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

-[][Huntsman] Pretend to invite him, and ambush him and his men.
--[] Invite the huntsmen to view on of the great threats to the union, the monsters and advice on how to deal with them. Bring him to them and the other huntsmen try to manuver the situation to get the main huntsmen killed while one of the other one surives. Bring them straight back to the ship after


one I came up with
 
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A resource tithe would depend on us having resources worth sending a ship over for though, which we've been trying to obscure. Serving as a base from which to support further expeditions sounds more likely, especially if the main thing the Huntsman brings back is that Union is well-fortified.

-[][Huntsman] Pretend to invite him, and ambush him and his men.
--[X] Invite the huntsmen to view on of the great threats to the union, the monsters and advice on how to deal with them. Bring him to them and the other huntsmen try to manuver the situation to get the main huntsmen killed while one of the other one surives. Bring them straight back to the ship after


one I came up with
You should take out the X for this post, since that may confuse the voting count system.
 
A resource tithe would depend on us having resources worth sending a ship over for though, which we've been trying to obscure. Serving as a base from which to support further expeditions sounds more likely, especially if the main thing the Huntsman brings back is that Union is well-fortified.
a well protected colony suggest it has more than enough resources to create the protection needed to have such a strong defend collony. Also expedtion would be bad too since they come back when the razorweed hedges are back and expedtions staying in the town would inveitbaly discover all our stuff europe would hate or cause a supernaturla rush
 
a well protected colony suggest it has more than enough resources to create the protection needed to have such a strong defend collony. Also expedtion would be bad too since they come back when the razorweed hedges are back and expedtions staying in the town would inveitbaly discover all our stuff europe would hate or cause a supernaturla rush
That is actually a good point...

It may be better just to kill the fucker @Chimeraguard ?
 
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I'll think on things in a couple hours, mostly busy with work stuff for the next 2 hours. I wanted to do some refinement to our approach to the new colonists as well.

All else fails, I'll just make two plans, one with letting the Huntsman go, one with having him suffer an "accident" and let people vote for whichever they prefer.
 
@OldShadow Just to be clear, if we let the hunter Make him tour the walls and inspect the Militia so that his report on Union will prevent the King from asking much of us... But will the little that the King may ask of us be enough to screw things up for us revealing too much of the supernatural shit we have going or attracting too much greed?

Because honestly, from next year onwards the RazorWeed maze is going to stick like a sore thumb, especially if the King wants to use the union as an advanced fortified base for expeditions or explorers.
 
@OldShadow Just to be clear, if we let the hunter Make him tour the walls and inspect the Militia so that his report on Union will prevent the King from asking much of us... Will the little that the King may ask of us be enough to screw things up or to attract too much greed?

Because honestly, from next year onwards the RazorWeed maze is going to stick like a sore thumb, especially if the King wants to use the union as an advanced fortified base for expeditions or explorers.
It should not screw you over....but you cannot kept the supernatural in Union secret forever, especially with contact with europeans.
 
Ideally I think, before the supernatural in Union gets revealed, we want Union to be viewed as prosperous enough for that foible to be ignored because working with Union despite all the supernatural weird shit is beneficial.

Before the valuables of the New World are revealed, we want Union to be in a strong enough position that any potential colonial ventures can't just roll over it, or ideally to assert a position of strength and authority, or at least soft power, over such ventures in our vicinity.

Ideally. We're unlikely to get the ideal circumstances no matter what we do, but this does I think work towards the general gist of things.
 
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A resource tithe would depend on us having resources worth sending a ship over for though, which we've been trying to obscure. Serving as a base from which to support further expeditions sounds more likely, especially if the main thing the Huntsman brings back is that Union is well-fortified.
Well, expeditions and "expeditions" anyways. This well before Jamaica was claimed by the British too, so we might be the Dual Monarchies territory best suited for launching pirate raids into New Spain.
a well protected colony suggest it has more than enough resources to create the protection needed to have such a strong defend collony. Also expedtion would be bad too since they come back when the razorweed hedges are back and expedtions staying in the town would inveitbaly discover all our stuff europe would hate or cause a supernaturla rush
Thankfully, it doesn't take much in the way of resources to make a strong defense. All you really need is iron, wood, sulfur, and saltpeter, along with the spare manpower to make all this stuff. None of that is valuable enough to warrant resource tithes.

The Razorweeds can be written off as just unusually painful New World plants. I'm more concerned with the whole "Undead Cult" thing. If it wasn't for that, I would be a lot more willing to take the risk.
Ideally I think, before the supernatural in Union gets revealed, we want Union to be viewed as prosperous enough for that foible to be ignored because working with Union despite all the supernatural weird shit is beneficial.

Before the valuables of the New World are revealed, we want Union to be in a strong enough position that any potential colonial ventures can't just roll over it, or ideally to assert a position of strength and authority, or at least soft power, over such ventures in our vicinity.
That Maze of Thorns Capstone could be pretty darn useful for stopping European attacks cold. I've actually been trying to write a omake discussing a failed Spanish expedition that bounced off the Maze of Thorns. Being used as the gateway to the New World for other expeditions could boost our soft power as well, assuming we're willing to take the risk.
 
So basically show Union as it is. After all how many are in the militia? 50 people? That's not going to take and keep any new territory.
The Militia is a levy training once a week, with about a quarter of Union being in it.
This levy is somewhat powerfull, but cannot leave Union for long (its mostly a way to have as much fighters as possible for Winter).
Of course, full-time soldiers are far fewer, less than 50, with many also acting as hunters.
 
That still leaves Union with ~300 soldiers max, and that's if we pull everybody.

Not a lot to go on the offensive, especially for 1600s.
 
this so much I hope to never hear the words huntsmen again

if we ambush him will they automatically mutilate him?
He will never bother Union again.

That doesn't mean no one else will, unless we can remove the problem of "they suspect he was murdered." In which case a scenario where he's actually killed by a monster is favorable to us, and a scenario where we ambush and murder his entire party... less so. Because people back in Europe who knew this guy and valued him as an asset will suspect foul play

if the huntsmen they send to the new world die and the other huntsmen say yah it full of monsters they are just gonna write it off
The next Huntsman will suspect foul play if we don't have witnesses to attest that his predecessor was killed by monsters.
 
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He will never bother Union again.

That doesn't mean no one else will, unless we can remove the problem of "they suspect he was murdered." In which case a scenario where he's actually killed by a monster is favorable to us, and a scenario where we ambush and murder his entire party... less so. Because people back in Europe who knew this guy and valued him as an asset will suspect foul play

The next Huntsman will suspect foul play if we don't have witnesses to attest that his predecessor was killed by monsters.
-[][Huntsman] Pretend to invite him, and ambush him and his men.
--[] Invite the huntsmen to view on of the great threats to the union, the monsters and advice on how to deal with them. Bring him to them and the other huntsmen try to manuver the situation to get the main huntsmen killed while one of the other one surives. Bring them straight back to the ship after


one I came up with
@Chimeraguard are u going to being making a alternate plan or sticking with your orginal? cause if so gonna change my old plan with my new write in thing
 
[] The Witch : A lone creature in a dark wood, corpses nailed to trees, noxious crops growing in the shadows between the trunks. She feared neither blade, bullet or fire, and laughed at our attempt to cast her back into Hell. She only proposed deals. Power for blood. Knowledge for Lore. For everything else, we were but "amusing gnats, unable to sense their incoming doom".
- Blood for Power, Knowledge for Lore : Unlock deals actions, at a cost
- Amusing, and perhaps useful : Unlock the Prove Ourselves quest line. Can unlock Tasks, unique objectives with powerful rewards.
[] The Natives : Even for heathens, those seemed strange. Why were they so fearful, so full of rituals ? We could not find their home, only encountered them, and traded for herbs and furs. They offered us freely warnings, that we did not understand.
- Trading partners : Unlock Trade actions, at first for herbs, furs and pemmican
- Those that survive : What is their secret ? Unlock Knowledge Trade actions
[] The Ruins : Buildings of uncut stones, as if molded or gowned, strange symbols and halls unfit for mankind. This is not a place for goodly folk, and what can be found here seems only unwholesome. But this place promises stout walls and abundant loot.
- The tomb robber craft: Unlock Grave robing actions
- A shelter : This place has strong defenses, if we can claim it. Unlock Claim the fallen homes quest line.
Say, a question. What did we end up getting from our initial The Natives choice? I recall you saying early on that The Natives we encountered here were not the same as the ex-Winter Walkers who joined Union. So what happened to these other Natives? We never got any Trade or Knowledge Trade actions to do with them. Is it because (IIRC) there was a low roll on relations between the Natives who joined us and their neighbors, causing anti-synergy?

Or is it just that picking them increased the number of neighboring factions around us and so we have more potential options for trading partners if we scout around more?

Anyway, to try and update the plan,

[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] Have their kin help ease them into the changes that have occurred in Union, though keep the supernatural stuff hidden for now. Introduce them to members of the Winter Walkers and Unchained that they have befriended, who have helped them, etc. The more explicitly supernatural aspects of Union can be introduced gradually, and after they have been reassured that their families haven't sold their souls to demons. However much Winter has changed us, we are still their kin, and they are still ours.
-[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.

[ ] Plan Gentle Encouragement and Accidents
-[ ][Trader] Strongarm David, he has 20 sailors, we have a militia and guns pointed at him from above. He should lower his prices.
-[ ][Huntsman] Pretend to invite him, and ambush him and his men.
--[ ] Invite the huntsmen to view on of the great threats to the union, the monsters and advice on how to deal with them. Bring him to them and the other huntsmen try to manuver the situation to get the main huntsmen killed while one of the other one surives. Bring them straight back to the ship after
-[ ][Colonists] Make them visit Union and their kin before they make a choice.
--[ ] Have their kin help ease them into the changes that have occurred in Union, though keep the supernatural stuff hidden for now. Introduce them to members of the Winter Walkers and Unchained that they have befriended, who have helped them, etc. The more explicitly supernatural aspects of Union can be introduced gradually, and after they have been reassured that their families haven't sold their souls to demons. However much Winter has changed us, we are still their kin, and they are still ours.
-[ ][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
--[ ] The Silent Blades should not be present. To avoid misunderstandings.

I'm trying to figure out a more refined way of handling the Colonists. Does anyone have any suggestions? Is it worth using an omake on, do you think?
 
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I'm trying to figure out a more refined way of handling the Colonists. Does anyone have any suggestions? Is it worth using an omake on, do you think?
It looks pretty good, but I would use an omake to know the best way of dealing with these new colonists, especially what is the best way of dealing with these both for not scaring them outright, making them that they still want to join, and avoid future tensions with them...

Really the extra dice is probably the most valuable resource we are getting out of this exchange
 
[X] Plan Gentle Encouragement and Accidents
-[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] Invite the huntsmen to view on of the great threats to the union, the monsters and advice on how to deal with them. Bring him to them and the other huntsmen try to manuver the situation to get the main huntsmen killed while one of the other one surives. Bring them straight back to the ship after
-[X][Colonists] Make them visit Union and their kin before they make a choice.
--[X] Have their kin help ease them into the changes that have occurred in Union. Introduce them to members of the Winter Walkers and Unchained that they have befriended, who have helped them, etc. The more explicitly supernatural aspects of Union can be introduced gradually, and after they have been reassured that their families haven't sold their souls to demons.
-[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.

Attention from europe will see our secrets revealed and horror from europeans over what we have done. The secrets revealed shall spark envy from all leading to a torent from europe that the union shall drown in no matter how much we struggle
 
[X] Plan Gentle Encouragement and Meetings

I'm curious if the trader is offering us less than what the beaver furs are truly worth as well as marking up his prices. He seems the type.
 
That still leaves Union with ~300 soldiers max, and that's if we pull everybody.

Not a lot to go on the offensive, especially for 1600s.
That's actually a lot by New World standards. For context, the Conquest of Chile happened with only 150 men, although that might be a bad example as that war did not go well for the Spanish.
I'm trying to figure out a more refined way of handling the Colonists. Does anyone have any suggestions? Is it worth using an omake on, do you think?
I'm starting to think that the answer is no. With the Huntsmen we had a couple of different options. With the colonists, I think your write-in is the best we've got that can be considered palatable. I would perhaps include that we keep the overt supernatural elements locked away until after the ship leaves, but that's small potatoes, bordering on micromanagement. The people of Union aren't idiots after all. I think we can trust them with some basic common sense.

We might be able to increase our odds of success by requiring the new guys to stay if they want to see their kin again, but between losing the die with perhaps a few rumors spread around back home, and resorting to emotional blackmail like that, I'd definitely choose the latter.

Of course, if we see the Colonists answer as acceptable, then the need for a vote check drops dramatically. The Scholar vote is pretty darn solid, although I am curious if the "drag him to Sara and Failure" part involves force. As for the trader, he's desperate enough that I can't see him dropping his prices to the point where he's forced to deal with the Tribute Takers. Nor do I think that the Huntsmen would approve of selling weapons to hostile natives. Well, natives hostile to the Dual Monarchy anyway.

Or this might just be me seeing how my last omake question really didn't change much, and going "once bitten, twice shy".
[X] Plan Gentle Encouragement and Meetings
 
Can we not start fights with more people. The captain of the ship may be a greedy jerk but he is important enough to have oversight from a higher authority. If something happens we might have more issues then just winter coming down on our heads. Lets trade for what we can then possibly we will have more ships coming to trade once he makes it back. Might have better luck with other traders.

Edit: If nobody likes him and we can do it without issues fine. Take him for all he's got. We deserve shinies as much as the next person.

[X] Plan Gentle Encouragement and Meetings
 
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We got told by OOC Question that we could strong-arm him without many issues because everyone knows he's a greedy bastard and no one likes him. He's mired in debt on one side and on the other the Huntsmen consider him one step removed from a traitor.

But if people feel strongly about it, and I suppose "should" isn't certainty, here's another alt-plan.

[X] Plan Just the Meetings
-[X][Trader] Trade with David
--[X] Goods Bought: Cats (1 point), 3 Fabric (3 points)
--[X] Goods Sold: Coins & Jewels (1 point), Furs and Leather (1 point) 1 Beaver Fur (2 points)
-[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] Have their kin help ease them into the changes that have occurred in Union, though keep the supernatural stuff hidden for now. Introduce them to members of the Winter Walkers and Unchained that they have befriended, who have helped them, etc. The more explicitly supernatural aspects of Union can be introduced gradually, and after they have been reassured that their families haven't sold their souls to demons. However much Winter has changed us, we are still their kin, and they are still ours.
-[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.

And reposting my old plan.
[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] Have their kin help ease them into the changes that have occurred in Union, though keep the supernatural stuff hidden for now. Introduce them to members of the Winter Walkers and Unchained that they have befriended, who have helped them, etc. The more explicitly supernatural aspects of Union can be introduced gradually, and after they have been reassured that their families haven't sold their souls to demons. However much Winter has changed us, we are still their kin, and they are still ours.
-[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.
 
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Say, a question. What did we end up getting from our initial The Natives choice? I recall you saying early on that The Natives we encountered here were not the same as the ex-Winter Walkers who joined Union. So what happened to these other Natives? We never got any Trade or Knowledge Trade actions to do with them. Is it because (IIRC) there was a low roll on relations between the Natives who joined us and their neighbors, causing anti-synergy?

Or is it just that picking them increased the number of neighboring factions around us and so we have more potential options for trading partners if we scout around more?
Actually, you triggered a synergy.
By chosing the Native option and the Union, you built the colony near the old, dying Dreamer Federation, and gave a main target to the forces of Winter (the old Winter Walkers) during the prologue of the quest, so to speak.
So far more native groups were able to go into hiding and escapt Winter, allowing far more potential contacts with friendly factions.
Making contacts was just somewhat slowed by having to deal with direct survival and the ghosts at first.
And the Trade and Knowledge Trade actions are for now integrated in the Expeditions.
 
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