[X] Plan Logical Baby Steps
-[X] Find a way to help the horse patrols. Cornet Renns's men tromp up and down the snaking valleys in these parts that go all the way to the flint mountains. They keep the roads clear of bandits and monsters, and identify worn-out trails and fallen trees blocking the road. If you can somehow help them in their mission it would be a first step in setting yourself up as a supporter of the military, rather than a soldier yourself.
Cost: 0. Difficulty: 30. Identify challenges the horse patrols face.
-[X] A black partnership. Mr. Smith, the blacksmith, is simply not a very organized man. His time would be much better spent shaping iron and training his apprentices to do the same than attempting to run a business. But you are quite good at business, you think. You will get the ore and wood and coal he needs, tell him what needs to be made, and manage the store, removing those headaches from his life entirely. All you want is a cut of the sales.
Cost: 0. Difficulty: 30+10 [Low Nesiwald approval]. Gain Contracted Blacksmith asset (30% chance of 1 Profit each season). Gain a repeatable action that generates 1 Profit. Unlock blacksmith improvements.
-[X] Iron Mine Improvements. Currently the iron mine is a simple open-pit mine where men break apart stones with picks and hammers. You can build a small elevator, storage sheds, slightly better tools, and so on. It wouldn't be a real industrial mine like the Codex shows you glimpses of, but it would mean there is more ore available to be made into iron, and you're going to need quite a lot of iron eventually.
Cost: 3 Profit Invested for 3 months. Difficulty: 40. Improve ore supply for the smith.
-[X] 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: 30/[??250-400??]
-[X] 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: 50. Improve Nesiwald approval.
-[X] From the grass up. You have a few actual friends in Nesiwald, and a few more people you've done some amount of business with. You could start your efforts with them and ask them to mention you to others. If you're accepted by a few members of this community it shouldn't be too hard to get the rest to follow.
Cost: 0. Difficulty: 35. Makes "Say hello" Diplomacy action easier.
-[X] 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?
-[X] 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.