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

I mean if he could take down Lords by himself he either has truly massive bonus or a lot of dice (or both).
It's actually not that big a stretch really. Bravery and Strength approach to hunting Lords when they're wandering about is only a 75 Progress die requirement back when we did it. With a bonus or two of "better at killing Monsters", it's doable on just one die so long as you're lucky.

The issue is making sure you have the tools to pierce a Lord's hide, which the bone weapons account for.
 
It's actually not that big a stretch really. Bravery and Strength approach to hunting Lords when they're wandering about is only a 75 Progress die requirement back when we did it. With a bonus or two of "better at killing Monsters", it's doable on just one die so long as you're lucky.

The issue is making sure you have the tools to pierce a Lord's hide, which the bone weapons account for.
Malcom was very lucky.
You are not supposed to survive a Winter alone in the Wilds.
 
Hmm. A 100 points project is theoretically doable without sacrificing too much, thanks to the Warrior's Son getting an extra die. It would be cutting things quite close though.
Well, I think it will be quite worth it, we get another hero unit that would get us a huge bonus for Winter, and a massive help in destroying our enemies...
Malcom was very lucky.
You are not supposed to survive a Winter alone in the Wilds.
And he has done it twice...
 
Actually, hold on. Let's look at Malcolm's Traits back when he was a Captain Candidate:
- Wood Runner : +5 to [Wilds] tagged actions, grow to +10 for Hunting actions.
- Old Soldier : +5 to Militia actions, +10 to personal combat.
- Eye for Eye : One personal dice per turn must be used for Monster Hunting, unlock the Revenge quest line.
+10 to Hunting (which killing a Lord would be judging by our experience), +10 to Personal Combat. And another regular +5 from the starting trait of our people coming to the New World out of Impoverishment and Hardship.

That's an average of 75 on a roll of "Hunt Lord", same as the "Bravery and Strength" Progress Requirement.

Throw in just a bit of a bonus from Lordsbone (or whatever he's using) weapons or just combat boosted experience and yeah. Assuming average dice rolls, even a Turn 1 Malcolm has a >50% chance of winning vs a Lord so long as he's got a weapon that can pierce its hide and has the drop on it (and it's actually wandering the Wilds and not prepared for an attack inside a cave like they are now.)
 
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Mmm, I was more thinking that the boost from "No Armor" to "Some Armor" would be more significant in terms of defense against Winter (or combat in general) than "mediocre/poor weapons" to "Better Weapons." Since everyone is using steel weapons in Union, even if in some cases it's poorer quality steel, but we have basically no armor beyond the clothes on people's backs, and not all the weapons our people are using can be used well along with a shield.
I figured that in this scenario, armor and shields would fall under the same category. They can almost certainly be wielded with our melee weapons, and it's not like we'd be armoring up the back liners at this point in time anyways.
That is a fair point. I suppose one drawback is that Sara will likely need to fight more often for the foreseeable future. Since with the greater strain on her, it's important that we make sure we don't accidentally increase the strain by having the Silent Blades do strenuous work away from her. Which in turn means she has to accompany them to reduce the strain.
True, but we were pretty much planning on deploying her with the Blades anyways for the next few turns, and the strain should decrease if we can get her power level up. I do believe we're both hoping to get her that trait which boosts her next Winter, which helps.
Hmm. A 100 points project is theoretically doable without sacrificing too much, thanks to the Warrior's Son getting an extra die. It would be cutting things quite close though.
I think the opportunity for a hero unit like Malcolm is worth the price though. He'll be quite valuable in terms of protection, even in his more bestial state this Winter. It's not like we'be been having trouble diplomancing the natives after all.

Edit: I have even figured out a way to do this. We use the Militia die (since I imagine having Malcolm is more valuable than Spread and Regroup) and the Andreyas die (since Funerary Practices can be dropped down to one die now that we have nixed Remember the Fallen).
 
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Okay, with all that set up, have a look at my two Plans. The sole difference between them is what we get from the First Walker. Connections goes for a Token, An Old Friend goes for a Path.

[ ] Plan Connections
Shepherd Trade
-[ ] Yes
Shepherd Goods
--[ ] Beaver Pelts x2 (2 Points)
--[ ] Deers Herd (4 Points)
--[ ] Asylum (2 Points)
--[ ] Support x2 (2 Points)
--[ ] Secrets of the Blood-Links (4 Points)
--[ ] Hairs (2 Points)
Union Goods
--[ ] Food x1 (2 Points)
--[ ] Razorweed Leaves x1 (2 Points)
--[ ] Steel Tools x1 (3 Points)
--[ ] Asylum (2 Points)
--[ ] Songs of Death (7 Points)
First Walker Reward
-[ ] [Walker] A Token
Council Membership
-[ ] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
-[ ] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
--[ ] Expulsion from the Council, without possibility of joining it again.
-[ ] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
--[ ] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
-[ ] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
-
[ ] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
Councilmembers Trait
-[ ] [Members] Voices Heard
Anchorless
-[ ] [Anchorless] Bound

[ ] Plan An Old Friend
Shepherd Trade
-[ ] Yes
Shepherd Goods
--[ ] Beaver Pelts x2 (2 Points)
--[ ] Deers Herd (4 Points)
--[ ] Asylum (2 Points)
--[ ] Support x2 (2 Points)
--[ ] Secrets of the Blood-Links (4 Points)
--[ ] Hairs (2 Points)
Union Goods
--[ ] Food x1 (2 Points)
--[ ] Razorweed Leaves x1 (2 Points)
--[ ] Steel Tools x1 (3 Points)
--[ ] Asylum (2 Points)
--[ ] Songs of Death (7 Points)
First Walker Reward
-[ ] [Walker] A Path
Council Membership
-[ ] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
-[ ] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
--[ ] Expulsion from the Council, without possibility of joining it again.
-[ ] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
--[ ] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
-[ ] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
-
[ ] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
Councilmembers Trait
-[ ] [Members] Voices Heard
Anchorless
-[ ] [Anchorless] Bound
 
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Shepherd Goods
--[ ] Beaver Pelts x2 (2 Points)
--[ ] Deers Herd (4 Points)
--[ ] Asylum (2 Points)
--[ ] Support x2 (2 Points)
--[ ] Secrets of the Blood-Links (4 Points)
--[ ] Hairs (2 Points)
TBH I think that getting the wolves would be more useful at this point both for protection in Winter and all the Raiding we plan to do soon...

And I still think that at this stage there are things much more useful than the beaver pelts.
-[ ] [Members] Voices Heard
-[ ] [Members] Voices Heard
I am the only one that likes the Dreams from a Fallen Federation option? I know it has drawbacks but the pros are pretty awesome...
-[ ] [Anchorless] Bound
And are we sure we don´t want Mind? The reroll would protect Sara much better than anything else...
[] [Anchorless] : Mind

The Anchorless will join Sara's Mind. +1 Sara Die and 1 Re-Roll for Sara's Dies per turn, due to increased mental faculties. Sara will have additional voices in her head, which could cause mental complications.
 
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TBH I think that getting the wolves would be more useful at this point both for protection in Winter and all the Raiding we plan to do soon...

And I still think that at this stage there are things much more useful than the beaver pelts.
Wolves would take another 4 Points even if we exchanged Beaver Pelts for it. It's theoretically doable with another Food and Wintering Rights (which also gets us a spare point to acquire the last Support Instance), but the increased consumption from Wolves and reducing our own storage by 2 Seasons puts us dangerously close to the edge, enough so that I'd have wanted us to take Fishing actions or another Hunting Action to make up for it.

Except the dice that would be used for Fishing or Hunting are tied up going to search for Malcolm, so that's a no-go.

Beaver Pelts are only 2 Points for both, and we have food to spare, at least for a 1x instance.

My plan is to go for another trade with the Shepherds early next year, and exchange refuge within Union for their thinking members and whatever else we have and can be easily spared for Wolves then.

And are we sure we don´t want Mind? The reroll would protect Sara much better than anything else...
Yes. Giving Sara mental issues of voices constantly speaking in her mind would be very problematic when she's the closest thing we have to an executive. We want to make sure her decisionmaking isn't impaired by things like that.
 
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Wolves would take another 4 Points even if we exchanged Beaver Pelts for it. It's theoretically doable with another Food and Wintering Rights (which also gets us a spare point to acquire the last Support Instance), but the increased consumption from Wolves and reducing our own storage by 2 Seasons puts us dangerously close to the edge, enough so that I'd have wanted us to take Fishing actions or another Hunting Action to make up for it.

Except the dice that would be used for Fishing or Hunting are tied up going to search for Malcolm, so that's a no-go.

Beaver Pelts are only 2 Points for both, and we have food to spare, at least for a 1x instance.

My plan is to go for another trade with the Shepherds early next year, and exchange refuge within Union for their thinking members and whatever else we have and can be easily spared for Wolves then.
We can also get the wolves without selling anything more by taking the wolves instead of the beavers pelts and the deers herd though...

Don´t get me wrong I would love to get the deers, but with the Winter coming so soon and all the raiding we are planning we would probably get the best use of our resources we picked the wolves now and leave the deer herd for next spring...
 
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Maybe. But I feel the deer are important to feed the Wolves long-term. I'd only be willing to go for that if everyone agrees that we will meet with the Shepherds next Spring, and word from @OldShadow that if the ship shows up in the Spring, we'll be able to trade with the Shepherds before we trade with the ship, to make sure we actually have the pelts available.
 
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Maybe. But I feel the deer are important to feed the Wolves long-term. I'd only be willing to go for that if everyone agrees that we will meet with the Shepherds next Spring, and word from @OldShadow that if the ship shows up in the Spring, we'll be able to trade with the Shepherds before we trade with the ship, to make sure we actually have the pelts available.
Yep, ships will be done after results updates for now.
 
Right, in that case, I'll split Plan An Old Friend (since I do feel kinda obligated to find Malcolm and help him out if we can. He is kin after all) into one plan that does Beaver Pelts and Deer, another that does Wolves.
 
[X] Plan An Old Friend - Pelts and Deer
Shepherd Trade
-[X] Yes
Shepherd Goods
--[X] Beaver Pelts x2 (2 Points)
--[X] Deers Herd (4 Points)
--[X] Asylum (2 Points)
--[X] Support x2 (2 Points)
--[X] Secrets of the Blood-Links (4 Points)
--[X] Hairs (2 Points)
Union Goods
--[X] Food x1 (2 Points)
--[X] Razorweed Leaves x1 (2 Points)
--[X] Steel Tools x1 (3 Points)
--[X] Asylum (2 Points)
--[X] Songs of Death (7 Points)
First Walker Reward
-[X] [Walker] A Path
Council Membership
-[X] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
-[X] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
--[X] Expulsion from the Council, without possibility of joining it again.
-[X] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
--[X] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
-[X] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
-
[X] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
Councilmembers Trait
-[X] [Members] Voices Heard
Anchorless
-[X] [Anchorless] Bound

[X] Plan An Old Friend - Wolves
Shepherd Trade
-[X] Yes
Shepherd Goods
--[X] Wolves (6 Points)
--[X] Asylum (2 Points)
--[X] Support x2 (2 Points)
--[X] Secrets of the Blood-Links (4 Points)
--[X] Hairs (2 Points)
Union Goods
--[X] Food x1 (2 Points)
--[X] Razorweed Leaves x1 (2 Points)
--[X] Steel Tools x1 (3 Points)
--[X] Asylum (2 Points)
--[X] Songs of Death (7 Points)
First Walker Reward
-[X] [Walker] A Path
Council Membership
-[X] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
-[X] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
--[X] Expulsion from the Council, without possibility of joining it again.
-[X] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
--[X] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
-[X] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
-
[X] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
Councilmembers Trait
-[X] [Members] Voices Heard
Anchorless
-[X] [Anchorless] Bound
 
[X] Plan An Old Friend - Pelts and Deer

I'm not willing to guarantee that we will be able to visit the Shepherds next Spring. Not when we have those raids and the consequences of the Smallpox outbreak to deal with, along with all the usual Spring stuff. Plus, I'd like to use that opportunity to meet with that third group we haven't yet. Something tells me that they could be useful for our Deadport Mandate.
 
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Hmm. Actually, here's another question for @OldShadow if he's willing to answer: Will Wintering Rights (not Winter Protection) risk exposing the Shepherds to Smallpox if/when we take that as our Test of Knowledge? Or will they be safe from it since they'll still be outside in the Wilds rather than inside Union itself?

Since IIRC that was the big objection to Wintering Rights, and might as well see if we can have an answer to that. Just to be certain.
 
I know it is a bit late (I had work), but I've been thinking about the rules to elect new councilmembers. We want to have those that have enough wisdom, experience, and knowledge to make good decisions for the community. These people need to uphold the values and beliefs of the people at the same time. If these requirements are lax, unqualified people will become part of the Council. If they are too stringent, not enough of the common people will become part of the council. Knowing this, I've tried to strike a balance.

[] [Council] Age : New members of the Council must be 25 years or older.

Looking at other countries, they mostly put the required age of an elected official at the age of majority. This means many can be elected as early as 18 or 21, which I think is too early. I'd like councilmembers to have some experience as an adult before joining.

[] [Council] Accomplishment : New members to the Council must have done at least two of the following (with evidence):
-[] Survived Two Winters
-[] Emancipated 15 Slaves to Union
-[] Helped save the lives of 10 allies of Union
-[] Captured an enemy Vessel for Union

I've been thinking of what a person that shared Unions values would have gone through or would do. Surviving Winter twice insures that they know its dangers. Emancipating slaves, both those of other countries and the Tribute-Takers, means that they are friends to the Unchained and Winter Walkers. Saving the lives of Union's allies makes them our allies. Capturing enemy vessels is a way to future proof for privateering and insure the current Unchained can become councilmembers.

[] [Council] Oath : New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by :
-[] Expulsion from the Council and lose of the rights to be member of the Assembly, without possibility of joining them again
--[] For knowingly making any decision that unfairly benefits themselves, their associates, or their family
--[] For knowingly making any decision purely to the detriment of Union
-[] Expulsion from the Council, with the ability to be re-elected after 2 years
--[] If two third of the Council find that they have repeatedly making unwise and irresponsible decisions in their actions as a Councilmember
-[] Death by hanging, beheading, firing squad, or any swift method of death
--[] For knowingly aiding the enemies of Union and its allies to the severe detriment of the people
---[] If for any reason they are unable to be put to death, they will instead be permanently exiled
--[] If over one half of the Council and over one half of the Assembly decide to spare them, they will instead by banished within a week for no less then 10 years

This is mostly about the punishments for those that break whatever Oath we decide, since I'm not quite sure about this one. There are many different scenarios for why someone might break their oath, and that means that there should be different levels of punishment. Being unfit to be on the Council just means you get thrown off with the possibility of rejoining. Betraying your oath for your own benefit or to only harm others gets you thrown out of government permanently. If they commit treason after making the Oath, they must have fitting punishment.

[] [Council] Expulsion : If two-third of the Assembly or Council, or half of both, vote for it, a Councilmember may be expelled from its seat.
-[] The reason for expulsion must be made publicly known one session before the vote is held

This is just for any cases of expulsion outside of breaking the Oath. To ensure there isn't any sudden closed door expulsion without a given reason and that people have time to decide.

[] [Council] Separation of Power: A person may not be a member of the Council and Assembly at the same time. The Captain may not be a member of the Council or Assembly while in that position.

Preventing a person from having power in all parts of the government is important for preventing someone from taking absolute power. I don't want to be a mini dictatorship.

Those are my ideas. I'd love to get some feedback or suggestions.
 
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