You are Harold Bismarck, and you are going to die!
Everything went wrong very quickly. You were ordered to locate a party of raiders from Gobria, just inside the northern border, and then use your discretion for a response. Locate them you did, and then you ordered a charge, judging them vulnerable and seeking to banish the rumors of your over-timidity. But the terrain was awful. Death rained down on your men from all sides. A piercing pain, arrows flying this way and that. Screams and noise and blood. You stumbled and fell flat on your face in the rough scree of a slope as the men you were supposed to lead died around you- You're going to die-
-You wake up with a start and reach around blindly, half-panicked, before remembering where you are. Your headache comes back with a vengeance and you groan out your reluctance to be awake. You're in a small barracks, a resting-place for patrols of soldiers along the road into the middle of nowhere.
Battle flashbacks. A horrible, ugly feeling, reliving the most terrifying moments of your life again and again, the cloying fear and helplessness never seeming to recede. You hate it. You think that other men, more skilled soldiers who didn't utterly fail and get a dozen good people killed for no reason, probably don't have to deal with this.
Can't let it get to you. You stumble out of the door, letting the cold winter air wash over your slim body and staring up at the looming, frost-covered forests around you. The path to Nesiwald is tricky, with muddy snow covering the road, but you have a borrowed horse. Horses can go through snow alright if you take care of them and move cautiously. Even as you nearly lead her off the road several times, you continue to make slow, plodding progress along the twisty roads into Veschwar's hinterlands.
And then your mind wanders onto something else to worry about. Just where did the Codex Crystal come from? You found it in an old box in your one of family's storage rooms, nestled among dozens of other shiny trinkets from a past decade where colored glass was in fashion. Could something have caused you to encounter it specifically? It might be a coincidence, but the uncertain origins of this mysterious and powerful magic item raises your hackles whenever you think about it.
At least, after endless days riding up rough terrain, feeling as if you would freeze at the end of each day's ride, with ugly and resentful looks from the soldiers all the way there, you arrive at the village of Nesiwald. It's not a very impressive place even up close, all mud-thatched roofs and scattered, sad-looking fields. The people around you are the very picture of poor farmers, with rough-spun clothes that are only mostly clean. They seem happy enough, if tired. The tallest building here carries a battered wood-carved dove, the holy symbol of Shallya, Goddess of Healing.
A wrinkled-looking but surprisingly spry man meets you at a house that's no larger but significantly nicer than the others, with stone walls and a tiled roof. Though even that is fairly run down. This is to be your place. A far cry from what you're used to.
"So you're finally here! Name's Nesiwald, Ludwig Nesiwald. I keep things in order around here, but I gather that's going to be your job now? I'll be glad to give it up - I've been wanting to retire for over a decade! My son didn't want the job, imagine that. Oh, I hope you don't mind sharing space with vegetables, Mister Steward. We haven't had one of those in decades so we've been using this place for some of the families who needed a little extra space to store their harvests."
"It's... Quite alright."
It's frustrating and a bit demeaning, actually, but you're in no position to complain. You're a commoner now, just like them. Even if you're 'cityfolk' and therefore not quite as trustworthy. Then again, these folk have probably known each other their entire lives, and rarely receive visitors except for the occasional horse patrol. It's no wonder they're a bit awkward around you.
"I'd like to go over anything you want to tell me, Mister Nesiwald. I have the documents from the Crown that say you give over winter crops every spring and potatoes and grain every autumn for the royal granaries..."
"Aye, and an alright deal that is too. But we can talk about that later. You must've had an awful journey - given the looks those men are shooting you." He draws close to you conspiratorially, lowering his voice. "Let me tell ya a secret... I was absolute shit as a military man too! Didn't dare join the army. Former nobles like you, you kind of have to, yeah?"
Leaning back again he laughs and says, "Let's get a nice dinner in you! You can meet my wife and kids and grandkids, and we can tell you all about Nesiwald, Mister Steward."
You get the feeling the man is genuine. It warms your despair a bit. "I'll be glad to have dinner with you, sir."
The reception from most of the other villagers is far cooler, mixed between awkward glances and cool politeness when you explain that you'll be accounting for the crops that get sent to the Crown. Well, you're stuck here for now, but you have plans for this place and over time might make it wholly different. Your future doesn't seem bright right now, but by the gods you light the way yourself.
The long trip to Nesiwald and poor road conditions due to the winter means that you arrived in February 1138 - the second month in Winter - instead of the first. Two turns remain until the end of the first quarter (Winter 1138).
Actions take one month unless otherwise specified. Actions with "Progress" add the roll to their progress bar, and take however many months are required to fill it to complete.
In addition to the per-category actions, you have 1 Free Action that can be applied to any category. Please plan vote on a list of actions to take in your first month in Nesiwald.
Martial. 1 action.
You are a disgrace of a soldier and a fighting leader. There's no denying it. In Veschwar, that's a permanent black mark on your reputation. Already, you see the humble people of Nesiwald looking at you with skepticism and making snide comments when they think you won't notice. It burns your pride a bit - okay, a lot - but you can't do anything about that. You are horrible with a blade, and a worse tactician. So when it comes to martial matters, perhaps you should simply get someone else to handle things for you regardless of how it'll make people say you're not a real man?
[ ] Seek a trainer. Travel to nearby villages and pay for advertisements. Send letters. Try to find someone who can train you in martial matters. It will be a long and hard road to improve yourself from 'abysmal', but perhaps some day you can approach 'passable' and stop those pitying looks. You get the feeling that if you remain martially hopeless it will color everyone's first impression of you, forever, and you can't have that.
Cost: 2 Profit burned. Difficulty: 25. Ongoing cost depending on trainer selected, if any.
[ ] Get to know the horse patrols. Once every couple of weeks a small patrol of horsemen under Cornet Renns visits town. You're not sure why when fighting men are often badly needed closer to Veschwar's enemies, but they ask after any troublesome animals or criminals then often go deal with such issues. The villagers appreciate them, acting friendly whenever they show up. Introduce yourself. He'll probably hate you, but you can't start to fix that without introducing yourself.
Cost: 0. Difficulty: 10. Introduce yourself to the patrolling soldiers.
Stewardship. 1 action. +1 extra Stewardship action in first month (eagerness)
Your new position as Steward of the small village you now find yourself in explicitly carries the duty to ensure that the Crown's crops are collected exactly as ordered. The task of improving the lands is a secondary priority - apparently you'll be sent a small packet of silver coins each year in addition to the payment for the crops (some of which goes to your pockets, and most of which goes to the farmers in question).
There's a lot to do, and you have many, many ideas. Some of them will take a while to get moving on. Time to get cracking!
[ ] Check out the blacksmith and iron mine. This is a great boon for your future projects - there's a small iron mine and a blacksmith already living in Nesiwald. You should spend time with the miners and the smith and his apprentice, checking out the working conditions so you have an idea of what you can use them for later - or how you can improve them, perhaps.
Cost: 0. Difficulty: 10. Gain more information on the blacksmith and iron mine. Unlock further actions.
[ ] Perform a census and make a map. The charter you were given said that there were 193 families in Nesiwald, but that is probably badly outdated. By gathering up information how many people live in Nesiwald exactly and what they do for a living, where everyone's houses and fields are, and so on, you will gain a handy reference for your own plans for this village. Maybe the Crown will even appreciate having more up-to-date information on their village. Unlikely, but you might as well send off a copy if you do this.
Time: Two months. Cost: 0. Difficulty: 30. Gain a bonus of +10 on Stewardship actions in Nesiwald, until the census and map is outdated.
[ ] Improved Horse Collar. Horses and other animals are used to pull wagons and plows. They are an essential part of life in a small village, but a quick look around at the animals you saw on your way in confirmed that the people are using a simple arrangement of leather and rope. You have information from the Codex about a better way to do it. Try to get someone to make a few and then sell them to people as an improvement. People will probably copy them in no time and you won't be the only source anymore, but it will help in the short term.
Cost: 3 Profit invested for 1 month. Difficulty: 30. Gain a small one-time Profit. Chance to improve Nesiwald approval. Nesiwald economy improves slightly.
[ ] Plan a Wind or Water mill. You can't just start building things willy-nilly and expect to profit. If you want to bring a central grain mill to Nesiwald you have to figure out where best to put it, write out detailed notes on the construction, figure out how you will get materials and labor to the site, research how much it will cost to hire someone to run it, and how much money you will make off the centralized grinding after all is said and done. Only by having details plans and charts will you be able to make the most of the Codex Crystal.
Cost: 0. Progress: 0/60. Unlock action to build a Wind or Water mill, depending on which works better in the local area. This is probably the fastest route to real profits.
[ ] Start four-field crop rotation (buy). This should be an easy and simple way to improve food production in Nesiwald. Should. Get to know the farmers, and figure out who might be willing to divide up their fields in a new and radical way on your say-so. Probably not very many of them, given the looks you've received since being put up in your office-cum-storehouse. To guarantee that you'll actually see a return on your money and to secure long-term profits you'll buy a few fields and then get the farmers currently living on them to become tenants, working the land that now belongs to you - or perhaps to the position, Steward of Nesiwald. That might be better to keep from being accused of acting like nobility despite your disgrace.
Cost: 10 Profit burned. Difficulty: 40+20 [Low Nesiwald approval]. Gain tiny tenant farms (four-field crop rotation) asset. Improvements may take a while to show.
[ ] Start four-field crop rotation (convince). Alternately, you could just try to convince the farmers to adopt your idea, helping seal the deal by giving them a loan or buying them new tools and asking to be paid back in a few months. You won't see as any profit directly and it'll be even harder, since what does some cityfolk know about farming anyway? But improving local food production will have some very nice knock-on effects, increasing the amount of grain that you can feed the mill you plan to build and therefore the likely profits, and freeing up more people to work on all the other projects you have in mind.
Time: Two months. Cost: 4 Profit invested until end of Autumn. Difficulty: 60+20 [Low Nesiwald approval]. Four-Field Crop Rotation starts on some farms, you will not see any direct Profit but the local economy will improve.
Learning: 1 action.
Learning what the Codex can teach you is going to be the bedrock of your plans to bring that miraculous future to this world. There will be three rough stages in bringing any new innovation to the real world. First, you study the Codex Crystal's visions to understand the general idea of how to produce the new innovation, gaining an understanding of the use and purpose and learning a general outline for how to produce it. At least this step will be essentially free - the only thing it will cost you is your own time and effort and perhaps a bit of paper.
Second, you will have to perform experiments on what you have deciphered. Watching someone else do it is not enough - you have to practice a sort of alchemy, working with your hands to build prototypes, test methods, and learn the pitfalls and bad ideas. This will probably be expensive, depending on the item in question. And finally, once you have working knowledge or a prototype, you will be ready to use whatever you have been working on for real. It'll be a difficult process but that's what you have to do.
[ ] Ask the Codex about itself. You don't understand the Codex. You found it in a bunch of out-of-fashion jewelry in your parents' storeroom, but that doesn't go very far to explaining why such an obviously powerful magical artifact was waiting there for you to discover it. Or why nobody else can see the light it shines for you. You can sort of guide the Codex to certain subjects if you try. Why not ask the Codex about itself? You might be able to learn how to better use it, figure out what it's doing to make you a bit more sharp of mind, or even figure out where it came from.
Cost: 0. Difficulty: ???. Gain information.
[ ] Ammonia Production outline. Extracting the stuff through various disgusting or difficult methods will be a trick, but apparently ammonia is very, very good for the growth of certain plants. Unfortunately the methods that produce useful amounts seem to involve a lot of complicated alchemy-like processes. The Codex Crystal hints at future uses, too.
Cost: 0. Progress: 0/[??800-1200??]
[ ] Mill Machinery Standards outline. A big problem with making lots of anything is that every smith and carpenter does things differently. Even different pieces by the same person often don't fit together. You need to fix that somehow, to make expanding easier. The methods the Codex proposes to try to deal with this seem straightforward enough, but it will probably take a lot of experimenting to put them into practice.
Cost: 0 Progress: 0/200
[ ] Cast Iron Plow outline. It seems like a heavy plow made of cast iron can bite into the soil more effectively than the wooden ones in common use currently. The Codex promises that a single animal can prepare far more land than before with a cast iron tip to a plow. Blacksmithing is more complicated than you first thought, and it looks like an unusual method is required here. You'll figure it out.
Cost: 0. Progress: 0/[??250-400??]
[ ] Vodka Brewing outline. There are plenty of potatoes being grown in the local fields. They're an easy crop that grows in almost any kind of soil. The Codex is showing you methods to turn potatoes into a new kind of alcohol using fermenting and strange boiling processes. The new drink would probably be fairly cheap to make and could be a good source of income. Potatoes are cheap.
Cost: 0. Progress: 0/[??400-600??]
[ ] Seek new ideas. See what the Codex has to show you, spend time letting it wander to whatever it wants to display to you instead of directing it somewhere specific.
Cost: 0. Unlock new technology prospects depending on roll.
Diplomacy: 1 action.
Life in a small village like this is rather far from the courtly politics and diplomacy you had expected to be dealing with right now, but you can apply charm and diplomacy to your new situation all the same. After all, a lot of your work will be getting people to accept and use your ideas. Simply developing them is not enough if the people are too sucpicious of you to take what is being offered.
[ ] Say hello. You should meet as many of the villagers of Nesiwald as possible. Ask after their troubles, learn who the important figures are in town. Show them that you care about how they're doing - because you do. You want everyone to prosper and become rich. Hopefully your sincerity will be appreciated.
Cost: 0. Difficulty: 40. Improve Nesiwald approval.
[ ] Nearby villages. There are other villages in these hinterlands, despite what the hilly forests looming above you and making the world seem far too small might make you think. Make a point to travel along the trails to any neighboring villages and learn more about the place, even if you're only the Steward of Nesiwald itself. This will hopefully get easier when winter ends.
Cost: 0. Difficulty: 40. Learn about nearby villages.
Intrigue: 1 action.
You might not think there's much sneaking around or circumspection to be had in a tiny village like this, but gathering information and using less-obvious methods to accomplish this or that will be useful later, when your changes attract too much attention. Some of what you intend to do is probably illegal, and competitors might react badly to you. You can garner small advantages now and prepare for when that will be necessary.
[ ] Local gossip. You think you can identify the local gossips easily enough, and then by earning the friendship or at least attention of them by gossiping a little yourself you can earn yourself a place where you can hear the local rumor mill. It's unlikely to be very interesting but could help you keep an eye on the mood of the village at least.
Cost: 0. Unlock Nesiwald Rumor Mill, local gossip coming out once a quarter.
[ ] Send an apology. You think you can get a letter delivered to your family if you are appropriately circumspect and pay the right person. It would be bad form to openly send them a letter, but you can send a secret one. Traveling merchants do this sort of thing for 'little considerations' all the time. Apologizing profusely for the whole mess won't put you back in their good graces immediately, but it would show your family that you mean to make up for it.
Cost: 1 Profit burned. Sincere apology sent to your family.
Piety: 1 action.
Gods. Divinities. You don't fully understand them, but you think nobody does. Whether the gods are truly benevolent and kind or if their blessings are some kind of partnership or hobby, or something else entirely, you're not quite sure. You've never seen an obvious miracle - a glowing bolt of light that leaves a man fully healed, or lightning from clear skies to strike an enemy - but their more subtle workings seem real to you.
You made a study of it when you were a bit younger, asking people who they pray to and for what and seeing how they do - people who pray do better at the things they pray for on average. It was a fairly clear trend. You think that you have at least a smidge of true faith in you, having done that careful study and seeing the effects painted in a sheet of reports and numbers. Not to mention the magical powers of certain gods' chosen followers: Clerics. Devoting some time to them seems like a good idea.
[ ] The Healer. There's a small church to the goddess Shallya here. Gods can be inscrutable at times, but the blessings they provide to people who faithfully pray are real and undeniable. Shallya's domain is healing, a fairly popular subject when plague and fighting are both capable of ravaging entire villages. Find the church, meet the priest or caretaker, and pray, asking Shallya for the strength to continue on despite misfortune.
Cost: 0. Difficulty: 30. Gain a bit of divine favor?
[ ] The Donation. There's a small church to the goddess Shallya here. Gods can be inscrutable at times, but the blessings they provide to people who faithfully pray are real and undeniable. Shallya's domain is healing, a fairly popular subject when plague and fighting are both capable of ravaging entire villages. But the church seems rather shabby, even the holy symbol of a carved dove looking worn-out. You can afford to make a donation to the church for repairs, having a goddess of healing approve of you sounds like a good idea.
Cost: 2 Profit Burned. Difficulty: 20. Fix up the church some. Chance to improve Nesiwald approval. Gain a bit of divine favor?
[ ] Other Gods. You can spend some time to think about the other gods popular in Veschwar. While the blessings of Shallya are not half bad at all, other deities can deserve your attention too. Remember everything you can about your theology lessons growing up and make a list of other gods you might want to invite to Nesiwald, and ask the locals who else they pray to.
Cost: 0. Difficulty: 20. Get information about other gods, new actions.
Personal: 1 action.
You can't endure every moment of your days being devoted to productive work in the long-term. Personal projects should distract you from more complicated and difficult tasks and give you a bit of time to unwind.
Personal actions don't have difficulties.
[ ] Paper, please. You have a bit of ink and a few notebooks, but with all the writing you intend to do - keeping track of farm yields, performing a census at some point, accounting, plans and calculations and experiments for your industrial ideas - you're going to run out sooner or later. Find a merchant that can get you a crate of the things you need to write. That should last you a while.
Cost: 1 Profit burned. Gain enough paper and ink that you won't be pressed for writing material soon.
[ ] Tidy up the place. Your new home has been empty except for vegetables for decades. You are very much unused to doing these things yourself but you have to learn some time. Clear out the stored objects, clean everything up, get some kitchen utensils and re-learn the very basics of cooking, and generally settle in to your new home. You're probably going to be here a while, might as well get comfortable.
Cost: 0. Settle in, make the new home more comfortable.
[ ] Chat with the neighbors. In small villages like this being on good terms with your neighbors is important. They're the ones who will mount a rescue mission if you get lost in the woods, give you enough food to tide you over a bad winter, and help out in small ways with little kindnesses. Chatting and getting to know the people you've been appointed Steward off certainly can't hurt, and maybe it will wear down some of the social walls between you.
Cost: 0. Socialize and hopefully make friends.