Mar. 13th, 2025

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You ever play a worldbuilding game and then some players make a pitch that turns into a 30 min discussion that proceeds to define the entire rest of the campaign?

Needless to say. A lot of TQY happened since my initial post, so now I'm making this general summary of events for personal reference and to holler at folks about it. You can see my previous recap of the first chunk of Spring at [this link].

Some important Spring details I left out
  • Our scarcities were History, Lake Ecology, Fuel, and Familiarity with the Landscape. Our abundance was Wild Game
  • The teens, who were doing a secret mapping project to learn about the area, landed themselves in huge trouble when one of them fell into the canyon while carrying a DIONE node they weren't supposed to. Thus making contact with the tech restoration community in the canyons, and \*also* revealing DIONE's existence to them. The adults elected to revoke node access to all the kids due to this recklessness
  • General attitude toward the cavern community is "cautious interest". People are very protective of DIONE and don't know if these techies can be trusted yet. We successfully establish communications, a relationship of information sharing, and DIONE grants them a single node for communication

Now for the rest of the seasons!

Summer )

Autumn )

Winter, the final season )

Post-Winter addendum )


---

[1]: Songs for the Dusk is very explicit about Tamaris being a post-cataclysm Earth. The Radiant Era that preceded the current time was a technomagic utopia (with an exploitative underbelly, same as the world now). [return]
[2]: The text of the card: "Winter is harsh, and desperation gives rise to fear mongering. Choose one: Spend the week calming the masses and dispelling their violent sentiments. The week ends immediately. [Or]: Declare war on someone or something. This counts as starting a project."[return]

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