Generations
If you jump ahead generations, then you're starting a whole new game. Hold a new first session. Discuss how the setting has changed in light of the game that just ended. Make and introduce new PCs, keeping those changes in mind. Ask questions about the timeline between the prior game and this one. Have spring burst forth, and prep a first adventure.
In play, continue to ask questions and fill in the timeline between games. Sprinkle this game with connections to the prior one. Encourage players to do the same. Revisit the ruin where the previous Heavy died. Reveal that this Fox's father was that kid who tagged along after the old PCs. Gasp when the Marshal anoints her crew with red pigment, to honor the scar borne by the last generation's Would-be Hero.