hard, I don't think we can get sustainable powder production infrastructure up until the end of autumn.)

Not to mention we'll be doing notable Raids in the next year's Summer, since that's when we plan to Burn the Lesser Pit. That'll probably consume a bunch more gunpowder than average.

Combined with the high prices, and I don't think it'd really be worth it. Not unless we could take all of the guy's gunpowder as well.
 
the phrasing of this make me think it will not be viewed super supciouslly
Old Shadow was talking about why the presence of monsters in the vicinity of Union won't rouse relevant suspicion against us, because it doesn't prove we're doing anything sinister.

But when that merchant captain returns to Europe and someone asks him "so where's the Huntsman and his bodyguards," and he says "he walked off into the woods with the colonists and never came back and they said all four of them were eaten by a monsters," then anyone who questions him will read between the lines "nah, the colonists totally ambushed and killed our guys."

They're not dumb, and this doesn't take a rocket scientist to figure out if you have a suspicious kind of mind.
 
I think it was pointed out if we want to murder the Huntsman in a deniable way, the best method for that to happen might be to gank the merchant and his crew as well. Because an entire ship going missing and not coming back can be excused as happening due to a storm or pirates, rather than being directly the colony's fault the way people would suspect if the ship returns sans the Huntsman but with the news that some of the Johnstown colonists are still alive.

Though that would bring plenty of its own problems. Aside from the cultural issues of our first real contact with other Europeans beyond our colonists being "murder them and take their stuff", and probably being pretty alarming for the new colonists as well, the ship going missing would probably scare off most merchants and explorers coming to Johnstown for a while (which could be either a good or bad thing depending on your POV for contact with more Europeans), and when one does eventually show up, they'd probably ask "Hey, what happened to those other guys? They went missing after setting out to try and reach here."

And of course related to that is the issue of what to do with the Fluyt, since I assume people would be able to figure out where it came from and go "Wait a minute..." I suppose we could tear it up for wood and nails and cloth? Fluyts IIRC are pretty terrible warships, so it wouldn't be good for undead piracy.

So yeah, the murder plan would be high risk and with a lot of issues to do with long-term consequences.
 
Last edited:
Old Shadow was talking about why the presence of monsters in the vicinity of Union won't rouse relevant suspicion against us, because it doesn't prove we're doing anything sinister.

But when that merchant captain returns to Europe and someone asks him "so where's the Huntsman and his bodyguards," and he says "he walked off into the woods with the colonists and never came back and they said all four of them were eaten by a monsters," then anyone who questions him will read between the lines "nah, the colonists totally ambushed and killed our guys."

They're not dumb, and this doesn't take a rocket scientist to figure out if you have a suspicious kind of mind.
I feel like ur first and second paragraph are contradicting each other? if old shadows is saying it won't arouse suspicious against us and doesn't' prove it does anything sinister but then u says this will arouse suspicious against us it so obvious we killed him apparently then it is arousing suspicious?
 
Ultimately, it kinda seems like trying to both "keep the Dual Monarchy out of Union" and "trade with the Old World" by killing the huntsmen but letting the merchant go is a poor plan.
 
Back
Top