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

[X] Halfdead [Dog] : The dogs are small, compared to the shepherd dogs of Europe, with long noses. However, they are strangely strong and enduring, able to run for an entire day and throw on his back a full grown man. The dogs are stronger and more endurant than dogs of their size should be able to be.

i agree sled dogs might be for the best to have in winter plus they could also help by bag carrying some tools to survive the wild.

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[X] Ghostnoses [Dog] : These dogs don't bark, they howl, and they howl a lot in Union. It seems they can…smell the ghosts present in the town, and have learned to fear the specters of Winter. The dogs can smell the supernatural

this one could help the inner city security or an alarm for the hunters, scavenger and scouts also if trained well could be ghost trackers
 
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@OldShadow I have a question.

Is the fabric we produce every autumn the surplus or do we still need to keep it for mending our clothes? Because we now have the great mending because we have several years worth of clothes to fix and replace, but Union will still need new clothes regularly.
 
@OldShadow I have a question.

Is the fabric we produce every autumn the surplus or do we still need to keep it for mending our clothes? Because we now have the great mending because we have several years worth of clothes to fix and replace, but Union will still need new clothes regularly.
It is the surplus.
However, it may change, since for now Union's fabric consumption is somewhat low.
 
[X] Ghostnoses [Dog] : These dogs don't bark, they howl, and they howl a lot in Union. It seems they can…smell the ghosts present in the town, and have learned to fear the specters of Winter. The dogs can smell the supernatural.

[X] Spiritteeths [Dog]
: The teeths of those dogs are sharp, and cut deep. More importantly, when one of them tried to bite the ankle of one of the Blade, I felt pain from the bond I share with them… The dogs have sharp teeths that can harm supernatural beings.
 
Woops, almost forgot. @OldShadow, now that the update's out, I'm using one of my questions. "How can we obtain/keep good relations with the Lazarites?".
Show mercy (help the ill/poors/cursed)
Give them stuff (money/resources/knowledge)
Give them a monopoly on occult stuff from Union/Let them be privileged intermediary between Union and the rest of Europe for Occult stuff.
Don't be too heretical (cannibalism/directly worshiping pagan gods without any excuses).
That sort of thing.
Honestly, you can keep your question, unless you want some more information.

Things about the Lazarites are either things you could easily guess or SPOILERS.
So I could share one random Lazarite SPOILER for your question, or you can keep it for later.
 
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Show mercy (help the ill/poors/cursed)
Give them stuff (money/resources/knowledge)
Give them a monopoly on occult stuff from Union/Let them be privileged intermediary between Union and the rest of Europe for Occult stuff.
Don't be too heretical (cannibalism/directly worshiping pagan gods without any excuses).
That sort of thing.
Honestly, you can keep your question, unless you want some more information.

Things about the Lazarites are either things you could easily guess or SPOILERS.
So I could share one random Lazarite SPOILER for your question, or you can keep it for later.
Think I'll save it for later then. Honestly most of this stuff would be things I'd be interested in doing regardless. For example, should we decide to share certain occult knowledge with Europe, the Lazarites are the natural intermediaries.
 
[X] Ghostnoses [Dog] : These dogs don't bark, they howl, and they howl a lot in Union. It seems they can…smell the ghosts present in the town, and have learned to fear the specters of Winter. The dogs can smell the supernatural.
I like the idea of watchdogs that howl like an alarm when spirits are discovered. Yes they will need to be trained, but literally any animal needs to be trained to be useful. Horses don't just know how to be ridden after all.
 
Hmm.
en.m.wikipedia.org

Babalú-Ayé - Wikipedia


Babalú-Ayé could be particularly interesting to invoke. Associated with both infectious disease and healing, and even Smallpox in particular.

Could be really useful if we successfully invoke him for this coming Winter. And metaphysically, he's associated with heat (because fevers), which might have an odd synergy with our recent burnings, and general fighting against Cold.

Though, the question is if Orishas are valid beings to invoke as part of the cult.
Going back to this, I think we should be okay with venerating Orishas as part of the Cult of Saints and Heroes. Shango is another Orisha, and is in fact Babalú-Ayé's brother (according to some accounts anyway), and we can venerate him as well.

In fact, Babalú-Ayé IRL has been syncretized with Saint Lazarus, so I think we'll be good. So I think we can do the same, and it'd be good to include an Unchained figure in the cult.
 
I've been really busy with work, so I haven't really had time to write comments. Now that I'm off work and have time, I'll do a proper post about what I thought was interesting in the update.

Tales of the Burned Man
This looks like another patron that we could get or some source of fire magic. I'll be honest that I'm going to be voting for this option the Burned Man is a name of one of my favorite Christians in fiction, Joshua Graham. I'll share one of my favorite quotes from him.

"I survived because the fire inside burned brighter than the fire around me. I fell down into that dark chasm, but the flame burned on and on." - Joshua Graham about how he survived being covered in flaming pitch and thrown down the Grand Canyon.

From the Journal of Alexandre de Montfaucon
Translated from Early Modern French
I'm glad that the we are making a good impression on Alexandre. His opinion on the Winter Walkers is improving and has found their knowledge useful. Also, I understand that when he says pagan he just means that they are non-Christian, but it still sounds wrong in my mind.

We really need him to like us, so his order can be the go between for all of our shenanigan. Hopefully we can get the message across that the friendly natives shouldn't be killed because they are essential to get occult knowledge and items. The people of the Old World (including the members of the Catholic Church) really want that.

Barrels made.
Combined with granaries, +Food from reduced food waste. More goods can be transported and traded in expeditions.
Barrels are basically the main shipping container of many goods until refrigeration. They basically packaged everything in them from salted fish and whisky to nails and gunpowder. Coopers, people that make barrels, were in extremely high demand, needed to be very skilled, and required good pay. They basically had a stranglehold on the early English colonies.

Stonemason Workshop built, manned by Master Adesuwa, once stonemason of Benin. +1 Craft, stones and adobe Craft projects unlocked.
Yay stonemasonry! We'll be able to do a bunch of useful things with her skills. Off the top of my head we would like grindstones for sharpening, mortars and pestles to make medicine, quern-stones to grind flour, gravestones for the graveyard, and some stone cannonballs since we might be running low. With a bit of time and ambition we can even make a mill to automate the grinding of things.

I'm just a bit iffy on the adobe. The two main enemies of any earthen building is large temperature changes and water. I know that there are some types that are quite resistant like cob and protected with coatings of plaster, so we'll see how it goes. Personally, I prefer fired bricks.
 
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Going back to this, I think we should be okay with venerating Orishas as part of the Cult of Saints and Heroes. Shango is another Orisha, and is in fact Babalú-Ayé's brother (according to some accounts anyway), and we can venerate him as well.

In fact, Babalú-Ayé IRL has been syncretized with Saint Lazarus, so I think we'll be good. So I think we can do the same, and it'd be good to include an Unchained figure in the cult.
I agree with you about including an Unchained figure, but I differ on the specific one. The overlap between the domains of Lazarus and Babalú-Ayé are similar enough that I can't justify taking both. I have to imagine that having recently constructed a grade-A Lazarite Hospital and housing a Soul Leper would provide benefits in that regard.

I'm actually thinking about picking an Orisha that would boost our outside-context problem areas right now. I have two possible candidates. My present preference would be Shango. He is a warrior with patronage over thunder, which to my mind should give him patronage over gunpowder weapons. It helps that he is commonly syncretized with Saint Barbara, whose patronage can be briefly summarized as "explosions and those who cause them".

My alternative choice would probably be Ogun. His patronage includes fire, metalwork and making alcohol, all aspects which could come in handy.
 
Hmm. Babalú-Ayé would be pretty specialized to deal with what we are expecting to face this coming Winter, and also has some heat aspects to him, but thinking about it some more, yeah, Saint Lazarus is probably much more suited for us beyond that.

And yeah, Shango does fit well with patronage over gunpowder.
Ṣàngó is viewed as the most powerful and feared of the orisha pantheon and is often described in two differing narratives.[7] In the first narrative, Ṣàngó casts a "thunderstone" to earth, which creates thunder and lightning, to anyone who offends him. Worshippers in Yorubaland in Nigeria do not eat cowpea because they believe that the wrath of the god of thunder and lightning would descend on them.[8] In the second narrative, Ṣàngó is gifted with the ability to breathe fire and smoke through his nostrils and is known for being angered by his quarrelsome wives.
Like, this just screams "gunpowder weapons."

Things like his reign being "marked by his continuous campaigns and many battles" also make me wonder if he would provide combat boosts specifically to gunpowder weapons, but also conflict against other human (or at least, close enough to human) factions like the Tribute-Takers.
 
[X] Ghostnoses [Dog] : These dogs don't bark, they howl, and they howl a lot in Union. It seems they can…smell the ghosts present in the town, and have learned to fear the specters of Winter. The dogs can smell the supernatural.
 
@OldShadow since we've finished shepards mandate what have the freed been doing and how have they benefited from finishing the mandate do they use herded dead as sources for which they place they're strength empowering it and themselves.
 
@OldShadow since we've finished shepards mandate what have the freed been doing and how have they benefited from finishing the mandate do they use herded dead as sources for which they place they're strength empowering it and themselves.
It add undead beings in the Union-Deadtown region that the Freed can influence and use as chaff/workforce/livestock.
In more mechanical terms, one Dead die for Union, one Dead die for the Freed (Dead dice are more or less the Workforce Dice of the Freed).
 
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Think I'll save it for later then. Honestly most of this stuff would be things I'd be interested in doing regardless. For example, should we decide to share certain occult knowledge with Europe, the Lazarites are the natural intermediaries.
I'd like to trade them a few saplings that provide the bark used for medicine in the most recent update in return for herbs/knowledge
 
It add undead beings in the Union-Deadtown region that the Freed can influence and use as chaff/workforce/livestock.
In more mechanical terms, one Dead die for Union, one Dead die for the Freed (Dead dice are more or less the Workforce Dice of the Freed).
So basically we made the freed more self sufficient and now with physical bodies they can start building they're own structures and etc and If we keep doing Shepard actions they get more bodies as workforce and defense. K If that's the case let's do the drowned coves next turn or spring since could synergies with the dead mariners mandate.
 
I'm a bit worried about people freaking out about the undead everywhere when they dock at Deadport after it is built. We could probably just make sure that any obvious signs of death are covered up with clothes, bandages, and masks. Things might be a harder with undead animals, but we can make it work.

I was concerned about any priest or other church officials freaking out about the theological issues of the dead rising before the Last Judgment, but I think I have a good argument. Since the Freed are disembodied spirits and mindless undead have no soul, it isn't a true resurrection where the two combine. Then we just need to worry about the church saying that they are the work of demons.
 
I'm a bit worried about people freaking out about the undead everywhere when they dock at Deadport after it is built. We could probably just make sure that any obvious signs of death are covered up with clothes, bandages, and masks. Things might be a harder with undead animals, but we can make it work.
We actually have an action for working on that.
[] A Graveyard in the City of the Dead [0/190] [Death] [Freed] NEW
The Deadtown is where we carry most of our dead, and look like what it is : a ghost town.
Some have proposed to turn part of the Deadtown into something that looks more like a ruined city turned into a graveyard, and not a city given to ghosts.
According to them, it would help our relationship with strangers and newcomers, by creating something they can understand, if find weird. All graveyards are a little haunted after all.
The Freed are more than willing to let us do so, for they see it as another way to anchor themselves in the world and strengthen their relationship with the living.
Build something like a graveyard in the Deadtown, to bring the bodies of new dead.
We'll probably be too busy to do it for a while yet, but getting it done before the official opening of the corsair port would be wise.
 
We actually have an action for working on that.
That action deals with the spooky feeling and ghostly sights that happen around Deadtown. My big worry is the literal shambling corpses, piles of moving bones, and other reanimated creatures. There is a difference between passing off a creepy feeling from being in a graveyard and seeing a skeleton walking out in the open.

The Freed can't really touch the physical world as ghost, they they will need to use the physical undead to do a lot of labor. We already know how our people react to the Silent Blades when they are out in the open, and it will probably be worse for any person unused to the supernatural that makes port. I'm just trying to think up some solutions to this future problem.
 
So question about autumn are we gonna do more Shepard actions to gain more dice if so the drowned coves synergies well with the dead mariners. If not can we spare a die to teach either failure or Alexandre cause we need more death singers and if failure is taught he becomes stronger.
 
It's unlikely that we'll be able to spare the Mourner dice for Shepherds for Corpses actions in the Autumn, but one of Sara's dice going to give Death-Singing to either Alexandre or Failure is probably doable.
 
It's unlikely that we'll be able to spare the Mourner dice for Shepherds for Corpses actions in the Autumn, but one of Sara's dice going to give Death-Singing to either Alexandre or Failure is probably doable.
I would rather try to put some dice in turning Jones into a proper Hero TBH...

Besides that @OldShadow now that we have finished the Shepards of the Dead Mandate, we have lost access to the rest of the Shepard actions?
 
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