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

There's a point where caution becomes paranoia. Not everything in the americas is super cursed.

Compared to the literal tons of definitely, 100% cursed gold entering the european market I don't think people are going to notice if the tobacco makes you more suceptible to seeing ghosts.
Agreed. I just think it would be thematically appropriate if the tobacco was for the reasons I mentioned previously, along with the negative health effects and tendency for tobacco to soak up nutrients like nobody's business.

As for nobody noticing if it is cursed, fact of the matter is that anything we export will be under increased scrutiny. Side effect of being known as the new Transylvania. Plus, the Dual Monarchies will need our tobacco a hell of a lot less than the Spanish need their New World gold, so there's far less motivation for the authorities to look the other way.

Even the British themselves had an alcohol epidemic with the gin craze. So its not limited to native peoples.
The not-so-native Americans had one as well. It's one of the factors behind Prohibition.
 
There's a point where caution becomes paranoia. Not everything in the americas is super cursed.

Compared to the literal tons of definitely, 100% cursed gold entering the european market I don't think people are going to notice if the tobacco makes you more suceptible to seeing ghosts.
...You know I asked earlier about what sort of supernatural ills the Colonists could have brought to the Americas on top of the IRL issues we introduced, but I never stopped to wonder what may have been introduced the other way.

The Gold was used to both fund wars and decorate a uptheir cathedrals. Cathedrals that I imagine are being used to create safe spaces from the supernatural.
What do we imagine decorations made from cursed gold will do to those protection?
 
A horrible bonus is that alcohol is one of the drugs that can easily kill you if you try to quit using it. The body becomes physically unable to function without alcohol. The big killers are seizures and delirium tremens, which are in addition to all of the the vomiting, anxiety, hallucinations, fever, and sweating. It is a horrible way to go.
Yeah. It's like I said, drug epidemics always seem to involve drugs that are super-addictive, can really really fuck you up, or both. You see it with booze and opium. You don't see it with weed or coffee.
 
Well, on the note of booze/drugs, while I don't think we'll have room next turn, should we try and get distilling equipment going come next Spring?

Since if we're going to have increasing contact with Europeans, we might as well make sure we have our own alcoholic beverages before European merchants start selling their own to us, and get the Morale boost it carries. It's also apparently useful for gunpowder pellets (though IIRC, the Many-Limbed Devourers' acid is also flammable and so could be used for the "dip in flammable liquid" part of the process.)

I kinda expect "alcohol" to be part of the next People's Mandate after this one's finished anyway.
 
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A horrible bonus is that alcohol is one of the drugs that can easily kill you if you try to quit using it. The body becomes physically unable to function without alcohol. The big killers are seizures and delirium tremens, which are in addition to all of the the vomiting, anxiety, hallucinations, fever, and sweating. It is a horrible way to go.
Yet another reason why I'm glad I don't have a taste for alcohol.
Of course, there is a bit of a caveat to this. The higher quality salted fish was mostly shipped to Europe for the Catholic population. From what I understand, most abstain from eating red meat on Fridays and during Lent. There are some that don't eat it on Wednesdays, specific holy days, or even certain times of the day. My grandma was Catholic, but I'm not so IDK the specifics.
Speaking as someone who is Catholic, the whole red meat thing fell out of favor decades ago, at least around my area. As far as I know, the only remnant left is the popularity of Friday night fish frys.

The Gold was used to both fund wars and decorate a uptheir cathedrals. Cathedrals that I imagine are being used to create safe spaces from the supernatural.
What do we imagine decorations made from cursed gold will do to those protection?
Probably increase the odds of said decorations being stolen. Beyond that, I wouldn't be surprised if there is no serious effect. Even assuming said curse can mess with the consecration , any area populated enough to get a golden cathedral should be probably safe enough that supernatural threats aren't a serious danger.
 
The Gold was used to both fund wars and decorate a uptheir cathedrals. Cathedrals that I imagine are being used to create safe spaces from the supernatural.
What do we imagine decorations made from cursed gold will do to those protection?
I mean, the 30 years war is right around the corner. And that one got so bad that Extra History was able to frame it around the four horsemen of the apocalypse.

Well, on the note of booze/drugs, while I don't think we'll have room next turn, should we try and get distilling equipment going come next Spring?
Again, its not distillation equipment. Its barrels and vats to make beer and wine.
 
Yes ! This quest is back ! A shame that I missed but oh well, better late than never.

[X] Plan Hunt Preparations

Since we will be attacked in three years I began to think about how we should increase the capabilities of our militia in terms of priority.

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

One of our biggest weaknesses is our vulnerability to supernatural traits. If we can't train all our elite warriors and our militias to defend from them, having death singers integrated into their ranks will be fundamental to increase their survivability and punch against enemy sorcerers and monsters.

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

Alright, this one seems to be very important for me. Our guys will need every protection that they can have and this one could save many lives even if they don't have a lot of armor.

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

Muskets are important but need gunpowders and in this age, there will always be a moment where things are decided with hand-to-hand combat. During these moments warriors armed with sideswords made with good style will have a great advantage over their enemies.

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

Shields are great, shields resistant enough to be used against bullets? Even better!

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

More muskets is always a good thing, it will give us a significant advantage on the tribute talkers.

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

I... this thing is huge... I suppose that we will not be able to equip all our militia with it to begin... but damn it if we can at least all of the son's skirmishers with it, it will give an enormous advantage.

-[] 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.

In three years we will be attacked by the tribute talker, this will probably be the most useful to defend the city, especially if they are equipped with shields.

Once we have destroyed the invading party, we should train our militia in the other type of fighting, give them tools, and then we will be able to do significant damage to our enemies.

I suppose that our militia ultimately will resemble that. With bigger shields and bark armor.


View: https://www.youtube.com/watch?v=duqqRPgO-uU
 
Vote closed
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
OldShadow threw 1 100-faced dice. Reason: Sambankoli Total: 93
93 93
OldShadow threw 1 100-faced dice. Reason: Feed the Razorweeds Total: 43
43 43
OldShadow threw 2 100-faced dice. Reason: The Wicker Man Total: 71
32 32 39 39
OldShadow threw 1 100-faced dice. Reason: Game Total: 54
54 54
OldShadow threw 1 100-faced dice. Reason: To find dogs Total: 100
100 100
OldShadow threw 1 100-faced dice. Reason: True Homes for a True People Total: 94
94 94
OldShadow threw 1 100-faced dice. Reason: Formation Training Total: 94
94 94
OldShadow threw 3 100-faced dice. Reason: Hospital Total: 202
61 61 41 41 100 100
OldShadow threw 1 100-faced dice. Reason: What to do with ashes ? Total: 50
50 50
OldShadow threw 1 100-faced dice. Reason: Set-up Charcoal Burning Total: 70
70 70
OldShadow threw 1 100-faced dice. Reason: Build a Stonemason Workshop Total: 68
68 68
OldShadow threw 2 100-faced dice. Reason: Shepherds Total: 82
67 67 15 15
OldShadow threw 2 100-faced dice. Reason: Follow the path of the First Total: 39
23 23 16 16
OldShadow threw 3 100-faced dice. Reason: The Mindless Ones Total: 189
71 71 54 54 64 64
OldShadow threw 1 100-faced dice. Reason: The Fruits of Flesh Total: 47
47 47
OldShadow threw 1 100-faced dice. Reason: Free the Enslaved Total: 21
21 21
OldShadow threw 3 100-faced dice. Reason: Expand the Council Total: 84
53 53 19 19 12 12
OldShadow threw 1 100-faced dice. Reason: Bone Hives Total: 84
84 84
OldShadow threw 1 100-faced dice. Reason: The Anchorless Total: 61
61 61
OldShadow threw 1 100-faced dice. Reason: Re-roll Total: 16
16 16
OldShadow threw 1 100-faced dice. Reason: Re-roll (Wilds) Total: 32
32 32
OldShadow threw 1 100-faced dice. Reason: Teach Death Singing Total: 58
58 58
 
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
Well, let's hope that the dice gods are generous, we have a lot of construction projects to finish before Winter comes
 
Lmao, I think Follow the First got exactly enough to complete (required 51. 12 from per-die bonuses, 39 from the rolls.)

Edit: Oh dang, Bone Hives completed with one die!
 
We're about to have the best hospital in North America! I mean … there isn't much competition, but it is going to be great! All we will need now is enough tools and medicine to stock it.
 
Just...wow. I think basically everything completed.

Heck, is there even anything to use the re-roll on? I guess we could put it on the lowest Expand the Council die, or Free the Enslaved.

Well, let's hope that the dice gods are generous, we have a lot of construction projects to finish before Winter comes
Hey, make sure to ask for the dice gods to be generous every turn, okay? Apparently they listen when you do it.
 
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Just...wow. I think basically everything completed.

Heck, is there even anything to use the re-roll on? I guess we could put it on the lowest Expand the Council die, or Free the Enslaved.


Hey, make sure to ask for the dice gods to be generous every turn, okay? Apparently they listen when you do it.
let use the reroll on the expand the council that the most impormant out of the two and since expand the council is a dc action while free the enslaed is just a progress one too
 
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