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

So what I'm hearing is, we need to form a grander Union of many states working in unison.

America ending best ending confirmed.
Eh, I feel this is rather inaccurate. The building block for whatever Federation we create is liable to be the tribe rather than colonial state governments. Most of the Founding Fathers were educated upper class, while our equivalents to them are generally among the poor social strata.

Plus, central to whatever Federation gets created is likely to have a major chunk, possibly even a majority of its population consisting of Natives and Maroons, two groups that the USA tried its best to marginalize or remove. And even the colonial population will probably have fewer English and far more French, and come from a home country which is "speedrunning Absolutism" to quote the QM, rather than the path the British monarchy ended up taking.

More likely is going to be Union rebuilding the Dreamer Federation, and the only similarities to the USA, even leaving aside the supernatural elements, are going to be that there's likely to be a degree of Federalism and it's in North America.

I do want to add that there are many types of wendigo among many different tribes. There is the growing wendigo that you talked about, but I know that some are depicted as looking like regular people and living among them. The wendigo with a dear skull is actually an extremely modern interpretation popularized in 2001 by the movie Wendigo.
Yeah, I talked a bit about how some stories with Wendigos had the Wendigo be just humans who didn't care for anyone else's well-being and would just rather kill and eat a neighbor rather than go even a bit hungry during the Winter, rather than anything supernatural.

Funny enough the current Monster we've got of "human-deer hybrid" seems to be the Lords, which are there own thing rather than anything to do with the Wendigo (I'm not even sure if the Lords actually need to eat for sustenance.)
 
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Plus, central to whatever Federation gets created is likely to have a major chunk, possibly even a majority of its population consisting of Natives and Maroons, two groups that the USA tried its best to marginalize or remove. And even the colonial population will probably have fewer English and far more French, and come from a home country which is "speedrunning Absolutism" to quote the QM, rather than the path the British monarchy ended up taking.
I think it's still going to be at least 50% European simply sue to the sheer size disparity in population size. I don't think the old Dreamer Federation had a lot more than 100k people total, whereas most Old World countries have easily millions of people.

And every big war and famine will bring people desperate for a new beginning, just like in the OTL.

Though I wonder how expansion will go for Union? Would they create a new walled settlement from the get go, or would they create subordinate settlements where the people still come to Union for shelter during the winter.
 
Funny enough the current Monster we've got of "human-deer hybrid" seems to be the Lords, which are there own thing rather than anything to do with the Wendigo (I'm not even sure if the Lords actually need to eat for sustenance.)
According to the Winter Walker, the Lords "feed" on their territory, and will "die of hunger" if another Lord take their territory and lair.
 
Though I wonder how expansion will go for Union? Would they create a new walled settlement from the get go, or would they create subordinate settlements where the people still come to Union for shelter during the winter.
That actually is something I'm wondering myself. I imagine it might depend on what sort of regions are available. For example, if we managed to say, secure the Murdered Homes and purify it of any corruption that I imagine is there, I could see it becoming a second settlement.

I'm also wondering how expansion of the town itself will go from here, particularly if we finish the Maze of Thorns, which feels like it might leave us with less room to grow if it's all covered in thorny hedges.
 
Turn 10, Third Year after Union, Summer of 1610
Turn 10, Third Year after Union, Summer of 1610
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[X] Plan Wilds Education
-[X] [Burial] Carry the bodies to Deathtown [-5 Morale] New Freed-related projects
-[X][Prisoner] Torture it, until it give us all they know.
-[X][Learning] The Craftmen shall teach the children. No use them to do their dirty works, actually teach them. (-10 to Craft quality roll, Increase in Craft points as the children learn)
-[X][Learning] Our wildmen will take children with them on their safer expeditions, and help the children learn the way of the wilds. (-2 to Wilds rolls, the children learn to travel, gather and hunt in the Wilds).
-[X][Learning] Union is gifted with a few very capables figures. One is me, I suppose. Let's take some of our time to teach the children (-3 to chosen Heroes rolls, unique benefits)
--[X] Failure (Knowledge/Occult/General wisdom hero)
-[X][Death Singing] The lonely, those who were not able to join or create a new family after 3 years, unable to heal from loss. (Generic Die become a Mourner [Death Singing] die, increase spiritual defenses of Union, ???)

X][Leper] Accept, Alexandre will remain in Union until the Brothers call him back.

[X] Plan Trophyless Powder Purchasing
-[X][Trade] Trade With David
--[X] Goods Bought: Cats (1 point), 3x Gunpowder (3 points), 1x Fabric (1 point)
--[X] Goods Sold: 1x Coins and Jewelry (1 point), 2x Beaver Furs (4 points),
-[X] Ask David to spread the word that we are willing to trade, especially for livestock, seeds, salt, and gunpowder.

Summer has come, the warmth rays of the sun ripening our crops.

New people have joined us, and slowly learn how one should live in Union. I can see our kin from the Dual Monarchy have many questions that they do not dare to ask.
For in the winds, like all the people of Union, they can hear the whispers of the dead, their advice, and already a sudden warning as saved a man from a failing beam of wood from one of the houses in construction.

And those whispers, full of good advice, fill them with dread, and stop their tongues when they want to argue about how their fallen kin's children are sometimes raised by Winter Walkers, or the strange way the people of Union pray and act.
For every day they can hear proof of the supernatural in this land, and this froze any protests in their lungs. This makes them understand this is not like the homeland, and the laws and principles of the Dual Monarchy cannot survive the New World.

They still fear, they still hold mistrust, hesitation, but I know Winter will scour all of this away. Like it did for me.
I must confess, a part of me is impatient to see my uncle understand truly how life is here, so that all the walls between us may be broken, and we may be kin again…but I should not ever want that someone suffer in Winter.

No matter, I still have many duties, now that the ship has left, carrying messages for the King, the merchants and the Merciful Brothers.
The faithfull to guide, the dead to reach…and knowledge to learn and use.
—------------------------------------------------------------------------
Somewhere below Union, a man cannot scream anymore.

Him who was once of the Tribute-Takers, one able to endure mortal harm unmoved, could not endure the secret questioning of the Awakes.

The Warrior's Son, with long, resin-covered sticks, took thorn of Razorweed, and slowly, carefully, reached inside the Tribute-Taker head with them, slowly wounding his mind until he could no longer hold his secrets.
Twisting and reaching with thorns inside flesh and mind, learning as the words slowly became less and less coherent, until finally, like the used skin of a drum, the Taker mind…snapped, destroyed.

The Son watched the result of hiswork, and though of what he learned from what once was an itinerant messenger of the Tribute-Takers. Of hidden camps and paths, used by the Takers for their ills work.
He had done good work for Union, and earned secrets that could save many…but he did not feel joy.
One must enjoy the destruction of evil, my weak son…but perhaps not enjoy what must be done to bring this destruction.
—------------------------------------------------------------------------
Alexandre walks the streets of Union, and works with its people.
He watch as many tongues and customs mixed.
He watch the strange Mass without an ordained priest, where ghosts can be seen in the corner of one's eyes.
He hears the whispers of the deatd on the winds, unnerving but full of good advice. No one in Union seems to ever trip.
He watches the Mourners, ashes on their faces, now almost 40 strong, and how the people of Union come to them for advice when Sara is otherwise occupied, how they follow Sara and listen to her words.
Like a bishop and his priests.

Alexandre watches, hears, and ponders what he will say to the Mercifull Brothers, when he sees them again.
For in the horizon, far away, he can feel an evil, like a vast, stormy sea seen from the top of a mountain.

Necessity forgives many things.
—------------------------------------------------------------------------
Preparations for Winter
Food: We should have enough for 4 seasons or a weak Winter. In case of emergencies, the turkeys and chickens will win us another season of food.
Heat: We have homes, the furs of the Lord and fuel. We have the berries of fire. We can warm ourselves with poultry.
Defense: Strong walls, strong soldiers, strong weapons, fields warded with thorns. We must still grow stronger.
Gunpowder : 16 Units (-1 Units per turn; at least 4 Units needed for Winter)
Knowledge: The Freed whisper to us about our foes. We have few defenses, but the wisdom of Failure is spreading in Union.

Resources
Wood: A lot, enough for vast buildings projects and alternative use.
Tools: Enough, somewhat.
Weapons: Enough muskets for a few dozen men, 6 cannons. The Militia is fully armed with steel.
Herbs: Enough for the year, not for Winter.Our people can drink Razorweed infusions.

Morale: 63/100, Hopeful (reduce chance of negatives event, +2 to all Union dice)

The People Will : We need good housing and clothes. We want safety.

The Freed

Shepherds for the corpses

There are many walking dead in the land around our town, be they bond or free, mindless or not, bound to a corpse or flying spirits. Bring them to the Freed ones, and build up their number.
Tasks : Finish the [] Shepherd for Corpses [Death Singing] action (0/150 Progress)
Fulfillment Rewards : One Dead Dice

Voices of the Sun-loving Woods


Into the Fray
Support the Wood in their fight, and they will support you in your.
Immediate Rewards : The Sun-loving Woods will actively haras hostile forces coming to attack Union,
Tasks : Complete 4 War in the Woods projects. At least one project must be fulfilled per year. (2 projects remaining)

An Oath for An Oath
Help the woods destroy the Heart of the Blood-Loving Woods, and they will help you against your greater foes.
Immediate Rewards : For one major raid, you can ask the Woods for their help. You can ask as much for the equivalent of 6 dice.
Tasks : Help the Woods on the attack against the Heart of the Blood-Loving Woods when the War in the Woods counter reaches 10. They will expect you to send as much force as you asked or will ask for your raid.

Heal the Wounded
There are Voices wounded in battle, now unfit for the War. Protect them, heal them, and they will protect your homes.
Tasks : Protect Voices and their trees (they will root in Union) and help them heal. Projects with unknown DC will be unlocked to heal them. Winter will target the Voices.
Rewards : The Voices healed will stay in Union. ???

Buried King

Away with the Pests

Unwelcome pests infest the King Domain. Kill the few you can, and you will be rewarded.
Fulfillment Rewards : Ways to kill pests

Dices
Workforce

-7 Colonist dice (+11)
-1 Unhardened Colonist dice (0)

-4 Natives dice (+6)
-2 Unchained dice (+6)
-2 Silent Blades dice (Silent Mind, Cold Blades: Those Dices represent near mindless, untiring undead fighters. As such, they will be automatically reduced to 0 when used on actions needing intellect, dialogues or cunning, but will obtain a strong bonus when used on action needing tirelessness, fighting, killing, and cutting) (+6)
Specialist
-2 Mourner Knowledge dice [Death Singing] (+6)
-1 Militia dice (+6)
Leadership
- 2 Council dice (+6) (Count as Colonist, Natives and Unchained dice)
Heroes
-2 Personal dice from Sara Smith (MC) [Death Singing] (+6)
-1 Wild/Militia dice from the Warrior's Son (+6) (Followers capacity 2/2)
- 2 Specialist Militia Wild Dice, The Son's Skirmishers (+6)
Son's soldiers : If assigned to the same project as at least 1 Warrior's Son die, all Son's Skirmisher and Warrior's Son dice have a +10 Bonus.
Skirmishers : Increased effect of Raid Project. Can be used in battle against trained soldiers without malus.
Followers of the Warrior's Son
-1 Militia/Council die from Andreyas Sarsas, Prince of Ethiopia (+6)
-1 Knowledge die from Failure, Old Sorcerer (+3)

-1 Knowledge die from Alexandre de Montfaucon, Soul Lepper

Craft : 5 points

Green projects are Native exclusive (Green Dice)
Red projects Colonist exclusive (Red Dice)
Yellow projects are Unchained exclusive (Yellow Dice)
[Death Singing] action needs [Death Singing] dice.
Craft represents the productivity of the skilled artisans of the town, and is used for Crafting projects.
DC actions do not have progress, but a difficulty that needs to be rolled over by one of the dice used on the action for success.
[Task] automatically succeeds if enough dice is attributed to them. A lesser number of dice mean a roll to see if the task is completed with fewer hands.
[Expedition] represents sending people on a long-term expedition during the season. The assigned dice are the people sent and will be rolled against various DC for obstacles during the Expedition.
[Danger] and [Risky] action indicates a risk for your people. In cases of bad rolls, it can cause malus to die, temporary loss of dice, or permanent loss of dice. [Danger] can be mitigated or eliminated with sufficient preparation. Risky is lesser than Danger.
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You have one open Mandate slot, that can be filled with a Freed Mandate (You have too much current commitment to the Voices to take another of their Mandate)
You can choose one of the following Mandate :

[] [Mandate] Dead Mariners on the waves again


The Freed are very interested in the shipwreck of the Escapee, for there are many mariners in the Deadtown. With the help of Union, they think a ship could be made that can carry a dead crew. To us, it would allow us to explore the coast, and perhaps reach the Old World. To the Freed, it would strengthen the mariners amongst them and allow them to reach the souls that rest below the waves.

Tasks : Complete Set up Deadport [0/150] and follow-up action A Dead Ship sail again [0/200]
Reward : Get a fully repaired (some would say resurrected) galleon. Unlock new coastal projects. Unlock sending a delegation to the Old World.Dead mariners on the waves.

[] [Mandate] Unto the Underworld

Without name is the Shade-Priest, without memories, without face, without form. Only power left. They ask the wise of Union to come to them, and help in finding them back.
Tasks : Complete Expedition Unto the Underworld (Currently Sara, Failure and the Mourner can be sent).
Rewards : The Shade-Priest recover part of their identity, increasing their might. Unlock new occult options (the Shade-Priest currently cannot teach anything, their power is simply part of their soul)

[] [Mandate] Prayers to Anchor

The dead do not see the world like the living, a ghost being able to act far faster than a living one day only to be trapped into their memories and watch as months go by in a blink.
Now that the Freed can more easily speak and connect with the people of Union, they whisper in the ears of Sara that regular rituals could anchor them in the time of the living.

Tasks : Finish Rites of the Ancestors project chain (about 500 -1000 progress depending on choices).
Rewards : Unlock more [Freed] projects, 1 Die exclusive to Freed projects.

[] [Mandate] Reliquaries of the Freed

The Freed whispers of a way to allow them to act further. Reliquaries filled with some of their possessions in life that would act as secondary anchors, allowing them to travel far beyond the Deadtown and act further.
They need living hands to make them.

Immediate Reward : Unlock the Reliquaries Craft Project
Tasks : Produce two units of Reliquaries (Will require Quality Roll). One unit will go to Deadtown.
Rewards : Help of the Freed for Expeditions and Raids. Unlock combined projects.

[] [Mandate] Do not take on a Mandate

This is always a choice

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Fields
What lies between the homes of man and the wilds, free of enemies. For now.

[] Test the Sambankoli [0/50] Updated
Some of the Unchained have proposed to use a technique from one of the western African kingdoms. By setting up trees and poultry in the fields, they say the soil can be better preserved, giving us an easy source of wood. Primitive agroforestry set up.

[] Razorweed

Razorweed was one of the great defenses of the Awake, so say the Winter Walkers, a climbing, thorny vine able to cut body and soul with nearly unhealing wounds. What I know is that the Dead fear it, for its thorns cut them as well as the living.Our scouts have found in an old Awake catch a stock of preserved Razorweed pods, the juvenile form of the plant, dispersed by the wind during spring and able to give birth to a full scale vine. Now, we need to decide how we are going to plant our stock.
-[] Around the perimeter [0/50 Progress] : By seeding Razorweed into the near wild, we could cause it to spread, allowing gathering expeditions and passive culling of the beasts and spirits of the Wilds. However, it means that our hunter and woodcutter could stumble upon wild Razorwild during their work. Razorweed spread into the near Wilds.

-[] Pits tactics [0/75]: Razorweed does not need much sunlight, we could put some razorweed around into the growing ditch around our town. It would need some feeding to stay alive, but Winter should provide for that… + Defense, unlock Razorweed traps.

-[] Hedge building, Phase 2, First Inner Hedge [0/200] NEW : After they heard stories of Razorweed once being used to protect some of the most precious of the Awake's gardens, some of our people propose to plant an hedge Razorweed around our fields, to serve as an additional defence and preserve our crops against beasts, corporals or not, and, according to some older Winter Walkers, to enhance the land fertility.
We have made the first hedge wall, and we are waiting to see it in action when fully grown, in Autumn, but we could already begin to plant another one, near the walls of Union. One less long than our first work, but harder, from a lack of easily usable trees
+ Defence, Enhanced fields, Countinue the Maze of Thorns Capstone Project.

-[]
Feed the Razorweeds [0/25] : In the old times, the Winter Walkers fed the Razorweeds with the unwanted parts of their prey. Well, we have quite a lot of unwanted husks around. Let the Winter Walkers use their old rites upon growing razors. Use what is left of the husks to feed razorweeds. Count for Plot action if not other Razorweeds action is taken.

-[] New Plots [0/50] :
We could plant more stacks in the grounds and more razorweeds around them, increasing the number of available Razorweed thorns and leaves. Increase stocks of thorns and leaves.

[] Blood Pact [??]
One of the Winter Walker council members, since the discovery of Razorweed, has proposed to try old rites of bloodletting, to adopt and integrate part of the wild into the land claimed by man. He says that once, domesticated Razorweed could strike on its own against an invader, and sparring members of the community. A rite of blood is never without risks. ???

[] The Wicker Man
[21/100]
The scarecrow maker has come to me. She told me about a legend from her village. Once, the Devil haunted the land, poisoning crops, kidnaping children, and sending cold winds upon the village every winter. Then came a priest. The priest gathered every wicked and poisonous thing in the village, every poisoned grain and rotted branch. He wrote every sin confessed by the villager on many, many sheets. And, at the summer solstice, he builds a great man of wicker, where he puts every bad thing of the village. Then, in a great mass, invoking the Lord's sacrifice to redeem the sins of man, he burned the Wicker man. And after, the harvest was good, the Winter mild, and the Devil nowhere to be seen.
So, every Summer, in her village, a wicker man of wicked things was burned. And she wants us to do the same. ???

[] Plant Flax [Task] [1 Workforce Die] NEW

The new colonists from the Dual Monarchy brought with them flax seeds, and Union held land near the river perfect for growing flax.
There are not enough seeds to immediately start producing linen for the town, but with a little time and work, our people will have the cloth they need.
Start flax cultivation in Union.

Wilds (1 combat re-roll per turn)

The places that we do not control. It has become a battlefield for the trees. We have begun restoring the old way and safe hunting grounds of the Winter Walkers into the Wilds, even if the moving battlefields of the woods menace them, and the Tribute-Takers are on the move in the peripheries of what we control.

[] Hunt
Bring death into the wood and bring back meats and furs home. We need to live. And we have foe in the wilds.
-[] Game [0/30] : The Wilds are full of easy prey, fat in meat and bountiful in furs. There are easy to take, let's just hope we de not
anger the Lords of this land. +Food, + Heat
-[] Lords [Risky] [Away with the pests] [0/200]

They are things taller than the tree in those woods, hidden far away from man's eyes. When one of them came the first Winter, it broke our wall in one strike and devoured a family in one bite.
Now, we have felled one of those Lord of the Wilds. We are no longer playthings, but dangerous foes, and the Lord watches for us, preparing themselves in their lairs.
If we want to claim the Wilds from them, we will now need to pursue the Lords in their domains.
+ Food, ++ Heat, + Knowledge, Loots, Power over the Wilds


[] Fishing
The fish have come back near Union, but strange forms slither still through the riverbeds and coasts. We may fish, but with caution.
-[] Claim Moundlake [Fishing][Task] (One dice) NEW : Many things await in the Moundlake. Fishs,paths to explore and a way toward Union to guard. We should keep fishermen in those waters. + Food, continued survey of the Moundlake, Chances of conflicts with Tribute-Takers if they sail to the Moundlake

-[] Near the coasts [Fishing][Task] (One dice) NEW
: There are fish next to us, in rivers and coasts. We can easily take our share. + Food

-[] Build Canoes [Fishing][0/75]
: For now our fishermen have worked with primitive rafts, but the Winter Walkers proposed to make some of their own rivercrafts. Lithe, portable riverboats made from hollowed trunks, would allow our fishermen to go farther and faster, and our people to easily travel on the waterways. Canoes built, enhance fishing actions and rivers travel.

-[] Set up Deadport [Fishing] [Freed] [0/150]
: There are some amongst the fishermen who think of setting up a small port on our old settlement, to facilitate sea expeditions. Now that the dead have made this place home, some amongst them fear to even go near the Fallen Town.
But Old Seadog insists on doing it, saying he hears on the sea winds old mariner's shanties…
Dead mariners on dead winds, bringing shipwreck to port, away from the depth, this we can promise…

Set up a port, unlocking new sea actions, can bring and repair ships (even if they are not seaworthies)

-[] Make the Galleon Seaworthy [Fishing] [0/75] NEW

What is left of the galleon is not seaworthy. First, we should send some of our mariners to ensure the galleon could painfully, sluggishly travel near the coast to a harbor or one of the coves our scouts have found for repairs.
Can bring the Galleon to a potential docks

-[] Scavenge the Galleon [Fishing] [Task] (1 Workforce Die) NEW
: There is salvageable steel in the galleon, we could take it quite easily…but it would break it beyond repair.
Obtain 3 units of Mediocre Steel. Prevent repairing the galleon.


[] Rebuild the Peaceful Wilds
There is much to do to restore what once was a land where children could play into the woods without a guardian. To work, then.
-[] Further out [0/100] : Send the scouts ever further and ever deeper into the Wilds, let's finish mapping the land around us and cleaning the easier work. Enhanced warning system, information, further opportunities

-[] Explosive Landscaping
[???]: Some of the colonists have proposed to help with Old World ways to restore the Wilds. They do not understand as much of this land as the Winter Walkers, but they know how to destroy the vilest place in the wilds. With Fire, Steel and Landscaping. Eliminate the worst locations in the near wilds, ???

-[] Forest Gardens
[0/150]: Once upon a time the Peaceful Wild were filled with half-wild gardens of precious savage crops. We can begin to restore them. Will provide food and herbs per turn, and increase production of Wild resources (fire berries...)

-[-] Old Places, Old Ways, Old Lands :
Further restoration efforts are impossible for now, say old Winter Walkers, too many dark beasts roam the woods. Eliminate Threats in the Woods to unlock new options

-[] Sulfur Paths [0/75]
Union do not yet have the resources or strength to create a permanent location to gather sulfur in the swamps of the south, but we may be to trail paths inside the Peaceful Wilds, allowing our wild men to gather sulfur in the course of their duties. When the project is finished, as long as at least two dice are assigned each turn to Wild actions, enough sulfur for 1 production of gunpowder will be automatically gathered.

-[] Iron Paths
[0/75]
By the same principle, Union does not have the men to build an iron mine. Thankfully, there are abundant surface iron deposits that should serve Union, and by building a path in the Wilds, we could make it easy for our wild men to gather some ores. When the project is finished, as long as at least three dice are assigned each turn to Wild actions, 1 unit of Mediocre Iron will be automatically gathered.

[] Gathering Expedition [DC 20/80/120]:
They are still strange and powerful plants to find in the Wilds near Union, even if finding new assets will grow harder as the land is mapped. If only for the food, scavenging in the Wilds is still worth doing.
Gather in the Wilds. + food, potential for new plants.

[] Take our share of Wood [Task] (One die) NEW

Once a year, the Voices will let us gather wood from their vessels, giving us fuel and building material without struggles or risks. + Wood

[] War in the Woods UPDATED

The Blood-Lovers hold fast, Giant of blood-wood against us,dark and old. We ask for help to break them. We ask you to cut. We ask you to burn.
War in the Woods : 8/10, the Sun-Loving reached the core of the Blood-Loving, near their heart. Now begin a long siege.
Every turn, dice will be rolled by the Sun-loving and the Blood-Loving Woods for the progress of the War. Dice assigned by Union in War in the Woods will help Sun-loving rolls.
The Blood-Loving have wounded Voices recuperating for two turns.

-[] Support the Sun-loving [0/400]
The War of the Woods is not like a war of men, for the Voices can easily move from one tree to another. It is a war of attrition and ambush, of destroying the other side's vessels and trap Voices alone and without escapes, when they can be wounded or slain.
Union may act as watchers and skirmishers, slowing assault from the Blood-Loving and allowing our allies to focus more of their attention on breaking the lines of the Blood-Loving, and not on protecting their own.
+ Wood, high rolls increase gains.

-[] Strike from behind [0/150] (Unlocked by the Old Ways)

The Blood-Loving have territories where they can heal wounded vessels and Voices, recuperating and gathering resources in safe spots.
Safe from the Sun-loving, but not from Union. With our paths through the Wilds, we could attack and destroy those places.
+ Wood, high rolls increase gains.

-[] Join the Siege [0/150] [Risky]

Now, the War is a Siege, with Voices gathered in mass striking one against another. The earth shakes, the Giants fight, as the Sun-Loving try to break through a line of the oldest, tallest Giants of the Blood-Loving.
We can join, if we dare.
++ Wood, high rolls increase gains.

-[] Unleash Fire [0/50] [Dangerous] NEW

It is Summer, and soon even the deep woods will be somewhat dry. With a little help from the Sun-Loving to ensure a clean burn, we could prepare and spread a vast fire in the land of the Blood-Loving. Of course, the moment they realize what we are doing, the Blood-Loving will strike us will all they have…
Try to start a forest fire amongst the vessels of the Voices of the Blood-Loving Woods. Expect a counter-attack, and death if your people are unprotected.
[] We need allies [???] [Risky]
We are alone, surrounded by foes on all sides. We have friends, yes, but no living friends. Some argue that, since we proved our might by surviving two Winter, it is time to seek allies amongst the communities surviving Winter.
We shall send the scout…
[][Allies] North, toward the lakes, going around the land of the Tribute Takers
[][Allies] South, toward the marshes

[] Purge the Vermin [Away with the pest] [Risky]
We have found the lairs of the beasts that pollute the lands and menace our people. We shall fight them until they are no longer a threat.
-[] The Tower of Eyes [Vermin][???]
We shall march unto the land of the Eyesvines, where the wood growth silents and colossal, eyes covered vines watch a man every move. We shall burn the vines, and kill their eyeless servants, until we can reach the tower that lies as it centers, countless eyes put onto its walls. The Tower shall be cleansed. Fight the EyesVine.
--[] Strike down the Node (Risky) [0/75]
With the whispers of the spirits and some brave-hearted scouts, we will find the noded, as large as two oak trees, pumping power from the Tower of the Eyeless Lord..
We shall cut them, and let the Eyesvine rot without stolen might.
Cut some Eyesvines from power, letting them rot. Please the Eyeless Lord.

-[] The Devourer Kingdoms [Vermin] [???]
We shall march into the desolation of the Devourers, thousands of remnants from beast and tree crisscrossed with tunnel, and with steel, smoke and fire, ensure that they can no longer devour life and spawn their eggs near the land of the living. Fight the Many-Limbed Devourers

-[] Webs and Vines [Vermin] [???]

Hard shall be the hunt for the Woodflesh Spiders, hiding amongst their overgrowth woodlands, their flesh almost identical to the trunk and branch surrounding them. We shall find and destroy their traps of steel-hard spider silk, and, if necessary, burn their domains to the grounds.Fight the Woodflesh Spiders

[] Follow the Riversteel [Risky] [???]
Along the flow of the rivers, we have found steel. Strange and rusted, yes, but smith-able. We should search this Riversteel, and its source, even if it seems to come from somewhere far into the land claimed by the Tribute Takers.+ Steel

[] To find dogs [0/100] NEW

Our wildmen have found traces of the half-wilds dogs the Winter Walker had as companions, before the Tribute-Takers.
The dogs that survived, after many Winters, will be wild, fearful, probably deeply scared, but all the people of Union know how much dogs would help us, if only to keep watch and help us in our hunts.
We will need to find them, and carefully attract them to Union, probably by using carefully placed scraps of meats and unusable animal parts.
Bring dogs to Union. They will still be almost wild.


Town
The homes of man, where our children are raised. This is all that we have, this is what must be defended.

[] True Homes for a True People [101/140]
We could build better homes for our peoples, with more spaces, more warmth and stronger walls. Our people would greatly enjoy better living conditions, especially now, with more people in town.. – Wood, + Heat, +5 Morale

[] Granaries and Seed-stocks
[41/50]
Now that we farm our land as one (at least in theory...) setting up solid granaries and seed-stock, beyond our old hastily built ones, would allow us to better protect our harvest from spoilage and better administer food rations during Winter and seeds in Spring.
Protection from food spoilage. Better control of food and seeds stocks.

[] Train Champions [0/100]

The Unchained, under the guidance of Andreyas, fought around champions, soldiers drilled intensively in personal combat and leadership to help lead the militia and anchor their lines against foes.
We could train champions for the militia of Union.
Create a primitive command structure for the Militia. Enhance combat capabilities of the Militia.

[] The Food Traps [0/25]

A way to catch evil spirits and curses teached to Union by Failure during the Winter.
By setting up food prepared in special ways, the curses and spirits will be distracted and attack the feasts, rotting away the food before they strike people.
This is an easy way to protect the people, but will somewhat empty our larders.
Enhance spirituals defense of Union. Increase Food consumption.

[] 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.

[] To protect animals [0/75] NEW

Union now has turkeys and chickens, and already they give us feathers, eggs and kill vermines. It would be a bad blow if we lost next Winter all those wholesome beasts (no matter what some think of cats, they are better than any servants of Winter).
We could build two underground coops below the town hall, to keep all the poultry well protected during Winter, away from most dangers.
Build an underground Winter coop for the poultry

[] Train the Militia against monsters [Militia] NEW

From the thoughts of Union's soldiers, came new ways to hone further our militia, and better defend our people against the many monsters of the Wilds.
For most of our veterans, the most crucial is to turn the Militia into a force able to do more than hold the walls of Union and send huntings parties in the Wilds.
-[] Formation Training [10/100]
Form a line, hold it, move and act as one. You thought all of this easy, until the veterans in Union (and the spirits) told you how much training is needed to hold a formation during a true battle.
Adding that they want to train the Militia in the use of shields and drill them until protecting the vital assets of Union (like the cannons…or you) is as natural as breathing, there is going to be quite a bit of work….
Militia learn formation fighting and shield walls tactics. The Militia can stay cohesive in battles beyond Union. Increase efficiency against swarms and in conventional battles.
-[] Spread and Regroup [10/75]
When something comes that you cannot fight, disperse and retreat, then regroup on safer ground. Simple, and almost impossible to do naturally.
Even for the bravest men, when they begin to retreat, the urge to run and flee can become almost uncontrollable…
This is why they need training.
Militia learn to disperse and regroup without routing. Increase efficiency against big monsters and in hit-and-run actions.
-[] Prepare for Campaigns [10/150]
Our militia, despite being made up of almost a quarter of the people of Union, cannot act efficiently beyond our walls. According to our veterans, we will need to train them in how to move fast, secure camps, prepare patrols, carry provisions without pack animals and countless other things necessary for campaigning.
Once trained, they tell me we could send the Militia fight for an entire season, if for now only in Summer, when they are not needed for the sowing or the harvest.
Militia can be used for campaigns (for now only in Summer). Unlock new options and increase efficiency during raids.

-[] The many use of Razorweeds [5/75] [Risky]
Razorweeds thorns, when put into sealed pouches, can keep their potency for a few months, even if when outside the pouch they will not last longer than a few days.
With enough training, the Militia could learn to carry and use Razorweed, to install traps, prepare battlefields and ambush, or simply give most of our fighters a weapon against ghosts and other monsters immune to normal weapons.
And the Winter Walkers speak of making…what would be the translation…blowguns ?
Of course, such training would be dangerous, for any accidental cuts would scar the very soul of the victims…
The Militia learn to use Razorweed thorns. General increase in efficiency, especially on prepared terrains and against supernatural foes.

[] Patterns of Protections [0/120] NEW
With the teaching of failure on how to defend against curses learned by the people of Union, we could give them leave to prepare patterns of protections on their walls, floors and clothes, each weak but combined strong enough to weaken spiritual foes.
Warding patterns spread in Union. + Knowledge.

[] Remember the Fallen [0/70] [Freed] NEW

Our people did not truly mourn all they have lost, for there was too much work to do, no time to make one's peace with loss when Winter was alway waiting, ready to strike.
Now, we can help them. Let our people gather and make things in memories of those they lost, and spread painful stories again.
Finally let our people cry.
Create altars of memories, help the people of Union make peace with their losses, ???

[] Hospital [0/150] NEW

Alexandre tells me that the work of Order of Lazarus takes place in an isolated, carefully prepared building, where those afflicted by the supernatural can be cut from any ill influence and helped to recuperate in peace, and where healers and caretakers can be carefully trained.
He ask us to build such a Hospital.

A Lazarite Hospital is build in Union, unlock Lazarite actions, + Knowledge; -- Wood.


Crafting (-10 to Craft quality roll)
Crafting actions represent the abilities of Union to produce goods. It is not limited by raw manpower, but by your facilities, the numbers of qualified craftsmen living in town and the tools available.
This is represented by Craft points, which are spent on Craft projects to finish them.
If you do not spend all points on a Craft Project, the work will be simply ongoing and may be completed later.
A roll will be done with Craft projects only if they are experimental or dangerous, according to the principle of «If you could easily fail this task, we wouldn't give you the tools and materials needed to do it ».

The Atelier has been built, workplaces set up. Our craftsmen are eager to go to work

Craft Points : 5 (2 for skilled craftsmen ; 1 for Atelier ; 1 for Scavenged Tools; 1 for Apothecary Workshop)

[] Help the Craftsmen [Task, Maximum 1 Die]

We could send some laborers to help the craftsmen, doing menial tasks and allowing our masters to spend more time on important work. Add 1 Craft point for this turn.
Arnaud Fabre, a smith once for Bordeaux, looks like the splitting image of Vulcan from Roman legends : short, ugly, with one bad leg, a big beard and a frowning face. He is ready to finally go back to smiting.
2 units of Mediocre Steel and 1 unit of Good Steel.
2 units of Lord's Bones
Arnaud will passively maintain metal equipment in Union, preventing their degradation.

[] Make tools for the Militia [1 Craft ; 1 Mediocre Steel] NEW

Soldiers need tools, shovels to dig, hammer to nail, axes to cut, and they need them to be resistant, easy to carry and able to be used as weapons. I have spent enough them working for the King's army to know how to make such tools.
Produce 1 unit of Militia Tools. Enhance Militia.

[] Make good weapons [2 Craft ; 1 Good Steel]

Finally, something worthy ! I warn you, I will take my time for this, but in the end this Town will have the best steel weapons on this continent.
Produce 1 unit of Good Steel Weapons, greatly enhancing the combat capabilities of the Militia. 1 unit will fully arm the militia with good steel weapons.

[] Make Muskets [2 Craft ; 1 Mediocre Steel] (Will trigger a roll for quality)

I have very little experience making muskets but with some time and assistance I probably can make a few...
Produce 1 unit of muskets, enhancing the combat capabilities of the Militia. When 3 units are produced, there will be enough muskets for everyone (Militia, hunters…)
Warning ! Increase gunpowder consumption !

[] Make Master tools [2 Craft ; 1 Good Steel]

I have a...somewhat selfish request to make. If I take some good steel and time, I could make truly good tools for the other craftsmen...and me, better than what we scavenged from the old place. I do not like to ask this, but it would be worth it.
Produce Master Tools, +1 Craft per turn.

[] Make some steel [1 Craft ; 1 Die that can be used for Wild project]

Send some boys to bring back iron, give me time, and I will make a quick bloomery and make some steel.
Produce 1 unit of Mediocre Steel

[] Make a True Bloomery [2 Craft]

If you give me some time to build a true bloomery and beat into some idiots how to use it, this Town could finally have something like a regular flow of steel… As long as other idiots can bring us iron…
Once built, the Bloomery will consume 1 unit of Iron each turn and produce 1 unit of steel of the same quality as the Iron consumed.

[] Armoring the throats [1 Craft, 2 Mediocre Steel] NEW

If I could, I would make armors for every person in town. But we do not have the steels, and I am the only one that really knows how to make them.
Still, I could produce enough steel gorgets to protect about half the men in the militia. Not good gorgets, mind you, but enough to survive all the beasts that try to rip our throats out.

Produce 1 unit of Steel Gorgets, enough to protect the throats of half the Militia.

[] Smith the Lord's remnants [1 Craft, 1 unit of Lord's bone] (Will trigger a roll for quality)

The bones of those beasts do not look like anything that should be in a living being. They look like metal, and they act like it. Give the words, and will try to make something from this…insult to God. Another one, I suppose.
Choose what will be made from the bones
-[] Weapons
-[] Armor
-[] Bullets
Crying Mother was once a happy woman, with a home and a family, loved for the quality of her weaving. No she just is Crying Mother, having abandoned her old name. She still uses her talent to help us, particularly the children.
1 unit of Fabric
Crying Mother will provide clothes,tissue and baskets to the people automatically.

[] Weave spider-silk clothes [2 Craft ; 1 Excellent Threads] (Will trigger a quality rope)

I never made clothes out of spider silk, or heard of people doing it. I will do it nonetheless, if you let me.
Produce 1 unit of Spider Silk clothes, providing good protection for no real weight.
No spider silk

[] Nets and traps [1 Craft]

I remember the fishwomen's songs. How to make nets and traps when one cannot buy or obtain ropes. The children will have fish to eat.
Produce nets and traps, increasing food from fishing projects.

[] The great mending [2 Craft, 1 unit of Fabric] NEW

Few bolts of fabrics, lots of clothes to mend or replace.
No matter, the peasant's women have long sung the ways to do much with little.

Mended and fresh clothes provided to Union. Help reduce unrest due to lack of clothes. +3 Morale.

[] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW

From where I came from, women learn the songs of the maiden of old, who made cloaks brown and green for their fiances, fighting evil men in the wood.
They tell how they were hanged, their cloaks still on their backs.
I remember the songs, and can make such cloaks, to hide in woods and wilds. I will just need the help of the Winter Walkers to give them colors.

Provide hiding cloaks for Union's wildmen and the skirmishers, enhancing their discretion.

[] Gambesons [2 Craft, 2 units of Fabric]
Not enough Fabric
John Granit is a strange young man, filled with nervous energy, always moving his gaunt frame and long fingers, shifting green eyes peering from under dirty blond hair. He was just a journeyman back in the Old World, and earned his mastery during the First Winter. He now tries to hide his fear and stress as excitement. I will not tell him that I can see right through him.
2 Excellent Bark (Giant Bark) and 1 unit of Excellent Wood (Giant's Wood) in stocks
John Granit will automatically produce wood furniture and help passively in the construction of wood buildings, reducing the needed progress of construction.

[] Make some barrels [1 Craft]

Barrels ? Well, of course I could make them, just need some nails from Arnaud ! Not really hard, just need to make enough for everyone !
Add Barrels to Union, reducing risk of spoilage and helping the transport of goods. - Wood

[] We need booze [1 Craft]

Yes ! Finally ! Barrels for wine, brewing vat for ale, finally something that is not boiled water ! Give the words, and I get to work right now !
Alcohol production started. Starting batch will be small, but may be expanded later on. +5 Morale. Winter Walker discovers booze.
People will automatically try to make alcohol with everything they find, including fireberries.
Alcool can be used to make gunpowder pellets.

[] Bark armor ? [2 Craft, 1 Excellent Bark] (will trigger a quality roll)

Armors of barks ? I, I could try ? I will need some help from Arnaud, and to try to see how this bark works… But if I succeed, that bark is hard as steel, and far lighter ! We could have woody plate armor !
Produce 1 Unit of Giant Bark Armor, equivalent to steel plate armor and far more light.

[] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (will trigger a quality roll) NEW

This newcomer, Alexandre, is full of stories ! He told me tales of old Rome, and their legionaries. I think that I could make a shield from the Giant's Wood that would be beyond all those warriors of old had !
Light enough to be carried, enduring enough to be used as a travois, and strong enough to stop all the claws and fangs of the Winter's beasts !

Try to produce Giant's wood shields for the Militia. Should be able to stop bullets.

[] Practice Engraving [1 Craft] (will trigger a quality roll) NEW

I like engraving wood, my master alway said it was good for the soul. The sorce…excuse me, Failure, said engraving can ward evils, and this reminds me of stories my master once told me. Stories I thought I had forgotten…
If you give me the time, I…would like to try making truly beautiful engravings.

John Granit practice engraving
Nixkamich was once the apprentice of an Awake leatherworker, tanning the leather of monsters. Now, his master is dead before teaching him much, and he will probably never see his home tribe again. Let's say that, despite the beauty of the tall, slim, native man, his bitterness is hard to miss.
1 units of Normal Leather (hunted animals) and 2 unit of Excellent Leather (Lord's furs and skin)in stocks
Nixkamich will automatically produce leather for the town
[] Produce Winter Clothing [1 Craft, 1 Normal Leather]

There are no clothes warm enough for Winter. You know it, I know it. But I can still do my best. Something that gives you another hour of life in the cold without turning you into a fat lump of furs.
Produce 1 Unit of Winter Clothing, reducing the effect of cold. 3 for the whole Town.

[] Lordskins clothes [2 Craft, 1 unit of Excellent Leather] (Will trigger a quality roll)

The skin of a Lord… do you even understand what this means ?
A Lord cannot be harmed easely by anything, cold, weapons, or even curses !
If I can make clothes from this…

Produce 1 unit of Lordskin clothes, count as Winter clothing and armor against mundane and supernatural attack.

[] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)

I heard from one of your tribe of the plagues you got back east, and the weirdo in black that try to cure them, with fucking beaked masks. Dumbest thing I ever heard. Dumb enough to work. Let me try to make some, for all the fools that can't stop themselves from touching every danger they can find.
Produce primitive protective gear, reducing the risk of dangerous work (Razorweed projects, for example)

[] Make husks tools [1 Craft] (Quality roll triggered)

Remember when we tried to make tools from the damned husks last season ? And how it failed to make more than knives ? I probably can make true tools from them. Before he croaked, my master was teaching me a way to shape things like the husks. Never had the space, tools or minio...assistants to try it, now I got all of what I
need !

Produce 1 Unit of Husked Tools, count as steel tools, ????
It is time to make gunpowder for our people… even if we still lack most of the infrastructure to produce it…

[] Produce Serpentine Powder [2 Craft, 2 Die that can be used on Wild actions]
Producing Serpentine Powder is simple enough: gather charcoal, sulfur and saltpeter, crush them in mortar, and get your powder !
Sadly, serpentine is less powerful and stable than black powder, meaning this production will be inferior to our old powder.
And it would be easier if we did not have to send gathering teams for every production.
Produce 2 units of Serpentine Powder, inferior to normal Gunpowder, and less transportable.

[] Set-up a Gunpowder workshop [0/50]

If we want to more easily produce gunpowder, we will need a workshop, well protected, with massive mortar and pestle to crush and mix all the gunpowder. Let's send a few people to make rough ones from local stone, and build replacement for the apothecary mortars we are currently using.
Gain Primitive Gunpowder Workshop, reducing needed Craft for Produce Serpentine Powder by 1. Unlock new projects to enhance the workshop.

[] Set-up Charcoal Burning[0/50]

Setting-up a major charcoal burning operation would provide fuel to the people, and stop the need to produce charcoal in separate bach each time we need to make gunpowder….
Gain Charcoal, -Wood and +Fuel per turn, produce enough charcoal for one production of gunpowder per turn, helping to reduce the number of dice needed for gathering during powder production. Help quality of local steel.

[] Saltpeter caves Trails [0/75]
The saltpeter gathering spots are mostly caves, many filled with bats and quite hard to reach. By setting-up some trails, we could make the gathering simpler for our people.
Reduce the number of dice needed for gathering during powder production, Saltpeter more available.

[] Make some sieves [2 Craft]

To produce true gunpowder pellets, we need good sieves, and we sadly lack coarse fibers like horse hair to make them. It seems a few people will have to give up their hair…
Human hair sieves made. First Step to unlocking Gunpowder Pellets production.
Warning ! The making of gunpowder pellets requires wetting the gunpowder with a flammable liquid before drying it and separating it into pellets !
Work done far from sight in the Atelier, with the council of the wise of Union. When the craftsmen work on those projects, they do not bicker or fight. And they do not sleep well once their work is done.
Do not abuse the Occult projects.

[] Make Gift-Holder (currently 1 owned) [2 Craft]

Take a stone, and engrave it with figures that hurt the minds.
Fill a bowl with fresh blood, and add the nauseous herbs until the blood is almost black.
Put the stone in the bowl and heat with stones heated under a fire of rotting wood.
Watch at all time.
The stone will now hold the Gifts of the Tribute-Takers, and prevent them from being given to those near the wearer.
Produce 1 Gift-Holder

[] Gift-Breaker (currently 1 owned) [2 Craft]

Take the corpse of a being dead in pain.
Waste all but the bones.
From all the bones except one, make tools.
Engrave the last bone in a hut filled with the smoke of meat left to rot and then burned, in a bowl filled with the ashes of the rotting meat.
When all the tools are broken, and all that is left of the last bone is a point, the work is done.
Produce 1 Gift-Breaker

[] What to do with ashes ? [1 Craft] (Will trigger a quality roll) NEW

The ashes worn by Sara have power, but they are still ashes.
So do the ashes of the scarecrows burned each Autumn by Union.
How to use them ? How to integrate them with steel,powder, leather and clothes ?
At the very least, they may be turned into talismans, worn around the neck…
Explore how to use the power of ashes
Our wise ones, surgeons, apothecaries and healers, now work together. They grumble, they fight, but from their shared workshop come remedies and ideas.
The Apothecary Workshop passively increased the quality of healthcare and the potency of the herbs used in Union.

[] Concentrated Fireberries [1 Craft] NEW

Our wise would truly like to compare their ideas and methods on how to concentrate and strengthen the effect of fireberries, to create an elixir of warmth.
This would prove who is right.
Learn how to concentrate the effect of fireberries, increasing their effect. ???

[] Elixir of wakefulness [1 Craft] NEW

Razorweed leaves can strengthen one focus and allow one to ignore fatigue. Our wise things could increase those properties, producing an elixir that would allow our people to work or fight without rest for days.
However, they warn us of the potential side effects of such an elixir, and that one should never take the elixir more than once a month.
Learn how to produce elixirs of wakefulness from Razorweed. Will be automatically given to those going on expeditions or raids.

[] A surgeon's tools [1 Craft] NEW

Some amongst the wise argue that they should all be trained in surgery and given the needed tools of this craft.
This would take little actual steels, but a lot of attention to produce sufficient tools and train our wisdom in this craft.
Our veteran surgeons warn us that only experience can separate a good surgeon from a butcher….
Wise of Union trained and prepared for surgery…as best as possible for the time period.
[] Build a Pottery Kiln [0/50]
We could easily make a good Kiln to produce some much needed pots and utensils for the people. Just need to make them one by one until we find again how to make them without ruining the pottery. And probably find some good clay after that.
Unlock basic pottery

[] Build a Stonemason Workshop [0/50]

Sadly, we no longer have any one truly experienced with stonework in town. So the best next thing is to build a workshop with some of the maillet and chisels we still have from the old settlement, and give people time to work until someone shows talent in stone working…
Or at least we had to, but it seems some of the Unchained did work as stone mason before they were…chained.
Unlock basic stonework, +1 Craft


Raids, Expeditions and Diplomacy
Any die can be used for those actions, representing those sent for the mission

We can come to places away, be it to explore, to negotiate or to kill.

[] The Awake Circle [Expedition] [Danger] :
We have found the emplacement of a hidden old training ground of the Awake, filled with their secrets and treasure. It lies at the end of hidden, misty paths, at the edge of the old Winter Walker domain. If we can travel those past without being lost in the mists, escape the Awake's traps and triumph over the shades of ancient wardens, the bounty of centuries could be ours. If. Know loots: Awake lore, magical weapons, and items.

[] Scout a murdered Home
[Danger][??? DC]
There are a few places where our people still hear the screams of the dead, and the Winter Walker's old home is one of them. This is a town sacrificed by the Tribute Taker, home of the Flayed Court. We will need to clean up this place sooner or later, but before we need to know what to expect. The scouts will not like this. Information on the Flayed Court

[] Burn the Lesser Pit
[Expedition][Danger]
Our scouts found part of the Tribute Taker domain. They have also found a vulnerability. Amongst a few settlements of starving slaves, lie one of the pits used by the Takers priest, deep enough into Taker land that it is nearly unprotected, and away from the water. If we want to hinder the Takers before they attack us, and learn more about them, we should strike this place. The plan is simple: get in without being noticed, attack at night, burn the place and leave fast. Damage to the Tribute Takers, Information, Occult item, potentially freed (?) slaves.

[] Meet our neighbors

There are people near us that could be our allies, or at least our trade partners. It would be worth it to send a party and meet them, to see what we could exchange.
-[] Sheperds [Meet][???]
Once humans from the old federation of the Winter's Walkers, they have been harshly mutated by their new lives, becoming hard to differentiate from their livings and undead herds. It would be a charity to help them, and we would not say no to meat or cattle, as weird as they may be.
Potential trade goods : Meat, Animals, Scraps of occult lore

-[] Mistmen [Meet][???]

Strange fishermen protected by walls of mists around their town and venerating a great beast under the waves, they are weird even by the standards of the New World. However, an alliance with good mariners would be more than useful to Union. We could send a raft with Old Seadog to meet them, since he is the only one that can traverse the Mist in Union.
Potential trade goods : Fish, Nautical help, Sea-lore

[] Raid our neighbors [Danger]
There are people near us that we could raid, to take what we need to survive the Winter. We will come in the night, hard and fast, and take what we need.
-[] Sheperds [Raid] [???]
Once humans from the old federation of the Winter's Walkers, they have been harshly mutated by their now new lives, becoming hard to differentiate from their livings and undead herds. It would be a charity to put them down.
Potential Loot : Meat, Animals
Know Defenses : Herds of animals and animistic humans, both livings and undead.
-[-] Mistmen [Raid] [???]

There is now way we could invade them from the sea or the land, now with the Mist shielding them, at least for now.
Find a way to pierce the mist to raid them.
[] Follow the path of the First Walker [99/150]
The Moundlake was the tomb of the First Walker, the founding hero of the Winter Walkers, first to face the Winter alone and survive, slayer of monsters and bringers of wisdom. They want to find him. They need to find him.
Follow the path of the First Walker

[] Raids the Corrupt throught the Rivers [Danger] [?? DC]

From rivers still uncorrupted by their arts connected to the Moundlake, we can now strike the Tribute-Takers outposts in the periphery of their domains, and leave before they have time to react or send their servants against our faithful people.
Let us bring fear in their hearts.
Launch short river raids against the Tribute-Takers.

[] A river to the West [0/75]

There is a path through the Moundlake toward the mountains, bypassing both monsters and the perimeter set up by the people of the west.
Our people will travel upriver, through wilds, forests and stones, until they reach the sources, high above, in the mountains.
Reach and begin to scout the Appalachians mountains.

[] Gifts for the Takers [Risky] NEW

The Tribute-Takers are spreading, seeking new beings to use and corrupts. We have found and hindered their projects. We could go further, and turn their work into poisoned gifts. This would be only justice.
-[] Break the Beasts Chains [?]
I
n the south, near the marsh, the Tribute-Takers have tried gathering and caging great beasts that seem made up of rotting woods and plants. We have dealt with their convoys, but our prisoner has told us of camps in the swamp, filled with caged, angry creatures.
If they were freed…
Liberate and unleash swamps monsters on the Tribute-Takers
-[] Water Works [?]

In the north, the Tribute-Takers are twisting beavers and making them work on some strange projects, shaping the river's current with dams of woods.
We have dealt with the Takers' outposts, and our prisoner has given us the location of dams .If we destroyed them, we could bring a good deal of turbulent waters to the Tribute-Takers's shores.
Destroy the northern dams, bringing a lot of water toward the Tribute-Takers
[] A Lordly Invitation [??]

In the west, the Tribute-Takers have built altars, trying to beseech the Lords that walk those lands. Now that the altars are burned, and the Lords still gathered, probably wondering why they do not obtain more offerings, we could try attracting them toward the Takers' lands, and let two problems fight each other.
Provoke and attract the western Lords toward the Tribute-Taker lands

[] Attack Tribute-Takers Expeditions [0/150] NEW
The Tribute-Takers have grown accustomed to sending lightly protected expeditions to the surrounding lands, trusting on their deals with their patrons and their control of the local tracks.
Now that we have…extracted the locations of some of those tracks from our prisoner, we could directly raid those expeditions, earning an easy victory against the Taker.
Attack Tribute-Takers expeditions, inflicting damages and hindering their activities beyond their lands. Potential Loot.


Knowledge

Much to do, much to learn, and never enough time. I understand now why the elders are so impatient.

[] The Mindless Ones [Death] [???]
The Silent Blades are almost mindless. They are much like the husks that attacked us, empty vessels going through the motion of existence. So, what allows beings bereft of will to moves and acts? What guides them, what moves them? And how did my song bring such beings to our side?
Better understanding of the nature of mindless undeath, what drives them and how to control them.

[] The Nature of Mourning [Death] (Mourner and Personal Dice Only) [? DC]
The Mourning is what separates me from my people. It is what allows me to hear the dead, to touch them, to feel what they feel. The Mourners tell me that they can feel it too, the call of beyond. A feeling of having a soul…less bound, that can shift around in their bodies.
What other effects are caused by Mourning? What separates truly a Mourner from others? What causes someone to become a Mourner? Can a Mourner become normal again? Many questions to answer. Information on Mourning

[]
The Fruits of Flesh [0/40]
We now have a full stock of the fleshy fruits of the EyeVines. Now it is time to test them. Can they be safely eaten ? Used to fertilize the lands ? has sacrifices ?
Determine property of the FleshFruit

[] Forceful Reciprocity NEW

Cursed be the art of the Tribute-Takers, that "gift" curse and pain, and in exchange demand all that the innocent have.
With the dark tools we have taken from the Takers, we shall learn how to combat and destroy their craft.
-[] Free the Enslaved [0/100]
The Tribute-Takers use their tools to bind to their wills their victims, turning men into things to be used.
In the tools we have taken, they are few, lesser spirits enslaved, and we shall find how to liberate them, and break the Takers's bound.
Find how to break the Tribute-Takers spiritual enslavement

-[] Get back what was Taken [0/200]
The Tribute-Takers take freedom, life, joy. Their very tools are made for this goal. Is there a way to recuperate what they take ?
Find a way to take back what the Taker steal

-[] Break the Chains of Gifts [0/300]

From their masters, the Takers take gifts that they give to their victims, in exchange for offerings they give back to their patrons. This is the chain of Forcefull Reciprocity, the triangular cycle that feed the Tribute-Takers.
If we could break this chain, we could crumble all the work of the Takers, and let the price of their bargains fall upon them.​
Find a way to break the way Forceful Reciprocity allow to trade back and forth spiritual ills and offerings.

[] Teaching of Failure [DC 40 (transmitting knowledge)/80(transmitting the deeper secrets)] (Only die from Failure can be used)

Failure as much to teach, but his arts are neither easy nor fast to understand, and few have the capacity to learn the deepest secrets of his arts. Nonetheless, he is ready to try to transmit what he knows.
Allow transmission of Failure's arts. Even if this action is not taken, an automatic roll at no cost will take place in 2 turns. What art will and may be transmitted will be determined at random.
You have already learned Curse-Breaking from Faillure.

[] Heal the Wounded UPDATED

The wounded Voices whimper in the central square of Union, weakened in wounded vessels, bleeding colorless sap on the ground.
We gave them our ashes and manure, and slowly they healed.
How shall we help them further ?
-[] We shall empower them with the Breathless Song [DC ??] (Demand [Death Singing] die)
-[] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??]
-[] We shall bathe them in the healing smoke of herbs [DC ??] (Will use herbs)
-[] We shall give them the ashes…[Free] NEW
--[] From the Giant's Wood [Consume 1 unit of Excellent Wood]
--[] From the scarecrows filled with our nightmares we burn each autumn
--[] Write-In

[] Rites of Death [0/150] [Death] [Freed] NEW
On the lands of Union, death is far from permanent, and the last sacraments not enough. To counter this, the voices of the fallen tell me, we could create new rites, to ensure the souls left on this earth are untouched by Winter and may join the Freed or sleep away the years in their graves until they can finally join Heavens.
Develop new rites to protect the souls of recent dead
-[] Rite of Repose [0/50] NEW

Alexandre knows a rite of the Order of Lazarus to put to sleep and protect restless souls through an exhausting night of chants and prayers, in a way that has been tested and refined by generations of lazarites, However, this rite was not developed with helpful spirits like the Freed in mind…​
Spread the Rite of Repose, a Lazarite rite to put the soul of the dead in a deep, protective sleep.

[] Alexandre studies [Task] [Alexandre Die] NEW

Alexander is less wise than Failure, less learned in the secrets of the world, and less powerful and perceptive than me.
But he is learned, having been educated by an order with centuries of accumulated knowledge on the supernatural kept in their libraries.
We could let him help us in our studies, rapidly finishing our studies than what he learned.
But his conclusions would be shaped not by wisdom or experience, but by what he has read in a far away library…
1d3 Knowledge projects will be automatically finished. The results of those projects will be bias of Alexander and of the Merciful Brothers of Lazarus.

[] What are the Freed ? [Freed] [Dead] [0/75] NEW

The Freed have been our faithful allies, but we know little of them.
Some of our learned folk, who can now hear the whispers and advice of the dead, want to go live for a season in Deadtown, and learn all they can on how our allies from beyond the grave exist, beyond even what I can see.
Exhaustive review of the Freed, their nature and capabilities.

[-] On Curses
[1/3]
We have begun to gather lore and experience on the nature of Curses. We will need far more. 3 encounters with Curses will unlock new options.

[-] Gates of the Underworld

There is but to be learned from Death in this land.They are gates below waiting to be opened. 10 [Death] actions completed will unlock new options.


The Council

The Council is hard at work, integrating new bodies and souls into Union.

[] Master and apprentice [30/?? DC]
Since tools go to those that merits and need them, there are debates amongst our peoples. If the allocation of axes, plows or shovels is done to those that do hard work this season when the people gather to debate, there are those skilled craftsmen that jealousy kept there tools, arguing that there skill and experience give them right to them, will others want those tools for the hard labors they provide. This is not urgent, as far as conflicts go, but we should set precedent.
Deliberate on the rights of craftsmen on tools ownership.

[] Expand the Council [DC 30/ ??/??]

Now that Union as a true gathering place, we have the space to expand the number of people able to gather and plan everyday. Recruiting new Council Members would give more leaders for the various projects of the town, and give voice to more groups in the day-to-day government of Union. Especially now that we have new people in town...
However, we would first need to decide how Council members are recruited.
Open sub vote to decide how Council members will be recruited. Depending on the roll, unlock options to expand the number of Council die.

[] Give power to the Assembly [DC 30/ ??/??]

The Assembly is the name given to the chaotic meeting of most adult members of Union every week at the Town Hall. Giving power to the Assembly would please our people, by giving them more power over their own lives, and facilitate the task of ruling the town, even if the Council will complain about « letting the young fools waste time ».
At least, it will please the elders by giving them an excuse to organize the Assembly and stop Joan from complaining about his neighbors every single week.
He can just move !
Open sub vote to decide the power of the Assembly. Depending on the roll, unlock options to earn new dice that will be automatically assigned each turn, representing people doing their things beyond Sara and the Council control.

[] Create minor Councils [DC 30/ ??/??]

A truth that the Council do not like is that many of them are quite specialized on a few issues, and mostly useless on others. The old soldiers and mariners, for example, rarely open their mouths to discuss anything but the Militia and the sea.
With a little convincing, they could create minor Councils under them, made of actual Council members able to vote on Council matters and of specialists, to deal with specific issues more efficiently.
People already discuss how to direct the Militia beyond «Sara command it in Winter», and organizing my Mourners into something more than «peoples that follow me » would be good for them.
Open sub vote to create the primitives beginning of specialized committees. Depending on the roll, will unlock options to specialize dice, reducing the types of actions that they can be used on in exchange for increasing their numbers and giving them bonus.

[] Captain, Officers and Priest [DC 20/50/70/??]

With the addition of Andreyas and Failure, Union holds four souls that hold great influence thanks to their skills and reputation, and beyond the rights and duties of a Council member.
Worse, these souls command the loyalty of their own followers, beyond the fealty owed to Union.
My Mourners, the Son's skirmishers, many of the Unchained for Andreyas and Failure…what would these people do if they had to choose between Union or their leader ?
This cannot continue, our role and duties must be put into laws, for us and for our followers.
Develop legal status for Heroes and their followers.

[] Funerary Practices [DC 25/75/ ???] NEW

Union do not have any official policies on how to deal with the dead, with the body left to the family and the duties of caring for the mourning kin left to me.
There was none for it was common sense amongst the Colonists and the Winter Walkers to either bury the dead deep or carry them to the Deadtown, to be cared for by the other dead.
But now, with more and more people joining Union, good practice should be made into laws.
Set up official funerary practices.

[] Principles of Union [DC 40/80/???] NEW

Union was born from two people joining together despite their difference, united by a common humanity and their struggle against Winter.
Now, new people have joined, and more will probably join us in the future.
It is perhaps time to sit down, and truly think about how we can more easily join foreigners to our Union.
Union develop integrations policies.


Death Singing

The breathless song, found by Sara and learned by the Mourners.

[] Practice the Breathless Songs [Death Singing] [30/?? DC] UPDATED
When one sings for the dead, it is not with the voice. The spirit shifts and booms like a drum, resonates until it reaches others.Training will bring strength, and understanding. Enhance Death Singing for the allocated Dices.

[] Teach Death Singing
[Death Singing] UPDATED
There are others that can be taught. Their souls shall thrum and ring and sing without breath. It will not be easy. But the ashes worn by Sara and the Mourners will make it easier.
Where should we seek our students?
-[] The Warrior's Son [Teach] [50 DC] Warrior's Son dice becomes [Death Singing]. Hear is Father better.
-[] Failure [Teach] [Task] (1 die) Failure die becomes [Death Singing]. May increase Failure's might. ??
-[] Alexandre [Teach] [Task] (1 die) Alexandre die become [Death Singing]. You will learn how much Death Singing is compatible with the teachings of Lazarus.

[] Shepherds for Corpses [Death Singing] UPDATED
As the Lord once did, shepherds shall go into the wilds and sing the song of Hope. they shall walk to the place where the broken dead lie, souls in tatters and broken bodies. they shall sing, and bring them back, to become a new flock. For such is the duty of a Shepherds, as Lazarus once did in the time of old.
Earn a Dead Dice
Where will the shepherds go?
-[] Bones Hives [Shepherds][27/100] : Broken bones and souls, long separated from the greater whole, crawl upon the ground like insects in this place. They gather, numberless, and become the many-in-one, souls united into a fragile, primal mind. We shall go to the hives and convince some of the broken united to follow kinder ways.

-[] The Trophies [Shepherds] [0/100] : The remnants of a grand beast's hunts lie gathered in this place, trophies with souls forever bound to them, for the glory of a peerless hunter, and the pain of its prey. We shall go amongst the trophies and convince them to seek freedom from their chains.

-[] Drowned Coves [Shepherds][0/100] : Bloated corpses spit out by the waves lie in this underground cove, body and soul filled and rotted away by water. They mindlessly slither on the rocky ground like gigantic pale snakes, leaving behind them murky water. We shall go where rock and water touch and give back humanity to those in need.​

[] Songs of Faith [Death Singing] [0/100] NEW
Let's sing the breathless songs when our people pray, and make the souls resonate with one another.
Let the breathless song by a new to pray the glory of the Lord, from the soul itself, untouched.
Let my Mourners become helpers for the faith of others.
Associate the Cult of Saint and Ancestors with Death Singing. Death Singers will be able to perform religious projects.

[] Songs for the weary warriors [Death Singing} [0/100] NEW

I have many new Mourners now, all ready to do their duty for Union.
Let us be trained in the ways of wars, so that they may follow and help our warriors on their own duties.
Mourners trained to used Death Singing during physical combat. A few Mourners will follow and help during Expeditions and Raids no matter the die attributed.

[] Reach beyond the veils [0/200] NEW

Alexandre has told me stories of the necromancer of old, those that could with the help of the dead peers beyond the veils of the world and thrown their sight miles beyond their bodies, or try to perform divinations (which are forbidden by the Good Book).
I…have practiced this craft without any real intent for years now.
Perhaps I could…turn what I have learned into a true practice, something that could be used by Union to spy upon the evil works of Winter and the Tribute-Takers.
Necromancy (divination through the dead) is developed by Union.


[-] Tireless Practice, Breathless Songs
[3/5]
Practice the songs of the soul until they are as natural as the speak of the flesh. Practice makes perfect. 5 [Death Singing] actions completed will unlock new options.

Sara Smith, The Mourner

My duties continue, as alway.
From Failure, I have learned knowledge my father would find heretical.
From Alexandre, I will perhaps learn knowledge he would say is sacred.
And I wonder what truly separate those knowledges...
(Only Personal Dice can be used on Sara Smith actions)

[] Tales of the Saints and Heroes [DC 20/50/??]
I shall bolster the strength and faith of the people of Union with tales of the Saints and Heroes.
May their examples guide them toward salvation and righteousness.
Choose one tale
-[] The tale of Saint Nicholas, the Gift-Giver
Reduce cultural tension in Union, +1 Morale each Spring (Gifts of the Dawn)

-[] The tale of Maze-mother, Tamer of Maze
Increase this year harvest.

-[] The tale of Saint Joseph, the Father of the Lord
Strengthen families bound, help children grown and learn.
-[] Another Saint or Heroes (DC becomes 40/80/??, unknown effects)
--[] Mary, mother of Jesus

--[] Saint Francis, patron of animals, herders and preserved nature

--[] Saint Michael, the Dragonslayer, patron of monster hunters

--[] Saint Lazarus, the Resurrected, patron of the ills and cursed

--[] Saint George, the Soldier, patron of England and Ethiopia

--[] First Walker, founder of the Awakes, patron of warriors and protectors

--[] First Dreamer, founder of their order, patron of the hopeful and wises

--[] Burned one, who sacrificed himself, patron of fires, hearts and martyrdom

--[] (Figure) Shango, ancestor of some of the Unchained and lord of thunder

--[] Death

--[] Write-In, add a christian Saint,or a figure of Algonquin or West African Myth and Legend (the Winter Walker are far more into ancestors worship than any existing Algonquin culture).

The Tale's effect will persist until next Winter. If the second DC of a Tale is reached, an action will be unlocked to integrate the tale and example of the Saint or Hero into the common practices of the Cult of Saint and Heroes, turning the Tale bonus into a permanent one.
Union can for now integrate two tales as permanent bonus.

[] [Freed] Unite Broken Kin [???]

In Deadtown and Union, there are kis, separated by death, and even my Mourners struggle to be united with those they lost, for the change of dead alters people, giving them new urges, making them easily distracted, lost in the memories of their lives, unaware of time.
The kin can whisper with one another, but they cannot truly be together, cannot stay long. They are bound if for now one of council and protection for an anchor on memories and this world.
But I can use my song to truly unite them.
I can ensure kin can meet beyond the veil of death.
It will be long, it will be hard, but I can do it.
Long and hard project to unite the people of Union and the Freed.
Will at least eliminate morale malus connected to the undeath.
This project will become simpler as other, related projects are completed.

[] The pains of an Old Mariner [0/150]

Old Seadog Jones… a man who refuse to share is real need, who hide is pain behind grumpiness and mariner speech.
I can feel the weight of all he has seen on the seas, the eyes of drowned friends upon him.
I can help him, reach through his walls and help him heal. Help him become what he once was, not an old, saltbitten dog, but a proud mariner, back unbent.
Old Seadog Jones becomes a hero unit. Die and traits will be determined at the end of the project.

[] The Anchorless [0/50]

Spirits of old, that have lost their bodies and bound to this world, losing forms and memories.
They cling to me like drawing men to a piece of floating wood, and whispers in my ears all they still know and all they still see.
From my songs, and from the bound the people of Union forged with the dead, they have won strength, and can now think again. They have sworn to serve me, and ask for new anchors, to be bound to the word.
Anchor them to :
-[] [Freed] Deadtown, let those lost soul join the Freed (strengthen the Freed)
-[] Some of my Mourners, let the anchorless rest in holes-filled souls (strengthen the Mourners)
-[] The Blades, let mind guide them (give mind to the Blades)
-[] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
The results are vague, for it is the first time Sara try such endeavor, but know she has the strength to undo her work and the Anchorless if necessary.

[] Path of Dream
[Risky] [Expedition]
In the realm of sleep lies a kingdom of Dreams, where death and pain are but bad memories, and where the Dreamers once gathered. I shall partake on strange herbs, and inhale their multicolored smokes, and go on a journey on the path to this kingdom, braving nightmares and ill spirits on my path. Reach the Dreamed Realm. Obtain Dreamers lore and techniques.

[] Select Candidates

I should select some candidates to become Captain if something ever happens to me, or when God will call me to His side.
And probably more than one.I am not a queen.
Select as much sub-options as you want
-[] Andreyas Sarsas[Free, no die needed]
I could try to select the Prince, he is an experienced leader, if overly prideful…But I am not sure if I know him well enough.

-[] Find good candidates [DC ?]
I could take some time seeking people worthy of being Captain after me, I am sure there are still hidden gems in town. Roll to find good candidates
No matter the sub-options taken, candidates will begin to automatically try to learn how to be a good Captain when chosen.

[]Gathering of heroes [DC ??]
Union now held many strong souls, with their strength, weakness…and disagreements. It is my duty to ensure these souls stay strong and united. I shall gather them and convince them to become better.
Can enhance the Heroes of Union.

[]Intensive Learning [DC ?]

I have learned much from failure during the Winter in how to fight and break curses, but I still have much to learn…
I simply need to let Failure use his…"less agreeable ways to teach"...So be it.
Sara is intensively teached by Failure on the occult arts. Sara will learn faster and better than almost anyone in Union, and will not burden overmuch Failure time.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Another hard fought update.
1 day Moratorium.
 
Last edited:
Scheduled vote count started by OldShadow on Feb 18, 2024 at 6:22 PM, finished with 136 posts and 20 votes.

  • [X] Plan Hunt Preparations
    -[X] [Mandate] Dead Mariners on the waves again
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] Razorweed
    --[X] Feed the Razorweeds [0/25] (1 Native Die)
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
    -[X] Hunt
    --[X] Game [0/30] (1 Son's Skirmisher Die)
    -[X] To find dogs [0/100] (1 Son's Skirmisher Die)
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Formation Training [10/100] (1 Militia Die)
    -[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] What to do with ashes? [1 Craft, Quality Roll]
    -[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
    -[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
    -[X] Meet our neighbors
    --[X] Shepherds [Meet] (1 Native die, 1 Colonist Die)
    -[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
    -[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Heal the Wounded
    --[X] We shall give them the ashes…[Free]
    ---[X] From the scarecrows filled with our nightmares we burn each autumn
    -[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
    -[X] Teach Death Singing [Death Singing]
    --[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
    -[X] Shepherds for Corpses [Death Singing]
    --[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
    -[X] The Anchorless [0/50] (1 Personal die)
    --[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
    [X] Plan Hunt Preparations Plus Fire
    -[X] [Mandate] Dead Mariners on the waves again
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] Razorweed
    --[X] Feed the Razorweeds [0/25] (1 Native Die)
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
    -[X] Hunt
    --[X] Game [0/30] (1 Son's Skirmisher Die)
    -[X] War in the Woods
    --[X] Unleash Fire [0/50] [Dangerous] (1 Son's Skirmisher Die)
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Formation Training [10/100] (1 Militia Die)
    -[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] What to do with ashes? [1 Craft, Quality Roll]
    -[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
    -[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
    -[X] Meet our neighbors
    --[X] Shepherds [Meet] (1 Native die, 1 Colonist Die)
    -[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
    -[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Heal the Wounded
    --[X] We shall give them the ashes…[Free]
    ---[X] From the scarecrows filled with our nightmares we burn each autumn
    -[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
    -[X] Teach Death Singing [Death Singing]
    --[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
    -[X] Shepherds for Corpses [Death Singing]
    --[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
    -[X] The Anchorless [0/50] (1 Personal die)
    --[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
    [X] Plan Slash and Burn
    -[X] Test the Sambankoli [0/50] 1 Unchained Die
    -[X] The Wicker Man [21/100] 2 Colonist Dice
    -[X] Plant Flax [Task] [1 Workforce Die] NEW 1 Unhardened Colonist Die
    -[X] War in the Woods
    --[X] Strike from behind [0/150] (Unlocked by the Old Ways) 1 Warrior's Son Die, 1 Son's Skirmishers Die, 1 Militia Die
    --[X] Unleash Fire [0/50] [Dangerous] NEW 1 The Son's Skirmishers Die
    -[X] True Homes for a True People [101/140] 1 Colonist Die
    -[X] Granaries and Seed-stocks [41/50] 1 Native Die
    -[X] Train Champions [0/100] 1 Unchained Die
    -[X] Remember the Fallen [0/70] 1 Colonist Die, 1 Native Die
    -[X] Hospital [0/150] 3 Colonist Dice
    -[X] Make Master tools [2 Craft ; 1 Good Steel]
    -[X] Make some barrels [1 Craft]
    -[X] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] Follow the path of the First Walker [99/150] 2 Native Dice
    -[X] The Fruits of Flesh [0/40] 1 Failure Die
    -[X] Forceful Reciprocity NEW
    --[X] Free the Enslaved [0/100] 1 Alexandre Die
    -[X] Expand the Council [DC 30/ ??/??] 1 Sara Die, 1 Council Die, 1 Andreyas Sarsas Die
    -[X] Funerary Practices [DC 25/75/ ???] NEW 1 Sara Die, 1 Council Die
    -[X] Shepherds for Corpses [Death Singing] Earn a Dead Dice
    --[X] Bones Hives [Shepherds][27/100] 2 Mourner Dice
    [X] [Mandate] Dead Mariners on the waves again
    [X] [Mandate] Do not take on a Mandate
    [X] Chimeraguard
 
Ooh, so many new options.

Just looking at Craft, I think we should use the fabric to mend clothes. We have a way to make more with flax and we are not sending the wildmen to scout again this year.

Better to increase morale.
 
[] Hospital [0/150] NEW
Alexandre tells me that the work of Order of Lazarus takes place in an isolated, carefully prepared building, where those afflicted by the supernatural can be cut from any ill influence and helped to recuperate in peace, and where healers and caretakers can be carefully trained.
He ask us to build such a Hospital.
Ok, with the smallpox hanging over our heads like the Sword of Damocles, we want to finish this before winter
[] To protect animals [0/75] NEW
Union now has turkeys and chickens, and already they give us feathers, eggs and kill vermines. It would be a bad blow if we lost next Winter all those wholesome beasts (no matter what some think of cats, they are better than any servants of Winter).
We could build two underground coops below the town hall, to keep all the poultry well protected during Winter, away from most dangers.
Build an underground Winter coop for the poultry
This seems like a perfect use for one of the blade's dice...
The Blood-Lovers hold fast, Giant of blood-wood against us,dark and old. We ask for help to break them. We ask you to cut. We ask you to burn.
-[] Unleash Fire [0/50] [Dangerous] NEW
It is Summer, and soon even the deep woods will be somewhat dry. With a little help from the Sun-Loving to ensure a clean burn, we could prepare and spread a vast fire in the land of the Blood-Loving. Of course, the moment they realize what we are doing, the Blood-Loving will strike us will all they have…
Try to start a forest fire amongst the vessels of the Voices of the Blood-Loving Woods. Expect a counter-attack, and death if you are unprotected.
Well, we should definitively do this because the voices are directly asking us to do so, and increasing our relationship with them also probably means more wood per year...
[] The pains of an Old Mariner [0/150]
Old Seadog Jones… a man who refuse to share is real need, who hide is pain behind grumpiness and mariner speech.
I can feel the weight of all he has seen on the seas, the eyes of drowned friends upon him.
I can help him, reach through his walls and help him heal. Help him become what he once was, not an old, saltbitten dog, but a proud mariner, back unbent.
Old Seadog Jones becomes a hero unit. Die and traits will be determined at the end of the project.
Any hero unit is welcome, especially useful if we pick Dead Mariners on the waves again
 
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Well, we should definitively do this because the voices are directly asking us to do so, and increasing our relationship with them also probably means more wood per year...
Well, no, they asked basically the same thing last turn. That's just their general "hey, we made that deal for you to help us and we'll help you" expectation.

So, here was my original plan before the turn itself came around with all the updates:
[ ] Plan Hunt Preparations
Fields
-[ ] Test the Sambankoli [0/50] (1 Unchained Die)
-[ ] Razorweed
--[ ] Hedge building, Phase 2 [0/200] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
--[ ] Feed the Razorweeds [0/25] (1 Native Die)
-[ ] The Wicker Man [21/100] (2 Colonist Dice)
Wilds
-[ ] Dog-Searching [0/??] (1 Son's Skirmisher Die)
-[ ] Hunt
--[ ] Game [0/30] (1 Son's Skirmisher Die)
-[ ] Take our share of Wood [Task] (1 Silent Blades Die)
Town
-[ ] True Homes for a True People [101/150] (1 Colonist Die)
-[ ] Granaries and Seed-stocks [41/60] (1 Unchained Die)
Crafting (5 Craft Points)
-[ ] Make some barrels [1 Craft]
-[ ] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[ ] Lordskin Clothes [2 Craft, 1 Excellent Leather, Quality Roll]
-[ ] What to do with ashes? [1 Craft, Quality Roll]
-[ ] Saltpeter caves Trails [0/75] (1 Colonist Die)
-[ ] Set-up Charcoal Burning [0/50] (1 Colonist Die)
Raids, Expeditions and Diplomacy
-[ ] Meet our neighbors
--[ ] Shepherds [Meet][???] (1 Native die, 1 Colonist Die)
-[ ] Follow the path of the First Walker [101/150] (1 Native Die, 1 Warrior's Son Die)
Knowledge
-[ ] The Mindless Ones [Death] (1 Alexandre Die, 1 Personal Die)
-[ ] The Fruits of Flesh [0/40] (1 Failure Die)
The Council
-[ ] Master and apprentice [30/?? DC] (1 Council Die)
-[ ] Expand the Council [DC 30/ ??/??] (1 Council Die, 1 Prince Die)
Death Singing
-[ ] Teach Death Singing [Death Singing]
--[ ] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
-[ ] Shepherds for Corpses [Death Singing]
--[ ] Bone Hives [Shepherds][27/100] (2 Mourner Dice)

Remaining Dice: 1 Militia
Dice Deliberately Unused: 1 Silent Blade
So now the question is: What should we change? We could turn Shepherds for Corpses down to one die, since it's gone from a /150 Progress project to a /100 Progress one. The odds still aren't great for completing in one turn, but with the help of omakes, it's not absolutely terrible.
 
A long and juicy turn!

Will ponder for actual plan thoughts, but here are some
Get a fully repaired (some would say resurrected) gallion
gallion -> galleon

This is alway a choice
alway -> always

Defense, unlock Razorweed traps.[/JUSTIFY]
A wild JUSTIFY tag

but strange forms slitter
slitter -> slither

A slitter is something that slits, and even then is an odd word.

Lithes, portable riverboats made from hollowed trunks
Lithes -> Lithe

(even if not seaworthies)
Was a bit confused by this one, wasn't sure if you meant it could also repair non-seaworthy ships, or that it was insufficient to repair things to a seaworthy level.

the most crucial is too turn the Militia
too -> to

(like the canons…or you)
canons -> cannons

Militia learn formation fighting and shield walls tacticts
tacticts -> tactics

Smiting -> Smithing

-[] Mistmeen [Meet][???]
Mistmeen -> Mistmen (I think? unless they are the Mistmeen!)

Destroy the northern damn, bringing a lot of water toward the Tribute-Takers
damn -> dam

Provoque and attract the western Lords toward the Tribute-Taker lands
Provoque -> Provoke

So, what allows beings bereft of wills to moves and acts?
should be 'bereft of will to move and act?"

From Alexandre, I will perhaps learn knowledge he would say his sacred.
And I wonder what truly separate those knowledge...
his -> is
should be "truly separates that knowledge..."

In Deadtown and Union, there are kins, separated by dead, and even my Mourners struggle to be united with those they lost, for the change of dead changes people, giving them new urge,
"there are kins, separated by dead" -> "there are kin, separated by death"

"the change of dead changes people, giving them new urge" -> "the change of death changes people, giving them new urges,"

Also:
We can warm ourselves with poultry
Made me cackle with glee.

"I'm cold sir!"
"Don't just sit there, warm yourself with poultry!"
The picture of everyone cuddling turkeys as eldritch horrors knock at the doors is fantastic.
 
So now the question is: What should we change? We could turn Shepherds for Corpses down to one die, since it's gone from a /150 Progress project to a /100 Progress one. The odds still aren't great for completing in one turn, but with the help of omakes, it's not absolutely terrible.
I think that making sure the Hospital is finished before winter is significantly more important than the second level of the Hedge maze (especially with the Smallpox Hanging over our heads) so if you want to put the Unhardened colonists in a 3-action project I would go for it...

I would put the Militia into burning the Blood Loving woods, maybe even adding one Silent blade dice...

Getting a new hero specialized in naval stuff is pretty great so I would put one Sara Dice per turn on it...

And I would pick at least one of the dice from the Gunpodwer Production thingy and into searching the Dogs.
 
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I think that making sure the Hospital is finished before winter is significantly more important than the second level of the Hedge maze (especially with the Smallpox Hanging over our heads) so if you want to put the Unhardened colonists in a 3-action project I would go for it...

I would put the Militia into burning the Blood Loving woods, maybe even adding one Silent blade dice...

Getting a new hero specialized in naval stuff is pretty great so I would put one Sara Dice per turn on it...

And I would pick at least one of the dice from the Gunpodwer Production thingy and into searching the Dogs.
Good point on the Hospital. I'll make the swap. We have lots of Defense, but not so much Knowledge. It sucks delaying the Hedges, but I think more Knowledge is worth it, since that's our weakest link and we want to trigger Smallpox with 1 die this coming Winter to prevent a stronger epidemic from being forced on us.

I am very unconvinced of doing Burning the Blood Loving Woods. We don't need to do so when we've already both satisfied the requirements for the Mandate this year, have all the wood we need right now, and will be preparing for a big campaign against the various Vermin next turn.

Definitely want the Hero soon, but I'm not sure about now.

We'll see about the Dogs. They're not an immediate high priority though, so I'm fine just using 1 die on it.

I'd take the dice off saltpeter trails and put it on flax. We need fabric more than we need gunpowder right now.
Hmm, a fair point. Suppose another question is if we want to swap out one of our Craft actions (probably Barrels) in exchange for fixing the clothing. I think it'd be worth it for both the Morale boost and fulfilling the Mandate.
 
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There are a lot of different things to do this turn but never enough dice. We do need to decide on a new mandate for the Freed. The reliquaries or Shade-priest would be good to build them up to do some stuff by themselves. The Anchoring looks to take a lot of dice and making Deadport might be better when Jones is a hero.

Suppose another question is if we want to swap out one of our Craft actions (probably Barrels) in exchange for fixing the clothing.
I'd support this change. We are in more need of clothes than we are of alcohol. We aren't a bunch of nudists like those Shepherds!
 
—------------------------------------------------------------------------
Alexandre walks the streets of Union, and works with its people.
He watch as many tongues and customs mixed.
He watch the strange Mass without an ordained priest, where ghosts can be seen in the corner of one's eyes.
He hears the whispers of the deatd on the winds, unnerving but full of good advice. No one in Union seems to ever trip.
He watches the Mourners, ashes on their faces, now almost 40 strong, and how the people of Union come to them for advice when Sara is otherwise occupied, how they follow Sara and listen to her words.
Like a bishop and his priests.

Alexandre watches, hears, and ponders what he will say to the Mercifull Brothers, when he sees them again.
For in the horizon, far away, he can feel an evil, like a vast, stormy sea seen from the top of a mountain.

Necessity forgives many things.
intrensintg the mourner power grows and grows now becoming the semi relgious leader of our settelment. Thank god we got the great evil to make them give us a semi pass but hopefully not all. Also more reason to do the council organzation action like minor council so we can get a function goverment going on
[] [Mandate] Prayers to Anchor

The dead do not see the world like the living, a ghost being able to act far faster than a living one day only to be trapped into their memories and watch as months go by in a blink.
Now that the Freed can more easily speak and connect with the people of Union, they whisper in the ears of Sara that regular rituals could anchor them in the time of the living.

Tasks : Finish Rites of the Ancestors project chain (about 500 -1000 progress depending on choices).
Rewards : Unlock more [Freed] projects, 1 Die exclusive to Freed projects.

[] [Mandate] Reliquaries of the Freed

The Freed whispers of a way to allow them to act further. Reliquaries filled with some of their possessions in life that would act as secondary anchors, allowing them to travel far beyond the Deadtown and act further.
They need living hands to make them.

Immediate Reward : Unlock the Reliquaries Craft Project
Tasks : Produce two units of Reliquaries (Will require Quality Roll). One unit will go to Deadtown.
Rewards : Help of the Freed for Expeditions and Raids. Unlock combined projects.
these 2 new mandates seem quite intresnting suspect the top one will drastically make easier uniting the freed and the union together than it otherwise be and just in general allow the union to help us way more espically in winter.

The latter one seem like it be a big help in expedtions and raid since it mean the freed could provide passive support warning us stuff
[] [Mandate] Do not take on a Mandate

This is alway a choice
honestly want to take this though despite this and old options being quite good I really just like some time to focus on our own projects give us some breathing room to focus on other stuff
[] Test the Sambankoli [0/50] Updated
Some of the Unchained have proposed to use a technique from one of the western African kingdoms. By setting up trees and poultry in the fields, they say the soil can be better preserved, giving us an easy source of wood. Primitive agroforestry set up.
oh hey this action got even better hurrah!

[] Plant Flax [Task] [1 Workforce Die] NEW
The new colonists from the Dual Monarchy brought with them flax seeds, and Union held land near the river perfect for growing flax.
There are not enough seeds to immediately start producing linen for the town, but with a little time and work, our people will have the cloth they need.
Start flax cultivation in Union.
no brainer imo get us some flax and more fabric so we can start to get more clothes for people

[] War in the Woods UPDATED
The Blood-Lovers hold fast, Giant of blood-wood against us,dark and old. We ask for help to break them. We ask you to cut. We ask you to burn.
okay now is the time to press the advanatge we got them on the run, we got them on the defensive our tree friends want us to help them and want us to do the burn action now is the time to UNLEASH THE FIRE

-[] Unleash Fire [0/50] [Dangerous] NEW
It is Summer, and soon even the deep woods will be somewhat dry. With a little help from the Sun-Loving to ensure a clean burn, we could prepare and spread a vast fire in the land of the Blood-Loving. Of course, the moment they realize what we are doing, the Blood-Loving will strike us will all they have…
Try to start a forest fire amongst the vessels of the Voices of the Blood-Loving Woods. Expect a counter-attack, and death if you are unprotected.
okay yes it a dangoures action but that cause once we do it the blood loving woods are pretty fuycked that why they are gonna counter attack as a last deserpate strike. The skmirshers and warrior son are pretty perfectly suited for starting this fire though shadows

some clairfying questiongs to make sure I am understanding this right

would the countert attack be on the sun loving woods, the union settelment or on the forces we sent to burn there woods? and if it the forces we sent to burn there woods can't we just have the skmirsher run run away

[] To find dogs [0/100] NEW
Our wildmen have found traces of the half-wilds dogs the Winter Walker had as companions, before the Tribute-Takers.
The dogs that survived, after many Winters, will be wild, fearful, probably deeply scared, but all the people of Union know how much dogs would help us, if only to keep watch and help us in our hunts.
We will need to find them, and carefully attract them to Union, probably by using carefully placed scraps of meats and unusable animal parts.
Bring dogs to Union. They will still be almost wild.
gotta save the dogos before the woods burn down

[] 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.
yah this will help anchor everything more but this is def more of making us appear less scary diplo wise

[] To protect animals [0/75] NEW
Union now has turkeys and chickens, and already they give us feathers, eggs and kill vermines. It would be a bad blow if we lost next Winter all those wholesome beasts (no matter what some think of cats, they are better than any servants of Winter).
We could build two underground coops below the town hall, to keep all the poultry well protected during Winter, away from most dangers.
Build an underground Winter coop for the poultry
this is def a action we want to take before winter so we don't lose our cats, dogs, turkey ect though this def be under threat from those warm creatures way more than other places

[] Train the Militia against monsters [Militia] NEW
From the thoughts of Union's soldiers, came new ways to hone further our militia, and better defend our people against the many monsters of the Wilds.
For most of our veterans, the most crucial is too turn the Militia into a force able to do more than hold the walls of Union and send huntings parties in the Wilds.
what can I say all these options look fucking awesome and be very helpful for us ahh the dice quandire


[] Remember the Fallen [0/70] [Freed] NEW
Our people did not truly mourn all they have lost, for there was too much work to do, no time to make one's peace with loss when Winter was alway waiting, ready to strike.
Now, we can help them. Let our people gather and make things in memories of those they lost, and spread painful stories again.
Finally let our people cry.
Create altars of memories, help the people of Union make peace with their losses, ???
think this will be very helpful pretty sure everyone just been bottling up all there emotions on everything that been lost all the people we have lost the damaged that has happened to their world and espically sara with them. This prob lower cultural tension a lot and raise morale. Think it also have some good spirutal effects not sure on that

[] Hospital [0/150] NEW
Alexandre tells me that the work of Order of Lazarus takes place in an isolated, carefully prepared building, where those afflicted by the supernatural can be cut from any ill influence and helped to recuperate in peace, and where healers and caretakers can be carefully trained.
He ask us to build such a Hospital.

A Lazarite Hospital is build in Union, unlock Lazarite actions, + Knowledge; -- Wood.
def seem like a good worthwhile use of our time

[] Make tools for the Militia [1 Craft ; 1 Mediocre Steel] NEW
Soldiers need tools, shovels to dig, hammer to nail, axes to cut, and they need them to be resistant, easy to carry and able to be used as weapons. I have spent enough them working for the King's army to know how to make such tools.
Produce 1 unit of Militia Tools. Enhance Militia.
huh hadn't thought of this but yah our millita does do improtue defence and fortifcation stuff sometime and espically with potenitally offesnive action this be pretty helpful

[] Armoring the throats [1 Craft, 2 Mediocre Steel] NEW
If I could, I would make armors for every person in town. But we do not have the steels, and I am the only one that really knows how to make them.
Still, I could produce enough steel gorgets to protect about half the men in the militia. Not good gorgets, mind you, but enough to survive all the beasts that try to rip our throats out.

Produce 1 unit of Steel Gorgets, enough to protect the throats of half the Militia.
oh hand't thought of that but yah that be very helpful too with how the monster do go for the throats

[] The great mending [2 Craft, 1 unit of Fabric] NEW
Few bolts of fabrics, lots of clothes to mend or replace.
No matter, the peasant's women have long sung the ways to do much with little.

Mended and fresh clothes provided to Union. Help reduce unrest due to lack of clothes. +3 Morale.

[] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW

From where I came from, women learn the songs of the maiden of old, who made cloaks brown and green for their fiances, fighting evil men in the wood.
They tell how they were hanged, their cloaks still on their backs.
I remember the songs, and can make such cloaks, to hide in woods and wilds. I will just need the help of the Winter Walkers to give them colors.

Provide hiding cloaks for Union's wildmen and the skirmishers, enhancing their discretion.
def something that help ease one of the people mandate which was hurt the tribuate taker or get us some damm homes and/or clothes but the later onnn....

I DEF want that if we go burn the wood this summer that be immensenly helpful in getting the job done and letting us burn the woods and get out quick to prepare for the attack

[] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (will trigger a quality roll) NEW
This newcomer, Alexandre, is full of stories ! He told me tales of old Rome, and their legionaries. I think that I could make a shield from the Giant's Wood that would be beyond all those warriors of old had !
Light enough to be carried, enduring enough to be used as a travois, and strong enough to stop all the claws and fangs of the Winter's beasts !

Try to produce Giant's wood shields for the Militia. Should be able to stop bullets.
oh damm that fucking awesome ngl giant wood shield able to stop bullets and help us stop bullets too

[] Practice Engraving [1 Craft] (will trigger a quality roll) NEW
I like engraving wood, my master alway said it was good for the soul. The sorce…excuse me, Failure, said engraving can ward evils, and this reminds me of stories my master once told me. Stories I thought I had forgotten…
If you give me the time, I…would like to try making truly beautiful engravings.

John Granit practice engraving
hmmm think this is something def worth doing at some point so we can get our carpent on the engraving wards from evil grind

[] Concentrated Fireberries [1 Craft] NEW
Our wise would truly like to compare their ideas and methods on how to concentrate and strengthen the effect of fireberries, to create an elixir of warmth.
This would prove who is right.
Learn how to concentrate the effect of fireberries, increasing their effect. ???

[] Elixir of wakefulness [1 Craft] NEW

Razorweed leaves can strengthen one focus and allow one to ignore fatigue. Our wise things could increase those properties, producing an elixir that would allow our people to work or fight without rest for days.
However, they warn us of the potential side effects of such an elixir, and that one should never take the elixir more than once a month.
Learn how to produce elixirs of wakefulness from Razorweed. Will be automatically given to those going on expeditions or raids.

[] A surgeon's tools [1 Craft] NEW

Some amongst the wise argue that they should all be trained in surgery and given the needed tools of this craft.
This would take little actual steels, but a lot of attention to produce sufficient tools and train our wisdom in this craft.
Our veteran surgeons warn us that only experience can separate a good surgeon from a butcher….
Wise of Union trained and prepared for surgery…as best as possible for the time period.
oooo these are all pretty good just question of resource surgeon tools would be best applied once we get the hostpital def

[] Gifts for the Takers [Risky] NEW
The Tribute-Takers are spreading, seeking new beings to use and corrupts. We have found and hindered their projects. We could go further, and turn their work into poisoned gifts. This would be only justice.
-[] Break the Beasts Chains [?]
I
n the south, near the marsh, the Tribute-Takers have tried gathering and caging great beasts that seem made up of rotting woods and plants. We have dealt with their convoys, but our prisoner has told us of camps in the swamp, filled with caged, angry creatures.
If they were freed…
Liberate and unleash swamps monsters on the Tribute-Takers
-[] Water Works [?]

In the north, the Tribute-Takers are twisting beavers and making them work on some strange projects, shaping the river's current with dams of woods.
We have dealt with the Takers' outposts, and our prisoner has given us the location of dams .If we destroyed them, we could bring a good deal of turbulent waters to the Tribute-Takers's shores.
Destroy the northern damn, bringing a lot of water toward the Tribute-Takers
[] A Lordly Invitation [??]

In the west, the Tribute-Takers have built altars, trying to beseech the Lords that walk those lands. Now that the altars are burned, and the Lords still gathered, probably wondering why they do not obtain more offerings, we could try attracting them toward the Takers' lands, and let two problems fight each other.
Provoque and attract the western Lords toward the Tribute-Taker lands
okay some of these are really good but the lordly invation is espically tempting since I bet that option might disapper if we don't act on it and let us redirect them toward tribuate taker lands though so few dice so many things

[] Attack Tribute-Takers Expeditions [0/150] NEW
The Tribute-Takers have grown accustomed to sending lightly protected expeditions to the surrounding lands, trusting on their deals with their patrons and their control of the local tracks.
Now that we have…extracted the locations of some of those tracks from our prisoner, we could directly raid those expeditions, earning an easy victory against the Taker.
Attack Tribute-Takers expeditions, inflicting damages and hindering their activities beyond their lands. Potential Loot.
might as well use the knowledge we got for good ends hurting the tribuate takers and good lot

[] Forceful Reciprocity NEW
Cursed be the art of the Tribute-Takers, that "gift" curse and pain, and in exchange demand all that the innocent have.
With the dark tools we have taken from the Takers, we shall learn how to combat and destroy their craft.
-[] Free the Enslaved [0/100]
The Tribute-Takers use their tools to bind to their wills their victims, turning men into things to be used.
In the tools we have taken, they are few, lesser spirits enslaved, and we shall find how to liberate them, and break the Takers's bound.
Find how to break the Tribute-Takers spiritual enslavement

-[] Get back what was Taken [0/200]

The Tribute-Takers take freedom, life, joy. Their very tools are made for this goal. Is there a way to recuperate what they take ?
Find a way to take back what the Taker steal

-[] Break the Chains of Gifts [0/300]

From their masters, the Takers take gifts that they give to their victims, in exchange for offerings they give back to their patrons. This is the chain of Forcefull Reciprocity, the triangular cycle that feed the Tribute-Takers.
If we could break this chain, we could crumble all the work of the Takers, and let the price of their bargains fall upon them. Find a way to break the way Forceful Reciprocity allow to trade back and forth spiritual ills and offerings.
1000% something we need to do before the tribuate takers raid us so we know how to deal with there shit and prob ideally some of them before the raid on them

[] Heal the Wounded UPDATED
The wounded Voices whimper in the central square of Union, weakened in wounded vessels, bleeding colorless sap on the ground.
We gave them our ashes and manure, and slowly they healed.
How shall we help them further ?
-[] We shall empower them with the Breathless Song [DC ??] (Demand [Death Singing] die)
-[] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??]
-[] We shall bathe them in the healing smoke of herbs [DC ??] (Will use herbs)
-[] We shall give them the ashes…[Free] NEW
-[] From the Giant's Wood [Consume 1 unit of Excellent Wood]
-[] From the scarecrows filled with our nightmares we burn each autumn
okay they are whimpering thing are slowly improving but not great def need to keep healing them prob ashes or the scarecrows maybe giant wood too
[] Rites of Death [0/150] [Death] [Freed] NEW
On the lands of Union, death is far from permanent, and the last sacraments not enough. To counter this, the voices of the fallen tell me, we could create new rites, to ensure the souls left on this earth are untouched by Winter and may join the Freed or sleep away the years in their graves until they can finally join Heavens.
Develop new rites to protect the souls of recent dead
-[] Rite of Repose [0/50] NEW

Alexandre knows a rite of the Order of Lazarus to put to sleep and protect restless souls through an exhausting night of chants and prayers, in a way that has been tested and refined by generations of lazarites, However, this rite was not developed with helpful spirits like the Freed in mind… Spread the Rite of Repose, a Lazarite rite to put the soul of the dead in a deep, protective sleep.
the rite of death seem pretty great since it allow us to protect there souls and allow them to keep acting...rite of respose i am not a fan of since it throws them out of the action and it speficlaly devolped for unhelpful spirits not helpful spirits like ours...

[] Alexandre studies [Task] [Alexandre Die] NEW
Alexander is less wise than Failure, less learned in the secrets of the world, and less powerful and perceptive than me.
But he is learned, having been educated by an order with centuries of accumulated knowledge on the supernatural kept in their libraries.
We could let him help us in our studies, rapidly finishing our studies than what he learned.
But his conclusions would be shaped not by wisdom or experience, but by what he has read in a far away library…
1d3 Knowledge projects will be automatically finished. The results of those projects will be bias of Alexander and of the Merciful Brothers of Lazarus.
...hmmm....nope not a fan it very tempting I''ll admit but I do not think it at all worth it with how the results of those projects will be very much alterted by the bais of alexander and lazarus brothers espically since they are very much ill eqquipped for a world like this and how to enagje with lilke helpful not hostile spirits is just not something they are able to enagje with it short term benfeit for long term harm tldr

[] What are the Freed ? [Freed] [Dead] [0/75] NEW
The Freed have been our faithful allies, but we know little of them.
Some of our learned folk, who can now hear the whispers and advice of the dead, want to go live for a season in Deadtown, and learn all they can on how our allies from beyond the grave exist, beyond even what I can see.
Exhaustive review of the Freed, their nature and capabilities.
seem like a good idea to figure out what the freed deal are lol

[] Funerary Practices [DC 25/75/ ???] NEW
Union do not have any official policies on how to deal with the dead, with the body left to the family and the duties of caring for the mourning kin left to me.
There was none for it was common sense amongst the Colonists and the Winter Walkers to either bury the dead deep or carry them to the Deadtown, to be cared for by the other dead.
But now, with more and more people joining Union, good practice should be made into laws.
Set up official funerary practices.
make sense with how the freeded are the most impormant allies and how impormant death is in all cultrules to get a standard pratice done for them on what to do

[] Principles of Union [DC 40/80/???] NEW
Union was born from two people joining together despite their difference, united by a common humanity and their struggle against Winter.
Now, new people have joined, and more will probably join us in the future.
It is perhaps time to sit down, and truly think about how we can more easily join foreigners to our Union.
Union develop integrations policies.
1000% we def want to do with how many different commtuies and other groups are gonna be joining us in the future likely however think this should go after we first figure out our govermental systmen expand council assembly actions for example

[] Songs of Faith [Death Singing] [0/100] NEW
Let's sing the breathless songs when our people pray, and make the souls resonate with one another.
Let the breathless song by a new to pray the glory of the Lord, from the soul itself, untouched.
Let my Mourners become helpers for the faith of others.
Associate the Cult of Saint and Ancestors with Death Singing. Death Singers will be able to perform religious projects.
oooo very nice project already assoicate the 2 in my mind and we have had a lot of death singing projects assoicating relgious stuff with them will be a nice symbotatic relaitonship

[] Songs for the weary warriors [Death Singing} [0/100] NEW
I have many new Mourners now, all ready to do their duty for Union.
Let us be trained in the ways of wars, so that they may follow and help our warriors on their own duties.
Mourners trained to used Death Singing during physical combat. A few Mourners will follow and help during Expeditions and Raids no matter the die attributed.
oooo that looks super awesome awesome and like allowing the freeded to vibe elsewhere will be a major help on expedtion stuff since they can provide passive spirutal support

[] Reach beyond the veils [0/200] NEW
Alexandre has told me stories of the necromancer of old, those that could with the help of the dead peers beyond the veils of the world and thrown their sight miles beyond their bodies, or try to perform divinations (which are forbidden by the Good Book).
I…have practiced this craft without any real intent for years now.
Perhaps I could…turn what I have learned into a true practice, something that could be used by Union to spy upon the evil works of Winter and the Tribute-Takers.
Necromancy (divination through the dead) is developed by Union.
this fucking rocks I am not a necromnacy stan or anything but we are already a quasi ghost faction so leaning into just make sense and being able to do some more good necromnacy action would be awesome
[] Tales of the Saints and Heroes [DC 20/50/??]
I shall bolster the strength and faith of the people of Union with tales of the Saints and Heroes.
May their examples guide them toward salvation and righteousness.
Choose one tale
-[] The tale of Saint Nicholas, the Gift-Giver
Reduce cultural tension in Union, +1 Morale each Spring (Gifts of the Dawn)

-[] The tale of Maze-mother, Tamer of Maze
Increase this year harvest.

-[] The tale of Saint Joseph, the Father of the Lord
Strengthen families bound, help children grown and learn.
now this is very very intrensting though is this a tempoary bonus? or will it be a permeant one? or do saint nichilos and joseph permeant with maize mother being tempoary?
[] [Freed] Unite Broken Kin [???]
In Deadtown and Union, there are kins, separated by dead, and even my Mourners struggle to be united with those they lost, for the change of dead changes people, giving them new urge, making them easily distracted, lost in the memories of their lives, unaware of time.
The kin can whisper with one another, but they cannot truly be together, cannot stay long. They are bound if for now one of council and protection for an anchor on memories and this world.
But I can use my song to truly unite them.
I can ensure kin can meet beyond the veil of death.
It will be long, it will be hard, but I can do it.
Long and hard project to unite the people of Union and the Freed.
Will at least eliminate morale malus connected to the undeath.
This project will become simpler as other, related projects are completed.
this is def a long term type project with big massive rewards but def something think about doing since this permenalty bring our people together

[] The pains of an Old Mariner [0/150]
Old Seadog Jones… a man who refuse to share is real need, who hide is pain behind grumpiness and mariner speech.
I can feel the weight of all he has seen on the seas, the eyes of drowned friends upon him.
I can help him, reach through his walls and help him heal. Help him become what he once was, not an old, saltbitten dog, but a proud mariner, back unbent.
Old Seadog Jones becomes a hero unit. Die and traits will be determined at the end of the project.
more hero dices are great and we help heal a man that wholesome

[] The Anchorless [0/50]
Spirits of old, that have lost their bodies and bound to this world, losing forms and memories.
They cling to me like drawing men to a piece of floating wood, and whispers in my ears all they still know and all they still see.
From my songs, and from the bound the people of Union forged with the dead, they have won strength, and can now think again. They have sworn to serve me, and ask for new anchors, to be bound to the word.
Anchor them to :
-[] [Freed] Deadtown, let those lost soul join the Freed (strengthen the Freed)
-[] Some of my Mourners, let the anchorless rest in holes-filled souls (strengthen the Mourners)
-[] The Blades, let mind guide them (give mind to the Blades)
-[] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
The results are vague, for it is the first time Sara try such endeavor, but know she has the strength to undo her work and the Anchorless if necessary.
hmmm all of these sound great and these spirits want to help great! freed well it strengthen our greatest ally awesome! strengthen the mourner which would be another great thing espically since they are becoming our quasi relgious leader and very imppormant for deence
the blade one is very intruging but think I'd like to do the blade action first to see there deal but giving them minds would be great
then strengthening sara is alwasy nice
[] Select Candidates
I should select some candidates to become Captain if something ever happens to me, or when God will call me to His side.
And probably more than one.I am not a queen.
Select as much sub-options as you want
-[] A Mourner [Free, no die needed]I could simply select one of the most capable Mourners as a candidate. They are not the most...independent, but they have the best understanding of spirits in Union after me.
uhh sorry to be that guy oldshadows but we did this action last turn the tally just fucked up so you missed it in since it was not in the tally and think u forgot to add it for this turn?
 
uhh sorry to be that guy oldshadows but we did this action last turn the tally just fucked up so you missed it in since it was not in the tally and think u forgot to add it for this turn?
Oh yes I forgot, editing.
Honestly, this update is more than 13000 words longs, so I must have missed some things.
And for the Tales, how to explain it...
The action give a one year blessing, and can unlock permanent bonus.
Union for now as two blessing slots for potential permanent bonus.
 
We'll see about the Dogs. They're not an immediate high priority though, so I'm fine just using 1 die on it.
Well, the problem I have with waiting too much for the dogs was this part of the Turkeys action
Union obtains turkeys. This action will be done automatically in 3 to 6 seasons, but Union will miss ??.
So I am afraid that we may have an invisible timer on this as well.
Hmm, a fair point. Suppose another question is if we want to swap out one of our Craft actions (probably Barrels) in exchange for fixing the clothing. I think it'd be worth it for both the Morale boost and fulfilling the Mandate.
Since we can finish the mandate now much easier than before I would prioritise the High Quality Tools...
I am very unconvinced of doing Burning the Blood Loving Woods. We don't need to do so when we've already both satisfied the requirements for the Mandate this year, have all the wood we need right now, and will be preparing for a big campaign against the various Vermin next turn.
I think we should do it for two main reasons, we gave the Blood Loving Woods a massive hit last turn, and this is a good way of pressing the advantage...

Besides that, the sooner we finish a mandate the better if only because the other Voices Mandates are very long-term projects, so opening another slot is always useful...
 
-[] The many use of Razorweeds [5/75] [Risky]
Razorweeds thorns, when put into sealed pouches, can keep their potency for a few months, even if when outside the pouch they will not last longer than a few days.
With enough training, the Militia could learn to carry and use Razorweed, to install traps, prepare battlefields and ambush, or simply give most of our fighters a weapon against ghosts and other monsters immune to normal weapons.
And the Winter Walkers speak of making…what would be the translation…blowguns ?
Of course, such training would be dangerous, for any accidental cuts would scar the very soul of the victims…
The Militia learn to use Razorweed thorns. General increase in efficiency, especially on prepared terrains and against supernatural foes.
BTW, can I just say that somehow the idea of Razorweed blowguns somehow never occurred to me? But yeah, they would be absolutely devastating given how sharp Razorweed thorns are and how they cut the spirit as well as the body.
 
BTW, can I just say that somehow the idea of Razorweed blowguns somehow never occurred to me? But yeah, they would be absolutely devastating given how sharp Razorweed thorns are and how they cut the spirit as well as the body.
yah it very innovate and is another good reason to get our razor weed stockpiles up since it will allow us to increase our spirutal and physicall defence veyr much bang for our buck(also we use them for drugs too)

Oh yes I forgot, editing.
Honestly, this update is more than 13000 words longs, so I must have missed some things.
And for the Tales, how to explain it...
The action give a one year blessing, and can unlock permanent bonus.
Union for now as two blessing slots for potential permanent bonus.
oh yah ur all good man this update was massive! there were a shit ton of new actions too so ur all good

one clairfying questiongs to make sure I am understanding the woods action right

would the counter attack be on the sun loving woods, the union settelment or on the forces we sent to burn there woods? and if it the forces we sent to burn there woods can't we just have the skmirsher run run away to our settelment to avoid the attack or will the burning of the blood loving woods be too far away the the blood loving wood voice can move to quick for us to run away?
 
BTW, can I just say that somehow the idea of Razorweed blowguns somehow never occurred to me? But yeah, they would be absolutely devastating given how sharp Razorweed thorns are and how they cut the spirit as well as the body.
Well, it is still a single thorn it won´t be as damaging as you may think...
But combine it with poison and we get an absolutely devastating combo...
- [] The Bad Brothers: We found weeds around our crops last year, not enough to threaten the harvest, but enough to be noticed. Those are the Bad Brothers, who take the sisters' place and give no crops in exchange, so say the Winter Walker. They say that we can tame the brother and cultivate them for our use. The Brother cannot feed anyone, but their spite is useful. Unlock poison, ???
 
would the counter attack be on the sun loving woods, the union settelment or on the forces we sent to burn there woods? and if it the forces we sent to burn there woods can't we just have the skmirsher run run away to our settelment to avoid the attack or will the burning of the blood loving woods be too far away the the blood loving wood voice can move to quick for us to run away?
The counter attack would be on the forces sent to burn the woods.
And the issue is fleeing after the fire cannot be stopped, and before the Blood-Loving realize what they are doing and send everything they have.
So a clean retreat will be hard.
 
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