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

Especially if we do a write-in that describes these pelts as the finest we have ever seen in years of hunting the forests of the New World. Pelts we have saved for a very long time in hopes that a trader will come and supply us with needed goods. The harder the stuff seemingly is, the less profit potential backers see in a colony.
Eh. The Jamestown colony backers were dumb enough to think they could land at a random spot on the Chesapeake Bay and find gold and silver. No matter what we do to talk up the value of our trade goods, the odds are that European merchants will simply dismiss it as puffery or hope that we can find better sources, and come back anyway.
 
TBH, any European merchant we make a deal with is going to be a bit of an ass. The economic zeitgeist is mercantilism, meaning everyone wants to maximize profits in one-sided trades. The colonies exist to export a huge amount of low value raw resources and import highly taxed finished goods. There are probably a dozen different types of slavery happening at the same time including regular slavery, government monopolies enforced by military power is the norm, and everything is thought of as a zero-sum game.

It leaves us in a really bad situation, but we can't do much about it as we are. We should just take a good deal when we can get it.
 
I'm thinking:

-[][Trader] Trade with David
--[] Goods sold:
---[] Remaining coins and precious jewelry from Johnstown (1*1 = 1 value)
---[] Two units of beaver furs (2*2 = 4 value)
--[] Goods bought:
---[] Three units of fabric (3*1 = 3 value)
---[] One unit of tools (1*1 = 1 value)
---[] Cats (1 value)

======================

EDIT: Kitteh!
 
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Eh, I feel it's not really worth it to trade for gunpowder with how expensive it is. Would rather get cats and...well, I suppose if we're increasing the number of population, another unit of tools wouldn't go amiss (3 was enough for 750 people, but if we integrate the new colonists we'll be up to 900, so I could see us needing more tools.)
 
Though we can make more tools next turn cause we got two units of steel from the unchaineds old town so tools is not that big of priority right now but we should get cats.
 
Ugh. It's almost funny that trading with these guys is even of fraction of the stress of dealing with Winter turns. I suppose that worst come to worst they are at least only men.

If we are trading with them I do want to buy the cats.
 
Don't the forget the cats to get
ACK! Done! How could I forget?

Eh, I feel it's not really worth it to trade for gunpowder with how expensive it is. Would rather get cats and...well, I suppose if we're increasing the number of population, another unit of tools wouldn't go amiss (3 was enough for 750 people, but if we integrate the new colonists we'll be up to 900, so I could see us needing more tools.)
You are not wrong.

On the other hand, we probably aren't going to get any more windfalls of free gunpowder falling into our laps like the Unchained's supplies any time soon, and it may well turn out that hunting furs to trade for powder is more cost-effective than making our own. I hope not, but it's not out of the question.

Though we can make more tools next turn cause we got two units of steel from the unchaineds old town so tools is not that big of priority right now but we should get cats.
Fabric is very useful. Steel is still rather useful, especially if it's already in the form of tools and won't require active crafting to reshape. Just because we don't need it this second doesn't mean we won't need it ever. Our supplies of steel and tools are going to wear down over time, and we'll need all we can get in the long run.

Not saying no to cats, to be clear.

Ugh. It's almost funny that trading with these guys is even of fraction of the stress of dealing with Winter turns. I suppose that worst come to worst they are at least only men.
Worst case, we have the power to tell the trader to fuck off, but a lot of the stress here is self-inflicted. We're taking on responsibilities and borrowing trouble for things that are unlikely to be a major issue for the foreseeable future, to some extent. Things that an actual community of 1600-era European peasants, North American tribesmen, and African maroons wouldn't worry about nearly so much because survival is foremost on their minds.
 
Unironically I've considered the pros and cons just murdering the trader and his men and taking all their stuff.

It would probably have consequences, and definitely would have very negative ones if they escape, but it is tempting with the amount of price-gouging going on, especially if we could get away with it and how there exists the possibility of this idiot trying to cut a deal with the Tribute-Takers because he's desperate to pay off his debts.

But again, it's risky, especially if the Huntsman considers him a resource of the crown.
 
I think the precedent of us butchering basically every European who visits us except the ones we can "PART OF THE COLONY PART OF THE CREW" into ourselves would be... problematic.
 
Eh. The Jamestown colony backers were dumb enough to think they could land at a random spot on the Chesapeake Bay and find gold and silver. No matter what we do to talk up the value of our trade goods, the odds are that European merchants will simply dismiss it as puffery or hope that we can find better sources, and come back anyway.
European merchants aren't morons. Once the Jamestown settlers proved that said hopes were false, British colonization in North America came to a halt. It wasn't until tobacco farming proved profitable that other colonies popped up, and even then they were motivated more by religion than profit.

We won't be able to stop colonization in the New World entirely, but we can slow it down, and hope the lethality of the New World handles the rest. Admittedly, it would help if we don't sell both units of beaver pelts. Saving the second unit might also come in handy should a merchant with, say, livestock, show up. That's probably not going to be for a while, but neither will our next opportunity to collect beaver pelts in all likelihood.

Anyways, what do folks think about this for my question: "How can we best handle those returning to the New World without causing negative repercussions for Union either now or in the future".

As for the other two votes, I've got some write-in ideas for them. The Scholar is easy. Mention that another scholar washed up here after a shipwreck and that said scholar is bound to have information he'd find useful in his task. Politely but firmly insist upon the matter. In other words, a more polite way of dragging Alexandre de Montfaucon to Failure and Sara.

Colonists are a bit more tricky. The standard "hide the supernatural until the ship leaves" option works, but I think such a surprise could lead to hard feelings. Instead, have those kin who are the most "normal" soften them up by talking to them, mentioning how survival here has required them to make sacrifices they never thought they'd have to make. Then, once the ship leaves, have Sara explain to the best of her abilities what's going on and why they've made the deals they have made. Then we bring on the supernatural.
Ugh. It's almost funny that trading with these guys is even of fraction of the stress of dealing with Winter turns. I suppose that worst come to worst they are at least only men.

If we are trading with them I do want to buy the cats.
Winter isn't seeking to wipe us out, despite appearances to the contrary. That wound end the fun too soon. Meanwhile, if we give the wrong impression to certain European powers, then we almost certainly will be wiped out. So yeah, being stressed is completely natural.
 
I think the precedent of us butchering basically every European who visits us except the ones we can "PART OF THE COLONY PART OF THE CREW" into ourselves would be... problematic.
Well, fair. Though I'm at least tempted to see if Hunter would be willing to expend a question on how much we can squeeze him for via strongarming and what consequences that would have back in Europe.

It's not exactly moral I know and probably not wise long-term, but I kinda do want to play a bit of King of Dragon Pass/Six Ages: Colonial America Edition where you strongarm or raid someone with military force.
 
On the other hand, we probably aren't going to get any more windfalls of free gunpowder falling into our laps like the Unchained's supplies any time soon, and it may well turn out that hunting furs to trade for powder is more cost-effective than making our own. I hope not, but it's not out of the question.
I think a more profitable route is just growing tobacco and trading that for stuff. That's how the OTL colonies paid for stuff.
 
So what do you think the newcomers have vegetable seeds could it be carrots potatoes or maybe some apple seeds would be great cause maybe when they grow the voices could inhabit them we get magic apples. Or maybe some grape seeds for wine making.
 
He could lose interest, true. However, he also could assume, like the Huntsman has, that the story about "monsters" is utter rubbish and send more Huntsmen with a significantly better armed guard to investigate further. Given that we aren't going to be able to hold off the Dual Monarchy anytime soon, I don't think we should take the risk.

Even if we succeed in fooling Europe, informing them that monsters capable of slaying even the King's Huntsman might not be the best idea. That's the sort of thing that attracts attention.
we could also just say hostile tribes like the tribuate takers and as you said yourself
Not really. The colony business is a dangerous one. Death is only to be expected, which would rather lower the heat such a death would bring. Or we could just have him be haunted day and night to ensure he doesn't do anything we don't want him to do.
and whatever it is all it sends to the king that the new world is a dangoures enough place that it filled with that can kill huntsmen it not profitbale or worth spending much more attention on cause every huntsmen he sends to the new world on a expensive ship is one less one he can use to keep a hold on the decaying new world monchary. Also old shadows said the rolls were quite bad for us in the first place meaning the huntsmen was unlikely in the first place
Because he's very much on guard and Union isn't experienced in subterfuge, right? Thing is, the Huntsman is watching out for treason and treason alone. Such single-minded focus blinds people to alternative possibilities. He is not looking for supernatural forces. Hell, given how he dismissed the monsters out of hand, and immediately equated the Tribute Takers to pirates and usurers, two wholly mundane threats, I don't even think he believes in the supernatural. I can definitely see "atheism/skepticism" as traits the Dual Monarchy would encourage in their agents, given the religious tensions.

So hiding the Son's Skirmishers and/or the amount of gunpowder we have is dangerous. However, so long as Jean Bladworth sees nothing supernatural that can't be rationalized, I think we're safe on that score.
nah old shadows was very clear we need to hide all our supernatural stuff and we need to dress up the settelment for it and if we try to hide stuff he probably gonna notice pretty easily since he adept at this and automiattcly assume we are hiding something we are which does not have to be supernatural his mind would jump to treason and if he does notice ahhh we are devil worshipers or something. also just gonna requote my old post
we are not of his breed to be blunt and him finding out the true scale of the union supernatural power and how far we have gone will only bring diaster on us in the short and long term. The new world is a dangoueres place let us dispoe of the filfth while we still can. Also we could loot them then

[][Colonists] Invite them in, hiding the supernatural in Union…until the ship leaves.

half measure are not gonna work here with the huntsman and trying to scare him off with any supernatural stuff will not scare him, get him more interested in the union either as troops or more resources to get used. Like remember everyone it specifically to see our uses for potential war. If we let him tour the militia and see the wall he gonna see we are very very well prepared for war and we ain't gonna be able to hid the supernatural. Refusing him outright without killing him is a terrible idea when he testing our loyalty. We either give him everything he wants bad idea cause much more intrest from the king will arise for our potenital use and the charter will likely get changed to let use be used more by the king. Or we kill the foul creature and one of our strongest parts of the union is it millitarty we can take these huntsmen in our own domain.

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@OldShadow if we ambush the huntsmen will we have the colonist/scholar take a separate route to the union not with the other people we are bringing there?
 
European merchants aren't morons. Once the Jamestown settlers proved that said hopes were false, British colonization in North America came to a halt. It wasn't until tobacco farming proved profitable that other colonies popped up, and even then they were motivated more by religion than profit.

We won't be able to stop colonization in the New World entirely, but we can slow it down, and hope the lethality of the New World handles the rest.
I don't think this should be our top priority. Among other things, the lethality of the Atlantic seaboard kind of does the job for us. Beaver pelts alone aren't going to motivate people to keep trying after the next colony dies screaming, which it probably will. We barely made it and we had a lot of luck plus a large starting population that really helped us out.

I think concentrating on getting the goods to survive and do well is a better idea than being so worried that more colonists will show up (somewhere on a very long coastline) looking for beaver pelts or whatever.

Anyways, what do folks think about this for my question: "How can we best handle those returning to the New World without causing negative repercussions for Union either now or in the future".
Again, I'm not a fan of questions that basically boil down to "do our homework for us and come up with an optimal strategy."

Well, fair. Though I'm at least tempted to see if Hunter would be willing to expend a question on how much we can squeeze him for via strongarming and what consequences that would have back in Europe.
The obvious answer is that he'll be talking about us as a bunch of pirates, which in truth we kind of would be. Enemies of any other white man to sail along this coast, which is absolutely the precedent we'd be establishing.

It's not exactly moral I know and probably not wise long-term, but I kinda do want to play a bit of King of Dragon Pass/Six Ages: Colonial America Edition where you strongarm or raid someone with military force.
I get it, but we've got the Tribute Takers as our punching bag there, and the mist people probably worshipping Cthulhu are another likely target.

Getting a reputation for attacking Europeans just at random, especially passing ships, is how you incentivize someone to actually send a military expedition against you, armed with European weapons in large quantity.

I think a more profitable route is just growing tobacco and trading that for stuff. That's how the OTL colonies paid for stuff.
Eh. Tobacco may be more profitable than furs, but the point is, it's likely to be one or the other.
 
Fabric is very useful. Steel is still rather useful, especially if it's already in the form of tools and won't require active crafting to reshape. Just because we don't need it this second doesn't mean we won't need it ever. Our supplies of steel and tools are going to wear down over time, and we'll need all we can get in the long run.
I think it's worth noting that we can get a constant stream of 1 Mediocre Steel/turn for the cost of 2 Craft AP and a 75 point project, with the quality of said steel improving if we get that 50 point Charcoal Burner project done as well.
Well, fair. Though I'm at least tempted to see if Hunter would be willing to expend a question on how much we can squeeze him for via strongarming and what consequences that would have back in Europe.

It's not exactly moral I know and probably not wise long-term, but I kinda do want to play a bit of King of Dragon Pass/Six Ages: Colonial America Edition where you strongarm or raid someone with military force.
I can say with a great deal of confidence that the answer to that question is in all likelihood "not much". It sounds like he's in more dire straits than Union is, and as such probably won't give up what remaining property he has without a fight. I'm fine with raiding, but let's save it for the Tribute Takers and New Spanish. 😁

Anyways, I'd like your feedback on my modification to your question. Figured that OldShadow being asleep I could workshop the question around a bit.

On that note:
Again, I'm not a fan of questions that basically boil down to "do our homework for us and come up with an optimal strategy."
Good point, what about "What should we avoid doing with regards to those returning to Europe so as to minimize negative repercussions for Union now and in the future"? That way we know what the landmines are but aren't asking for the QM to do our job for us.
 
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Definitely buy the cats. While the songbird and rodent species of the New World will suffer under the wrath of Mittens and Spot, we need them for both the morale benefits of having pets again and the utility of automatic pest control.

Would be very nice to have dogs as well, but those should in theory be findable in the New World as well.
 
we could also just say hostile tribes like the tribuate takers and as you said yourself
and whatever it is all it sends to the king that the new world is a dangoures enough place that it filled with that can kill huntsmen it not profitbale or worth spending much more attention on cause every huntsmen he sends to the new world on a expensive ship is one less one he can use to keep a hold on the decaying new world monchary. Also old shadows said the rolls were quite bad for us in the first place meaning the huntsmen was unlikely in the first place
So the Tribute Takers/monsters just happened to attack the one day the settlement was visited by Huntsmen? Like you said, the Huntsmen are professionals at finding traitors, and this is not the most subtle of treasons. When I was making that suggestion, I assumed a much larger window of opportunity than 24 hours, 48 tops. If the Huntsmen were staying a season or more, preferably including a Winter, I think we could manage something, but alas.
nah old shadows was very clear we need to hide all our supernatural stuff and we need to dress up the settelment for it and if we try to hide stuff he probably gonna notice pretty easily since he adept at this and automiattcly assume we are hiding something we are which does not have to be supernatural his mind would jump to treason and if he does notice ahhh we are devil worshipers or something. also just gonna requote my old post
I think you're catastrophizing, something I know I've been guilty of all too often in the past. You're looking at all the (many) unknowns, and your brain is automatically jumping to the worst case scenario. I don't remember OldShadow mentioning anything about having to dress up the settlement or the like, just that we shouldn't have any religious ceremonies while the visitors are here.

Our military readiness can be explained by hostile natives, so let's look at the supernatural stuff. Sara is a normal woman so long as she doesn't speak (and muteness from trauma isn't exactly an unexpected outcome from the first Winter). The Mourners are odd ducks, but being somber and quiet aren't signs of treason or supernatural activity. Failure can pretend to be just an old man easily. Fireberries and Razorweed pass for mundane native plants.

If the Huntsmen could see ghosts we'd have bigger problems, and the Silent Blades look like ordinary skeletons when not active. The only supernatural place in Union is the Place of Death, which we can say is just a haunted graveyard. Nothing suspicious about that.
 
Plus, the Huntsman is looking for mundane treason, not religious heresy. He cares far more of making sure that the colony is loyal to the crown and what use the crown can get from it (in a military sense it seems) than anything else.

Good point, what about "What should we avoid doing with regards to those returning to Europe so as to minimize negative repercussions for Union now and in the future"? That way we know what the landmines are but aren't asking for the QM to do our job for us.
Hmm, would probably work. And I suppose by the nature of the question it would warn us about whether or not the outcomes for things like the Huntsmen not returning would result in catastrophe.
 
So the Tribute Takers/monsters just happened to attack the one day the settlement was visited by Huntsmen? Like you said, the Huntsmen are professionals at finding traitors, and this is not the most subtle of treasons. When I was making that suggestion, I assumed a much larger window of opportunity than 24 hours, 48 tops. If the Huntsmen were staying a season or more, preferably including a Winter, I think we could manage something, but alas.
sure we said the wild is a super dangoures place we said it nearly destroyed our entire settlement and we told them we are in active conflict with another natieve try. Also old shaodws has sugggeted multipe times we can just kill them he wouldn't sugggest if it not a viable option, there only three them they are entirely depdent on us to guide them through the supernatural wood send some trees and silent blade with skimrisher hitting them from the trees they fucking toast they ain't super human

I think you're catastrophizing, something I know I've been guilty of all too often in the past. You're looking at all the (many) unknowns, and your brain is automatically jumping to the worst case scenario. I don't remember OldShadow mentioning anything about having to dress up the settlement or the like, just that we shouldn't have any religious ceremonies while the visitors are here.

Our military readiness can be explained by hostile natives, so let's look at the supernatural stuff. Sara is a normal woman so long as she doesn't speak (and muteness from trauma isn't exactly an unexpected outcome from the first Winter). The Mourners are odd ducks, but being somber and quiet aren't signs of treason or supernatural activity. Failure can pretend to be just an old man easily. Fireberries and Razorweed pass for mundane native plants.

If the Huntsmen could see ghosts we'd have bigger problems, and the Silent Blades look like ordinary skeletons when not active. The only supernatural place in Union is the Place of Death, which we can say is just a haunted graveyard. Nothing suspicious about that.
To answer the question in a way that is still fun, a few hints.

Most aspects of Union will attract negative reactions, no matter what you do, but not enough to break contact or bring violence.

Do not invite the visitors to anything religious in Union. This is the time where one can the most easily see and hear the dead.

Hide the Blades, hide obviously supernatural stuff. Most people can't detect spirits, especially if they do not speak to you. Seeing the Blades would cause panic and potentially provoke a conflict.

Be wary of attracting too much greed. Remember, there are people back in Europe that are ready to kill for sugar, spices and gold. So for silk or for Razorweeds ? And the Captain of the ship is quite desperate....

Do not give any hints that you are not loyal to the King.

There is someone that can detect the supernatural on board, but as long as you do not seem to be Devil-worshipers, he will keep his mouth shut.

Sara is...somewhat unnerving. She is your best orator, but people will notice if she forgets to use her voice to speak with them. So visitors risk to react very negatively to her.

Also, a little freebie : Remember, if the visitors survive, they will tell people in Europe what they have seen in Union. The main danger is not your visitors, it's what will happen when news of Union spreads to the people, the Kings, greedy merchants and those in Europe that deal with the supernatural.
Plus, the Huntsman is looking for mundane treason, not religious heresy. He cares far more of making sure that the colony is loyal to the crown and what use the crown can get from it (in a military sense it seems) than anything else.
this is early 1600s cenruty europe poltical and relgious treason is bassicly one in the same and before you say the franglis are already dealing with a ton of relious problems exactly the king and the huntsmen would not react at all well to another even more radical diversion from the dual country relgious( the kind def holds one sect above and all) and the only settelment they have in the new world
 
Plus, the Huntsman is looking for mundane treason, not religious heresy. He cares far more of making sure that the colony is loyal to the crown and what use the crown can get from it (in a military sense it seems) than anything else.
Not just military but penal as well. Speaking of which, I have an idea about how we might be able to cool his ardor for using Union as a penal colony. Perhaps we should let slip how a Tribute Taker infiltrated Union and almost managed to cause quite a bit of trouble. An outside force willing and able to stir up trouble covertly could make sending traitors here less attractive.
Hmm, would probably work. And I suppose by the nature of the question it would warn us about whether or not the outcomes for things like the Huntsmen not returning would result in catastrophe.
To be fair I don't think the Huntsmen not returning would be catastrophic, just extremely problematic. We're distant from the Dual Monarchies, and there's plenty of internal unrest back home. The most likely outcome imo is that we get sent a governor who we have to subvert or work around. That's bad, especially since we're more likely than not to get someone with more patriotism than sense given the undesirable nature of the posting. Then, if said governor has the poor taste to die within a year or two of arriving, then we'd be in much more serious trouble.
Don't get me wrong, we can handle it, but it will be at a hefty cost, and it's most certainly not something I want to do while we're prepping for the Tribute Takers to attack. Said subversion would make for good omake fodder, alas I have enough unfinished omakes rn, so feel free to take a shot at it.
sure we said the wild is a super dangoures place we said it nearly destroyed our entire settlement and we told them we are in active conflict with another natieve try. Also old shaodws has sugggeted multipe times we can just kill them he wouldn't sugggest if it not a viable option, there only three them they are entirely depdent on us to guide them through the supernatural wood send some trees and silent blade with skimrisher hitting them from the trees they fucking toast they ain't super human
Thing is that the Huntsmen's interest in the Wilds is pretty negligible, so any attack would have to occur while under our protection. Worse, such would be blindingly obvious to anyone who knew him. Being unable to protect a VIP for a measly day like that sends two possible messages, neither of which are good. One, we're traitors, in which case see my above reply. Two, we're incompetent, in which case our warnings about unprofitability and danger have to be taken with a whole lot of salt.

Never said we couldn't kill him, just that it would be unwise to do so.
this is early 1600s cenruty europe poltical and relgious treason is bassicly one in the same and before you say the franglis are already dealing with a ton of relious problems exactly the king and the huntsmen would not react at all well to another even more radical diversion from the dual country relgious( the kind def holds one sect above and all) and the only settelment they have in the new world
We have zero evidence that these guys care anything about religion. Trying to enforce religious conformity like otl Britain and France would be asking for civil war. Don't get me wrong, he'd definitely object if he saw us performing a seance, but I doubt Bladworth would notice if we added a few extra saints to the rotation, nor would he care if he did.

Sure, if the Cult of Saints and Heroes was in Europe, things might be different but we're in the New World. Sending forces halfway around the world to stamp out a creed that isn't wildly heretical adhered to by less than a thousand people follow which has very little opportunity to spread is a losing proposition if there ever was one.
 
We even have word of QM that the Dual Monarchy is divided religiously.
Northern France and the old Plantagenet possessions are loyal to the King and follow the King's Church.
The rest of France is Catholic and rebelious, with a growing absolutist mouvement, seeking to put an all powerfull pro-french King on the throne and crush the English.
England is Protestant, and also quite rebelious, seeking to reduce the power of the King.
 
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