[X] Plan Ready For Battle
-[x] Seek and hire a steward to manage and improve the fief in your absence. (100+50 gold to pay them for the projected duration of your absence, free action)
-[X] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood, free action)
-[X] Improve the road between the Estate and Sonningwiese. (50+25 gc, free action)
-[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc, free action)
-[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc, free action)
-[x] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
--[x] Learning
--[x] Piety (Overwork)
-[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of
Ulgu. Investigate them to see what might be possible.
--[X] Ranald's Blessing
-[x] Spells of Grey Magic (teachers' choice; multiple spells)
-[x] Sell the produced niter crystals to Zhufbar.
-[x] Shyish-kebabs: The
Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
-[x] Commission a magical healing item from the Colleges (-favours,
specific spell deferred to a later vote, free action)
-[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)