[] 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?