Player-facing summary
The Quiet Year is a collaborative map game about a community trying to survive one fragile year. Play focuses on what the community needs, what it builds, what it misunderstands, and what the map slowly reveals.
Table reference
A living reference for how we are playing The Quiet Ones. Where it comes from, and how it differs from its inspiration.
Public scope
Overview
The Quiet Year is a collaborative map game about a community trying to survive one fragile year. Play focuses on what the community needs, what it builds, what it misunderstands, and what the map slowly reveals.
The Quiet Ones is a prelude inside Stellar Dawn. The map, failures, names, ruins, fears, and unanswered questions from this game can become history for the larger campaign.
Setup
Expectations
Players speak for the community and its tensions, not only for one personal character.
The map is a shared record. If something matters, draw it, mark it, name it, or leave a visible absence.
The goal is not to solve everything. Some details should survive as mysteries for Stellar Dawn.
When the table disagrees, make the disagreement visible in the fiction. The map can hold contradictions, contested names, and disputed borders.
Changes
Procedure
Open Foundry or the shared map space, review tone expectations, and make sure everyone can see the current record.
Draw from the current season, resolve the prompt in the community's voice, update the map, then choose one clear action for the community to take.
Record new map details, projects, scarcities, discoveries, disagreements, and unanswered questions as they emerge.
Update the session log, save the current map image, and decide what should remain public, hidden, or unresolved.
Handoff
Keep locations with strong emotional weight, odd geometry, repeated symbols, or practical use for future expeditions.
Carry forward family names, vanished workers, local saints, informal titles, and people blamed for things they did not fully control.
Failed projects are excellent ruins. Preserve what was attempted, who opposed it, and what was left unfinished.
Unanswered questions should become clues, rumors, route hazards, faction secrets, or artifacts in the main campaign.