You sigh as you review your situation. Your clay golem had escaped and was rampaging in the forest, the bastard Francis owed you your due, and the kingdom was on the verge of war.
On the other hand, you had a decent repertoire of spells. Yey.
Demesne Status
1 Log Cabin, 2 Rooms.
Defenses: Fence
Structures: Magic Node
23 Gold Dragoons
-5 Gold Dragoons per Turn(Food Purchases)
100 MU produced each turn
Spells:
T1-50 MU
-Enchant Tools: -5 to Chosen Actions cost
-Erect Barrier: -5 To Enemy Actions
T1-100 MU
-Erect Barrier: Stops enemies, provides area defenses.
Martial
Word on the grape vine is that the local bandits were getting uppity. A little care was called for right now.
(Pick 1)
Reinforce Cabin: Strengthen the walls of the cabin, cover up the windows, make it harder to get in. 10 Gold Dragoons
Lay Traps: Set traps through the forest in order to get rid of some of the nastier denizens of the forest, and discourage them entering this area.5 Gold Dragoons
Arson: The bandits lived in tents. Tents were flammable. With a little chemical assistance, you were sure you could design a firebomb to set their camp ablaze.
Murderize Bandits: You were tired of these MOTHERFUCKING bandits in this MOTHERFUCKING forest! So, you would march into their camp and murderize as many as you could get away with!
Hunt Wolves: Today, you would hunt the most dangerous predator! No, not humans, humans are barely dangerous at all! No, you would hunt WOLVES! Vicious, giant, wolves!
Stewardship
Still working on the garden! It was coming along nicely, you had to admit.
(Locked)
Garden: Make a food garden! Remove the need to purchase food once a week! 10 Gold Dragoons, Takes 2 Weeks, Finishes this week
SCIENCE!
Okay, sure your golem had gone insane. That would not stop you, however! You would go forth and do sweet beautiful science!
(Pick 2)
Collect Specimines: The landscape of the forest was filled with all sorts of terrifying creatures. All of which you wished to study. So, you would go out, beat up monsters with your bare hands, and bring them back for dissection.
Artifice: Enchant Blade: One perk of having a weapon was that you could look into enhancing it. Add some nasty enchantments, make it much more deadly.
Artifice: Even more enchanted tools: You had your tools enchanted. But perhaps you could improve the enchantments you cast upon them?
Artifice: Clay Golem: You knew how to construct a mudgolem. Now perhaps it was time to design one a bit more...sturdy. A bit more tricky, you would bake the mud into clay before giving the golem life.
Piety
You had reactivated the node. As such, you could get started on researching spell craft.
(Pick 1)
Land Magic: Combat Spellcraft: Develop a few spells for combat. Perhaps a molotov spell or a dart spell.
Land Magic: Infuse Seeds: Figure out how to infuse magic into the plants themselves, making them grow faster and larger! Also improves the taste somewhat.
Create Shrine: You and the divine didn't get entirely along. However, might possibly you be able to ease things somewhat by setting up a small forest shrine? 10 Gold Dragoons
Attend Church: Take time out of your busy schedule to attend church. While it would likely be unpleasant, it would help you fit in somewhat.
Intrigue
Bandits, Goblins, Wolves, oh my. It wouldn't do to let them fester in your home.
(Pick 1)
Sneaky Stealthy MURDER THEM ALL! You would sneak into the bandit camp and stealthily pick them off, one by one by one...
Harass Bandits: Bandits couldn't stay in their camp forever. See if you can pick off a few that wander out of the camp. Make things unpleasantfor them.
Scout Goblin Shanty Town: Attempt to infiltrate the Goblin shantytown, obtain a layout of the place.
Trap the Wolves: Set up traps near the wolf den, see if you can kill off a few of them.
Diplomacy
You had met the local weapons salesman, the town guard captain, and the local priest. There were probably more inhabitants, but you believed you had met the more important town figures.
(Pick 1)
VISIT TAVERN! Visit the local watering hole, see if you can meet people and get REALLY drunk. Plus, taverns were the perfect place to find adventurers and weird traveling salesmen. Costs 1 GD
Bargain Bin: Flanders had a thriving market, filled with goodies! And while you probably couldn't afford any of the good stuff, there was always the smaller shops! Costs 10 GD, Gain Random Items
Talking Shop With Haggard: Go talk with Colonel Haggard in his shop, look around. After all, it never hurt to be on good terms with the man who dealt weapons. 5 GD
Lets Make a Deal: Rancid was ill. You wanted your money back. A deal might be struck. You would brew him a potion to aid his condition, and in return, he would reimburse you for money spent on that cabin, and then some. 5 GD for materials.
Talking with the Guard: Go talk with the Guard Captain. After all, they could SURELY use your intellect to aid them!