Year 4, DecemberWith December comes a cruel snowstorm, sending you inside your new manor. You spend the days in consultation with the Council, working on a few basic tenets for the planning of the city. You agree that you need to have some flexibility, but that houses should be built along roads, and that roads should intersect at 90 degrees. You also reserve space every few streets for public buildings in the future, should you desire to build them. You also set aside a parcel for trash hauling, with a pit to be dug there in the spring, and a separate graveyard. The Council is amenable to these suggestions.
You dash a note off to The Rat, as well, and he tells you that he has gotten a few sworn statements that the Count was connected to your initial assassination attempt, as well as the "accident" at the joust. He is collecting evidence for your use at a later date. He also tells you that there is some rumblings of some shady business regarding the Count forging a claim on your mines, but nothing seems to have come of it at the moment.
You send letters out asking for a trainer of horses, and to your surprise, a man and his family shows up despite the storm. He is an expert horse trainer, and he tells you that in exchange for a good house and land, he'll train and run your horse breeding program. You take him up on the offer.
There are some thoughts of holding a winter festival, but the weather is simply too wicked. No one would want to leave their houses, so you tuck the idea away for a later date. Similarly, your search for an apothecary and a sculptor are postponed by the weather.
You spend the majority of your time out hunting and training with your Rangers. You move to appoint a Captain, but find that one man is already the de facto leader, so you simply formalize his title. Your ranging grows your skill as a woodsman.
While out one day in your forest, you stumble across what seems to be the remnants of a camp. You find several of the camps over the next few days, and conclude that there are either bandits or poachers operating on your lands again.
Any plans for January?
Age: 22 (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
Novice Legal Mind
Novice Shield User
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
171 Citizens
Services and Housing
Nice Communal Housing
Mix of Wood and Brick Housing
Nice Inn
Small Courthouse
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
Average Barracks, Armory, and Obstacle Course with Furnaces and Forges
Jousting practice field
Trade and Travel
Gravel Roads
Medium Warehouse
Industry
Small Fishing Fleet
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
Five regular Rangers
Ten regular Archers
Five green Rangers
Melee - Iron halberds, iron brigandine armor, iron short swords, mounts
Twenty green Halberdiers
Reserve - Iron short swords, fur armor, wooden shields
Ten green 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
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