Seasonal gains

On a 7+ in spring or autumn or a 7-9 in summer, the rolling player gets to pick a seasonal gain. On a 10+ in summer, they get to pick two. The choices are:

  • Population boom: A number of youth come of age, and/or outsiders settle here. Increase Population by 1 (max +3).
  • Tor's blessing: Fine weather abounds. Take +1 to Pull Together this season, and any time you roll the Die of Fate for weather, roll twice and take your pick.
  • Unexpected bounty: A sudden influx of wild game, trade profits, or some other resource generates 1 Surplus, now.
  • Trade opportunity: At some point this season, someone offers to trade something valuable at a good price or something unique/ unusual at a reasonable price. Pay what they're asking and it's yours.
  • Interesting news: There's an opportunity to improve your fortunes, knowledge, or relations, and/or to make progress towards a steading improvement.
  • Valuable insight: You learn something that gives you a chance to address a threat that's been plaguing the steading.

If they pick a "population boom," ask or decide what the source of the boom is. If folks are growing up, include marriages and coming-of-age rites in the coming season. If outsiders are moving here, consider where they're from, why they've come, where they're living now, how well they're fitting in. Show off tensions that stem from cramped quarters, youthful ambitions, old ways vs. new. Name a few of the notable new faces and feature them in upcoming scenes.

If they pick "Tor's blessing," make a point of describing the weather this season. Ask the PCs how they/their neighbors are taking advantage of the weather. Ask what offerings or rites of gratitude they're making to Tor. Maybe put a sticky note on the Random Weather tables in your GM playbook, to remind yourself about the "roll twice" benefit.

If they pick an "unexpected bounty," the village has already gained 1 Surplus; the PCs don't need to actively claim it in play. Ask the player where the Surplus came from (game, trade, a lucky find, etc.). Ask follow-up questions to flesh out the specifics (the type of game, the nature of the trade and the merchant who made it, what they found and where, etc.). Call back to these details throughout the season, or tie them into larger events.

If they pick a "trade opportunity," ask the player what they hope to get out of this choice. With that in mind, either…

  • ... identify something the PC wants (more Surplus, a special item, an arcanum, etc.) and then figure out who might offer it; or…
  • ... pick a community you'd like to feature (Barrier Pass, the Hillfolk, etc.), look up their entry in Book II, and pick one of the listed Trade Opportunities for that group.

Decide how the opportunity presents itself. Does someone come to town with goods in hand? Or does someone bring word of the opportunity to Stonetop? The more effort or risk involved, the better the deal should be.

If they pick "interesting news," identify something valuable to the PCs, something they'd want to acquire or that would get them closer to achieving a goal (like a steading improvement). Ask the player if they had anything in mind.

Now, think of something that would put that valuable or goal in reach, and how the PCs could learn of that opportunity.

If they pick a "valuable insight," choose an established threat to the village. Why haven't the PCs done anything about it yet? What information would allow them to address it (a vulnerability, the location of its lair, its motives, etc.)? Think about how that information could be revealed to the PCs.