... and we're back. I think we were getting a bit out of hand there. Remember, this is a game, and it should be fun. Don't get too worked up about it, and we'll have a good time. And, if I may make a suggestion, it would be to focus more on providing constructive suggestions and less on debating one another ad infinitum.Year 5, MarchWith the warrant in hand, you set a few plans in motion. You send a letter to The Rat, asking him to observe the wool merchant's habits, and attempt to arrange a meeting near the Count's docks under false pretenses. You plan on meeting The Rat at the docks in two weeks time, with a small group of soldiers, in order to rightfully imprison the treacherous merchant.
You set your workers to fortifying the area around the mines, putting up some crude earthen berms and sharpened stakes to make the area more defensible. The barracks are fortified in a similar fashion, giving the men some easily defended positions.
The next two weeks, you drill with your men on the arrest, as you see it playing out. You will rush in, guarded by your best Halberdiers and Rangers, and remove the wool merchant cleanly from the city late at night by Felucca. The days tick by, and you find that your skill with a shield has improved due to the constant sparring and drilling.
The set date of your departure comes, and you depart in the morning with eight soldiers on a mild day. Alan and Fin are told to be on high alert at home, and to be wary of any retaliation by the Count. The trip downstream is tense, but you pass the time with simple dice games. The journey would take a day, but you time it so that you arrive late the following afternoon.
You have some pretenses about traveling up towards the Duke's lands for wedding preparations, and you enter a tavern where you agreed to meet The Rat that evening. The man's shadowy figure slips into a booth with you, and he leans in towards you, speaking in low tones.
"The situation has evolved in a most unexpected fashion, M'Lord," he whispers. "It seems as if the Count has arrested the wool merchant on charges of kidnapping. He has... hanged the man without a trial, and his household guard have freed the hostages."
This news takes you aback. The Rat takes you to a nearby square, where the body of the man still hangs lifelessly. Returning to your Felucca, you are left dumbstruck as to how to proceed next. After a few moments, you decide to continue on your stated purpose, journeying upriver to see the Duke.
When you reach the Duke, he has already heard the news. "I am not sure what to tell you, Sir Stone. All of your evidence points towards this dead man, and dead men tell no tales. The hostages have been freed, and I cannot see any other course of action other than to return to your lands and prepare for your wedding. Perhaps this is all for the best."
Slightly unsatisfied, and still uneasy about the events that occurred, you return home. The rest of the month, you dally about in the fields, overseeing plantings and trying to piece it all together. Perhaps it is time to put these shadowy dealing behind you and refocus yourself on being a Lord.
What are your priorities for April?
Age: 23 (February birthday)
Good Health
Elite Fitness
Literate
Natural Archer
Fine Man of the People
Above Average Swordswman
Above Average Rider
Above Average Woodsman
Average Etiquette
Average Lancer
Average Shield User
Novice Legal Mind
Poor Rhetoric
Weapons
Militia-grade Short Sword
Fine Longsword
Iron Lance
Armor
Mail Shirt
Brigandine Armor
Fur cloak and leggings
Iron Shield
Transport
Felucca
Mottled Grey Hunter
Housing and Misc.
Brick and Lumber Manor
Falconry Mews
Average Clothing
Silver Sun Necklace with Gold Pendant
Bound New Testament
Book of Laws
Cask of Beer
Stone Weights
Treasury - Low
175 Citizens
Services and Housing
Nice Communal Housing
Mix of Wood and Brick Housing
Nice Inn
Small Courthouse
Small School and Library (to be built in spring)
Defense
Wooden Palisade
Trade and Travel
Brick Roads
Medium Brick Paved Market
Modest dockyard
Two-way Ferry
Industry
Large Clayworks
Smokehouse
Watermill (Lumber Mill and Grindstone)
Growing Shipyard
Brewery
Stables - Large herd of horses
Small Furniture Workshop
Medium (5x city size) population (Loyal)
River Parlon (fertile banks on both sides, light forest to the north)
Farming
Nice parcel farms south of the river (two plantings per season)
Fine Communal Farm
Small Vineyard
Defense
Fortified Average Barracks, Armory, and Obstacle Course with Furnaces and Forges
Jousting practice field
Trade and Travel
Gravel Roads
Medium Warehouse
Industry
Small Fishing Fleet
Fortified Mines north of river (silver, copper, gold, iron, gems)
* Small community of miners in communal houses
Misc.
Trash Pit
Graveyard
Ranged - Longbows, iron short swords, fur armor, mounts
Five veteran Archers
Ten regular Rangers
Ten regular Archers
Melee - Iron halberds, iron brigandine armor, iron short swords, mounts
Twenty green Halberdiers
Reserve - Iron short swords, fur armor, wooden shields
Ten regular Watchmen
Mandatory Bow or Halberd Training for Able-bodied Men
Skilled Potters
Above Average Jewelers
Above Average Trappers
Journeymen Miners
Journeymen Metalworkers
Journeymen Masons
Journeymen Furniture Builders
Novice Horse Breeders
Novice Weaponsmiths
Novice Armorers
Market Town of Carshire - One day's ride on main road
Folesden - Land of Count Foles - Downstream
* Curbiston - County Seat of Folesden
Land of Sir Denton - Upstream
Land of Sir Percival - Adjacent to Sir Denton's land, across the river
Hemswood Abbey - Far Upstream - Known for dark beer
Lands of Duke Erran - Across the river to the north - Used for hunting
Duke Erran's Capital - Sprawling metropolis with a bustling port located on a wide estuary
King Edward Geronos IV, Lord of the Falls, Keeper of the Flame, Seer of the Dawn - Vaguely remembered
Duke Erran - Pleasant
Count Aaron Foles - Your Liege Lord - An angry drunkard - Suspicious
Count Gorgan - A fine fighter - Introduced
Count Zanders - Introduced
Sir Blake Denton - Friendly
Sir Alan Percival - Friendly
Sir Uriel Lope - Count's Marshall - Unsure
Sir Melvin - Lady Marna's brother, Duke Erran's nephew - Polite
Sir Ivanson - A renowned jouster - Introduced
Lady Marna - Infatuated
Alan Alanson - Squire, Captain of the Watch
Fin - Captain of the Militia
William Dent - Steward, Mayor
Victor Irlof - Master of the Market, Treasurer
Curtis Stumpf - Miner, Councilman
Ian Wood - Carpenter, Councilman
Marge Kannity - Brewer
Shipwright
Architect
Armorer
Weaponsmith
Horse Breeder
Scribe (in spring)