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

@OldShadow A few questions...

Since we have already established diplomatic relationships with the Shepards, how is going to work when we pick this action again? It will become a Task, or just have a low DC?

Turning Old Seaman Jones into a Hero seems to be a personal action, but can it be done with Mourner Dice if we teach them Songs of Faith?

The moral consequences of picking the Hairy are going to be simply lowereing the Morale, or something else?

Getting Secrets of the blood-links will help us with the Razorweed Blood Pact, or it works only for animals?
 
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@OldShadow A few questions...

Since we have already established diplomatic relationships with the Shepards, how is going to work when we pick this action again? It will become a Task, or just have a low DC?

Turning Old Seaman Jones into a Hero seems to be a personal action, but can it be done with Mourner Dice if we teach them Songs of Faith?

The moral consequences of picking the Hairy are going to be simply lowereing the Morale, or something else?

Can we use Secrets of the blood-links to help us with the Razorweed Blood Pact, or it is exclusively for animals?
Become a Task

Unless major changes, it will stay a Sara action. Moral support is the reason she became Captain.

You do not know. Expect delicious conflicts.

It will help, but in minor ways (Blood-links are more a flesh to flesh kind of deal)
 
@OldShadow remind me again what Have the freed been doing this summer again with our connection to them with our place of death/mausoleum housing freed and there newly gotten vessels in the bone hives what's going on in deadtown.
 
@OldShadow remind me again what Have the freed been doing this summer again with our connection to them with our place of death/mausoleum housing freed and there newly gotten vessels in the bone hives what's going on in deadtown.
Building up Deadtown and trying to mobilize their population.
A big issues with ghosts is that, without focus, they can easely spend years in a dreaming state or begin to fade away, and a big part of the Freed's efforts are focused on dealing with this issue (wich is their version of "Never enough food/medecines/fuel" for the livings),.
 
Ok freed situation is ok for now hopefully it's keeps getting better.

Also I want everyone's opinion on if we can start venerating the first walker next spring cause he's been doing a grimnir amount of work to help us and distracting winter and hunger and worshipping him in our ancestor cult would probably help him alot as he's basically a living ancestor God in dawi logic.
 
Maybe it's because I got late in the quest, but I don't think I understand what Vermins and Lords actually are.
 
Lords are basically like giants but look like wendigos while not inherently evil most of them near union serve the forces of winter.

While vermin is more of a catch all term creatures big and small alive or dead that serve winter and actively seek to harm union and other tribes and sometimes the environment itself.
 
Ok freed situation is ok for now hopefully it's keeps getting better.

Also I want everyone's opinion on if we can start venerating the first walker next spring cause he's been doing a grimnir amount of work to help us and distracting winter and hunger and worshipping him in our ancestor cult would probably help him alot as he's basically a living ancestor God in dawi logic.
We kind of have all the Sara Dice assigned for the next turn... And if we are doing that action we are probably going for Saint Lazarus because it is likely to help us with our Smallpox thingy...

And speaking of the next year @Chimeraguard are you sure that we want to make contact the Mistmen next Autumm? I mean we have expeded a lot of resources in the deal with the Shepards, and expending more with the Mistmes may be detrimental for our survival on Winter...
You do not know. Expect delicious conflicts.
Well then... I would rather wait until we can import a few donkeys from europe...
It will help, but in minor ways (Blood-links are more a flesh to flesh kind of deal)
Ok then, let´s use that newfound powers to give our doggos the Spiritteeths and Halfdead traits... Let's turn Man's best friend in the Demon Hunter's best friend...

Besides that @OldShadow it is possible to use the dice we unlocked in the Bone Hives to deal with the Devourers and take advantage of it´s inmunity to the life eater acid, or they are too small and weak to be useful (being bone insects and all that)?
 
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Lords are basically like giants but look like wendigos while not inherently evil most of them near union serve the forces of winter.

While vermin is more of a catch all term creatures big and small alive or dead that serve winter and actively seek to harm union and other tribes and sometimes the environment itself.
Okay, now I'm going to ask the big question: what exactly is Winter in this case? I understand that it's a metaphysical force who is physically trying to kill us. But seems more than that?
 
Okay, now I'm going to ask the big question: what exactly is Winter in this case? I understand that it's a metaphysical force who is physically trying to kill us. But seems more than that?
The QM is unlikely to answer that any time soon since it would be a SPOILER the size of Kilimanjaro. Fortunately, we can make some conjectures based on the info that we have so far.

One of the first things that we learned is that Winter is childish. It acts like a kid getting creative with an anthill, only those ants are people. The two servants that it uses to torture people are Hunger and Cold. It isn't powerful enough to be everywhere since it doesn't get to South America or Europe. That is pretty much the big points that we have. There was also something about Eskimos being spoilers.

Based on all of that, my best guess is that Winter is the supernatural personification of the Little Ice Age. It is relatively new on a geologic scale, caused everything to be colder, created several famines, and was more severe for North America. It was responsible for the failure of Jamestown in real life, just like Winter destroyed Jamestown in quest. It all lines up, but we'll probably not get any conformation.
 
And speaking of the next year @Chimeraguard are you sure that we want to make contact the Mistmen next Autumm? I mean we have expeded a lot of resources in the deal with the Shepards, and expending more with the Mistmes may be detrimental for our survival on Winter...
Nah, I gave up on going to the Mistmen in the Autumn a long while back after I did some plan drafts and couldn't find a way to justify having 2 dice on Mistmen with so many other projects that need doing.
 
[X] Plan An Old Friend - Winter Rights
Shepherd Trade
-[X] Yes
-[X] Goods bought
--[X] Pelts x4 (2 Points)
--[X] Beaver Pelts x2 (2 Points)
--[X] Deers Herd (4 Points)
--[X] Asylum (2 Points)
--[X] Support x3 (3 Points)
--[X] Secrets of the Blood-Links (4 Points)
--[X] Hairs (2 Points)
-[X] Goods sold
--[X] Food x1 (2 Points)
--[X] Razorweed Leaves x1 (2 Points)
--[X] Steel Tools x1 (3 Points)
--[X] Winter Rights (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] Age: new members of the Council must be older than 35.
-[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] Dreams
 
Less risk, but less progress.
It will slowly chip away the devourers with undead insects.
Hmm, I suppose it would be a thing that as long as we just use the Dead die, then we won't get the big zerg rush of Devourers and instead they can just continue whittling them down into nothing.

The issue is that's putting one die on what's a cumulative ~400-500 Progress project, so it wouldn't be done anytime soon. Even if later stages we could task other dice onto it once the numbers are drawn down a lot, it would still take a huge amount of time, when the general plan with purging the Vermin is about getting them dealt with relatively quickly so we can get those "Ways to Kill Pests." Plus, there's not really much else to put the Silent Blades to work on ATM.

We could have it so that once the big rush is done, the Dead are the ones assigned to mop-up duty, since they won't be in any real risk.

Hmm, this makes me wonder how good the Bone Hives are at destroying the Eyevine Nodes or hunting the Woodflesh Spiders. For the former, they don't have eyes or even conventional bodies that the Eyevines seem like they could take over (nevermind eyes, they don't even have eye sockets.) And they don't sense things the same way humans do, which could be either a benefit or a penalty for hunting the Woodflesh Spiders. And both of those have notably smaller progress requirements.
 
[x] Plan An Old Friend - Wolves
- [x] Yes
-- [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)
-- [x] Food x1 (2 Points)
-- [x] Razorweed Leaves x1 (2 Points)
-- [x] Steel Tools x1 (3 Points)
-- [x] Songs of Death (7 Points)
- [x] [Walker] A Path
- [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.
- [x] [Members] Voices Heard
- [x] [Anchorless] Bound
[x] Plan Connections
 
Well I just got back from going to church for Good Friday, which is a bit of a strange name for the day Christ died, and am having a bit of writers block. I don't really know enough about what Transylvania is like in quest to write any further.

Hey @OldShadow, could you answer a question for me? What sort of hostile creatures would be in Transylvania?
 
Well I just got back from going to church for Good Friday, which is a bit of a strange name for the day Christ died, and am having a bit of writers block. I don't really know enough about what Transylvania is like in quest to write any further.

Hey @OldShadow, could you answer a question for me? What sort of hostile creatures would be in Transylvania?
Vampires and other blood-based monsters, dires animals, carpathian dragons, a few evil/demonic spirits, and the Mists, semi-sentient clouds that confuse, led astray and drain of vitality their victims.
Amongst others.
 
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