Lordship Condensed You can still remember the sounds of battle clanging in your ears. The smell of blood hanging in the early morning mist. You still aren't quite sure what brought you to the small hill, what spurred you to charge recklessly forward. All you know is that, when the day was done, people were telling you that you had saved the King's life.
Your life was so simple before this. You farmed a small plot your father left you, drilled with your lord's local militia, and mooned after the marriageable local women. A plain, but dignified existence: a young man's life. Now you weren't so sure what will come ahead.
All you are sure of is that the boring steward who is sitting at a small desk surrounded by courtiers has droned on for most of the morning, as you sit uncomfortably on an oak bench in the Royal Audience Room. You are quite bored, and your "nice" tunic looks woefully out of place amongst all of the finery. One of the other fellows, dressed much nicer than you, indicated that the King would not be in attendance. So you sit, and wait, and wonder what you were called here for. The letter, read to you by a local friar, didn't give any indications beyond "a reward for valiant service to the realm."
Suddenly, out of the din of conversation, you hear your name ring. What is it?
GM NOTE: So this game is basically a medieval setting, analogous to Earth but distinct (i.e. no countries we know but otherwise the same). You will be a newly minted lord pulling yourself up from the bootstraps. Next turn you'll pick the land, and then the game will most likely move at a season a turn. If you've seen or played any of my other games before, know that I'm not super into stats and complicated systems. I like to have fun, keep the story going, and not worry too much about details. Hope you'll all enjoy playing!
"Samuel Stone!" The steward yells again. You stand off the bench, and amble to the front of the room. You feel the eyes of the courtiers on you, gazing at your rough outfit and farmer's gait. You put them out of your mind for the moment.
The steward eyes you up and down. "Stone?" You nod your head. "Very well. The King, his Royal Majesty Edward Geronos IV, Lord of the Falls, Keeper of the Flame, Seer of the Dawn, has called you here today to thank you for your actions on the morning of September the 15th. Do you remember that morning?" You nod again.
He eyes your clothes for a moment, then goes on. "Very well. Kneel down." You hesitate, then do so. A grizzled looking older man, wearing resplendent plate armor, approaches you with a sword, touching your shoulders with it as the steward speaks. "I hereby knight you, Sir Samuel Stone." The knight backs away, and assumes a gaze towards the middle distance. You think you recognize him from the battle, but are not quite sure. It has been several months, after all.
As you stand, the steward goes on. "Our King has also seen fit to grant you a small parcel of land to establish a new village for his glory. You will be a vassal to your current lord, Count Aaron Foles. You may choose on of three available plots. One is heavily forested, with several rocky outcroppings. The second is at the intersection of a hilly region and a large plain of grass. The final is on the banks of a tributary to the great river that runs through our land." He pauses for a moment, a hint of interest peaking into his bored eyes. "So, Sir Samuel Stone, what shall it be?"
GM NOTE: Debate is fine and encouraged. However, please keep it civil.You grow perplexed for a moment. You had no idea this was coming. Clearing your throat to buy some time, you think hard about the options. You get the feeling much of your future may depend on this decision.
Your initial gut feeling is to go with the forest, but then you remember a traveling merchant who came through your village singing the praises of the river life. You blurt out, "I'll take the river land," surprising yourself. The steward twitches an eyebrow, then makes some sort of scratch on a piece of fine vellum paper. He rolls it up, hands it to you, and then continues.
"The King has, in his graciousness, provided you with a sword for defense of your land." His eyes dart to the cudgel worn on your hip, a slight sneer on his lips as a young man walks forward and presents you with the first sword you've ever owned. You grab it clumsily. "There will also be a horse supplied for touring your new lands, whose dimensions are marked out in the document you hold." You clear your throat, cheeks reddening; you cannot read. "Perhaps it would be advisable to find a Steward amongst your people, Sir Stone."
He nods to the back of the room. "That will be all for now, Sir Stone. I look forward to hearing of your exploits." He says the last sentence with a bit of venom, and you feel the desire rising to prove him wrong. You may be just a simple farmer, but you
will succeed at this.
Year 1, SpringYour butt really hurts. You've never ridden a horse before this trip to your lands, by the River Parlon, and the old brown mare, well, she ain't what she used to be. You bounced and flipped and flopped all the way from the capital, but you are finally here. The main road ended long ago, and you had to ride through a few fields and meadows to reach the river.
You stand on the south bank, where the ground is rich and loamy and free of trees. Glancing across the river, which is no more than 100 paces wide, you see the other bank is similarly verdant, and actually dotted by several trees. Not enough to sustain an industry, but plenty for your building purposes.
A few lazy fishing boats ply the river, and you rode by several run-down looking farms on the way in. A few village boys followed your ride in, laughing and smirking at the way that you bounced roughly on the saddle. As you swing your legs down and your boots hit the ground, you suddenly realize that you have no place to stay here. There is no manor house waiting for you.
As you consider your situation, a fisherman walks up to you. "Who," he glances at your sword, "might you be, good sir knight?"
You explain who you are. He seems a bit non-plussed. "Another lord then? Very well, Sir Stone. Best of luck to you. I'll be just attending to my fishing, then."
With that, he cuts a crude bow, turns and leaves. You stand alone, no village to speak of on your land, sore butt, unable to read the deed you hold, and without a roof to sleep under. What, Sir Stone, shall you do?
GM Note: I will read all of your suggestions, but only implement a reasonable number of the most popular ones. You can't build Rome in a day. Think natural progression and realistic goals for three month periods. If you want to build a castle, you will not succeed now.GM NOTE: The river is relatively slow flowing but deep. You can swim across, or build a raft ferry. A bridge is probably beyond your means at the moment. And, to clear things up, the farmhouses and forest on the other bank are both on your land (you believe).
Year 1, AprilYour first month is spent getting your bearings. With no manor house to stay in, and wishing to avoid sleeping in the elements, you back track and set up your residence in the least worn-down of the abandoned buildings you rode in past. It is drafty and spartan, but you have lived your whole life in a similar state, so it is not so bad.
You come to understand that this area has had no lord living in it for generations. The lands fall under the jurisdiction of Count Foles, as you were told by the King's steward, but his presence is barely felt. You realize that perhaps your presence here is partially intended to rectify that situation.
The people on your land are widely spread out. There is no town or village to speak of that falls under your jurisdiction, just various scattered hovels, huts, and homesteads. You have a nagging feeling that, if you want to get anything of note accomplished, it would be easier with some sort of village on your land. You also learn that the nearest market town, Carshire, is back on the main road, about a day's ride away.
After a few days by the river, watching the occasional barge roll by, you decide that it would be advantageous to build a dock for your new lands. You pitch this idea to a few of the layabouts that you encounter, and manage to convince a few to help you chop down lumber for it and help put it together. As you are not a trained carpenter, and you rather lack the funds to hire one if you knew of one, your efforts at constructing a workable dock are mixed. Still, you get the job done.
As you spend the end of the month relaxing by the river, you do notice a few of the merchants on passing barges now eye your docks, before continuing downstream after noting the distinct lack of a town at the other end of the dock.
Still, you now have a roof over your head, and your lands have a dock. Not so bad for your first month of leadership!
Year 1, MayWith a roof over your head, and food provided by local spinsters and fisherman, you feel quite confident going into your second month. You mobilize your people, dividing them into three groups.
The first group works on rehabilitating some of the abandoned farms that dot your land to the south of the river. Rocks are torn out of the fields, weeds are pulled, and dirt is tilled. Some of the more heinous buildings are torn down, and a messenger is sent to Carshire to tell people of the opportunities presented by these newly renovated farms. A few people do wander by, but are mostly unimpressed and none commit to farming in the still poor plots.
The second group works on putting together a semblance of a town to attract merchants by the dock. Surprisingly, they put together a rather unique, large building, that serves as an inn and communal gather place. The side facing the river is entirely open to the elements in the spring and summer, and the ceiling is high and sloping, allowing smoke to rise out from the two cook fires. Plans are made for a removable wall that will be erected in the late fall and winter. For being built by a bunch of peasants with no real training, it is actually quite nice.
A final, smaller group, works together to rough out some crude paths between your nameless village and the main road. Smaller paths are also beaten towards the farmsteads, as well.
All in all, it was a good month. You are starting to feel more confident in your position, although you still haven't quite broached the subject of taxation with your citizens. Right now, they seem to be feeding you out of charity, and you get the feeling that this relationship should probably be clarified before they start seeing you as something other than their lord...
Basic Inn
5 Citizens
Rickety Dock
GM NOTE: You get the feeling that this area hasn't been very well managed recently. As in, the tax collector rarely if ever visits. These people live in a quite, forgotten part of the kingdom (at the moment).GM NOTE: The tax system works so that you would be paying Count Foles, who would pay his lord (a Duke), and then he would pay the King. Food as taxes is acceptable, given that not everyone is going to have coins lying around (especially farmers)
Year 1, JuneAt the start of the month, you begin asking around about the settlements and lands upstream and downstream of you. One of the older men explains that downstream at the intersection of the Parlon and the main river, lies lands owned by the Count. It is known as Folesden. Upstream of you lies a parcel of land ruled by an old knight, Sir Blake Denton. Even further upstream, where the Parlon is barely a creek, lies a large abbey called Hemswood known for its dark beers.
You also issue your first proclamation this month. After much thinking, you decide that there will be a communal farm where citizens must contribute time each week. The food will be used to feed you, as well as for trade and use for paying your liege lord. In times of need, the food will also protect from famine. Citizens may also serve on various building projects in lieu of farm work, if they are so inclined, or simply contribute a small portion of their own food to a central store. The people grumble slightly at the idea, but you don't hear of any outright disagreement, so for now you feel confident.
To that end, a small warehouse is built to house the food, and a communal farm is designated. Work goes smoothly, and you notice that one young man has been integral in all of your successful construction projects. His name is Ian Wood, and he explains that he used to be an apprentice carpenter before his master was killed in a war. You decide that he would make a good foreman for your building projects in the future.
You also decree that every Saturday, there shall be a market held in your nascent town (which still doesn't have a proper name). Unfortunately, no one seems to have much to trade, and only a few farmers show up by the end of the month. Still, you'll keep at it, and hope that it gets larger in the future. You build a few stalls, which you will rent out to anyone who pays for them, but all of the farmers are too poor at the moment to do so. They simply set out their produce in the dirt.
Year 1, JulyThe heat of the summer is oppressive this year, and you feel rather hands-off. You simply instruct young Master Wood to start up an organized group of woodcutters and carpenters. You instruct him to spend this month honing techniques and stockpiling supplies. He agrees happily, and sets to work.
Meanwhile, you decide it would be a wise idea to visit Count Foles downstream, in order to pay your respects and get a feel for the man. You set off with your old brown mare, sword strapped rakishly to your hip. You feel as though you cut an imposing figure, compared to the rabble that makes up your people.
The journey itself takes several days before you reach a small town, although it is much larger than your own. You ride in and find out that this is in fact one of the Count's minor villages, and are instructed to continue riding for another day or so. They explain that he has a small palisade outside the county seat, which goes by the name of Curbiston.
After staying with a generous innkeeper for free, you ride the next day, and find yourself awed by the size of Curbiston. You have never seen a village this size. Children run through the streets, a busy market is bustling. You ride through the center of the village, and make your way towards a small hill overlooking a turn in the now much wider River Parlon. Perched on that hill is a stout wooden palisade.
You make your way to the gates, and after a brief explanation of who you are, you are brought inside and led to a small stone building. Inside, you are brought into a cozy chamber, with a high window that lets in the breeze from the river. You sit for a few minutes, which stretches out into many minutes. An hour passes, and you stand to leave, when an oaf of a man barges in from another door.
You smell the drink on him immediately. He is fat and disheveled, with a wild look in his eyes. You begin to question whether this is in fact the Count, but a closer examination reveals that his stained clothes are of a fine material, and his hands are covered in silver rings with bold gems inset.
He staggers towards a stout oak chair and flops down. Eyeing you up and down, he practically vomits the words out. "Who in the bloodly hell are you, and why should I care?"
This, my fine players, is a role playing segment. Feel free to jump in.
But proper greetings are in order. I am Sir Stone, my lord, Lord of Feroshire, as I said before, the modest village upstream. I felt it necessary to meet my count before setting up shop anymore than I already have.He glares at you for a moment. "Upjumped shit-farmer by the looks of you... Ain't never heard of a Feroshire, either... Last I checked, there wasn't anything worth a fart upstream of my lands, and you don't have the look of someone who can change that."
He shifts slightly in his seat, snorting slightly. "Well, then, I guess that means you'll be paying me some taxes, then?""Perhaps. That's one of the issues I came to discuss."He seems slightly surprised. "Good, good. I have to pay the bastard Duke every autumn harvest, so... you have to pay me every autumn harvest. I'll be sending my tax collector out your way in a few months, then. Better make it worth my while."
He turns away from you and shouts incoherently. A few moments later, a servant arrives with a single mug of ale. The Count sips it and eyes you warily. You aren't sure about the propriety of it, but you feel as though it is a slight that he is drinking without offering you refreshment.
"You'll also need to provide troops, should I so need them. You don't look like much of a fighter, boy. I would have snapped you in half back in my day..." He trails off, leaving an awkward silence hanging in the tiny room.Possibly, but normally a cudgel is my weapon of choice and I can did get "up- jumped for exhibiting valor on the field of battle... At the moment, able bodies are the only resource I seem to have in excess. The armor and weapons to clothe them may be problematic, especially at this time... My liege, you must know how development can make or break a small project. This project requires a specialist or two if it is to be lucrative to you or I.
As far as taxes go, if crops are an acceptable substitute, you can expect them as soon as your tax collecter makes rounds.He eyes you, blinking twice. "Specialist? Well... I've got me a Steward's apprentice who I caught eyeing my daughter the other day. Be good to get him out of my damn hair..." He runs his hand through his greasy, long hair. "He'll be accompanying you back to... Fer... Fire... your damn town."
"Crops... will do for now. Your neck of the county has never been worth taxing much anyway, no wealth... but extra crops are always welcome." He pats his belly appreciatively. "However, I do prefer coin. Make sure that you have some by next year."
"As for the soldiers... just make sure they're ready when I need them. I am an infantryman by training. Make of that what you will..." His biting tongue is wearing out a bit, and he seems to be growing disinterested in you.
"Is that all, Sir Rock? I have business to attend to." You highly doubt that.Yes. Thank you for the audience my leige. Where may I find your steward? Promptly stand and bow.As you stand and bow, Count Foles screams, and a servant appears. He mumbles something to the haggard looking man. "I've sent word for the damn Steward boy to meet you at the gates."
You quickly exit the room, refreshed by the absence of stale beer in the air. Walking out, you wait a few minutes, and then see a sharp looking young man with intelligent eyes walk towards you from a group of tents, leading a horse. "Sir Stone? My name is William Dent. I understand that I am to be your Steward? Shall we ride?" He lowers his voice. "I also understand that Count Foles is none too pleased with me at the moment, so I apologize for any haste."
With that, he mounts his horse, which you note is a much healthier specimen than your own, and starts it walking towards the gates.You have a pleasant journey back to Feroshire with William, with little of note on the ride home. Work has progressed, and there is now a stockpile of adequate looking lumber for use as you command. What shall you do in August?
Year 1, AugustYou spend the month of August devoting time to learning more about your people. Amazingly, there are some very talented individuals living on your land, despite its relative poverty.
You meet Ian Hermage, who used to be an assistant cook in an Archbishop's palace. You immediately offer him the position of your personal cook, with a roof over his head and a constant source of food. For the time being, you ask him to work in the inn and cook meals for the townspeople. As he had previously been struggling to survive as a fisherman, he gladly accepts.
Another person of interest is Marge Kannity, who you learn is the daughter of a well-known brewer. She left her father's household when she became pregnant outside of marriage, and is now struggling to raise her son on her own. She is very knowledgeable about the brewing process, and seems eager to attempt to set up her own brewery. You would have to find a way to support her at the start, though.
You also find that there are a few skilled potters in the area, who have dabbled in creating urns and vases from a thick red clay that lines the river. Their work is quality, although they lack the facilities to produce work worthy for sale at the moment.
Your stewards is also taking this month to familiarize himself with your lands, and the legal decrees which granted them to you. He has nothing to report yet, but will most likely by the next month. He also says to expect the tax collector in two month (October). At the moment, you have a meager supply of food in your communal warehouse.
Year 1, SeptemberAnother month passes, and your young town continues to grow. You consult the potters, and set up a community kiln down by the river banks. First, crude ovens are set up to fire bricks for the structure, which is then designed to the potters' specifications. The resulting building, placed near the banks, has two permanent small kilns and a moderately sized storage area.
The farms are also completely overhauled. With the help of your trusty steward, irrigation trenches are dug, and several abandoned plots are consolidated and added on to the communal farm. Additionally, several plots much too large for inexperienced farmers are divided up into more manageable chunks of land. These changes attract a few new farmers, and boost your communal production. You now have a mediocre supply of food in the warehouse.
Back in the town, a small addition to the inn is built, enclosing a small kitchen. Mr. Hermage seems pleased, and the quality of meals increases noticeably. There are usually a few people hanging around the inn most evenings now, bartering for food, discussing their days, and even throwing dice.
You also notice that there are now a few huts in Feroshire, mostly populated by the potters and the workers of the inn. It is still rather meager, but you feel proud having built it in a few short months from effectively nothing.
Rumors reach your ears this month of some rough characters who have set up shop further up the river, but still on your lands. Your steward reports that he saw their camp from afar while surveying earlier in the month, and stayed clear of them. He is unsure what you can do about them, given that there are no trained soldiers on your land.
Year 1, OctoberA crisp air blows throughout your lands, as the harvest season rolls around. While your changes to the communal farm last month are too late to have much of an effect on the harvest this year, you feel confident that next year will be much more plentiful. As it is, the harvest is rather mediocre.
As you work on overseeing the harvest, a tax collector arrives from the Count. He is a sneering man, and he eyes your stores lustily. He loads up two carts worth of goods, probably about 25% of your stores. Your steward was out surveying for minerals when the collector arrived, so you were unsure whether this was an appropriate amount. By the time your steward returned that evening, the collector was already gone.
Upon asking Dent, he seems a bit miffed. "Perhaps that was a bit too large a tax, but I am sure the collector was instructed to push us around a bit. I doubt the Count looks kindly upon us." On the plus side, Dent excitedly explains that he has found what he believes to be a promising outcropping of rocks on your land, north of the river, that may hold valuable minerals.
This new lifts your spirits as you ride towards Carshire, seeking out unemployed archers to serve as trainers for your militia. You search for a week, and are mostly fruitless until your final day. You step into an inn and flop down on a stool, and are about to order an ale when a sinewy older man sits down next to you. You begin talking, and learn that he is a former bowman in the King's army, but currently working as a fletcher.
Hearing this, you propose that he come work as a trainer for your militia, in return for a plot of land and a home. He seems agreeable, and offers to bring several men in similar situations with him as well. You agree to this, and he states that he will show up next month after getting his affairs in order.
Year 1, NovemberA cold snap tells you that winter is on the way. You consider a trip to see Sir Denton, but decide that with the unseemly fellows lazing about on your land, your time would be better spent arranging for militia training to begin. Five archers arrive from the town and set up shop on the parcel of land you designated for them. After a short discussion, they also decide to set up a small bowyer's shop operating out of the house on the land. In effect, the house has become a bare bones barracks and armory.
You go to your people looking for volunteers for a militia, and with the harvest in for the year, you find ten volunteers. They begin training with the archers on bows and staffs. They have a long way to go, but they are working at it. Of course, they will most likely return to the fields in the spring (unless you find a way to compensate them somehow), but they will train over the winter nonetheless.
After putting her off for this long, you attempt to devote some resources to building a brewery for Marge Kannity. The wooden building itself is built, but your realize that you lack the capital to purchase a still for her, or the resources to build her one. She is quite upset that she cannot start brewing, although she appreciates the shelter for the upcoming winter.
With the ground hardening, you decide that it would be too difficult to get to work on any permanent defenses at the moment. You feel that this winter will be a cold one.
Year 1, DecemberYour intuition was correct. December is harsh and cold, with driving snow for most of the month. You find yourself huddling in blankets at night, fretting that this is no way for a lord to live. However, your people are not much better off, and they seem to appreciate the way you struggle with them.
They see you traveling from house to house, checking on firewood supplies, and they smile and nod. When you catch word of a few families that were sheltering in the woods, you offer them run-down farmhouses that were sitting abandoned. Similarly, a few new huts are put up in the main town, and the population nearly doubles, reaching 15 souls as the dead of winter sets in.
As you go about these tasks, you notice that people are smiling at you more and dropping their head slightly in respect on seeing you. You feel as if you are beginning to win the people over. They begin to talk with you about their wants and needs more freely. At the moment, many are pleased with the development in the area and simply wish for it to continue safely and surely.
During one dark night, you bring up your inability to read to your steward, Mr. Dent. He agrees to start working with you on your reading an writing during the dark winter months, when not much else can be done. Using a ragged copy of some long-forgotten decree of the Duke that your steward has on him, you begin the difficult work of learning these important skills.
The work is grueling, but by the end of the month, you have begun to recognize simple, common words like "and," "the," "of" and "for." You also have managed to learn how to sign your name by rote memorization. This will be a long task, but you are pleased at the progress you've made.
Year 2, JanuaryJanuary rolls around, and you continue to check up on your people. Winter continues to be very harsh. You continue your lessons, making continued progress. Mr. Dent is impressed by the speed of your progress. You master your alphabet this month, although your writing is still crude.
You consult with some of the locals, and decide to set up some basic snares around the outskirts of town to catch game. To your surprise, you manage to snag many rabbits, squirrels, and even a young deer. This food greatly helps out your somewhat flagging stores, and you don't hear of anyone starving this month. With this success, several men devote much of their time to this pursuit, becoming novice trappers.
You also decide it would be appropriate to check up on the bowyer and the potters. The bowyer has been having difficulty producing good bows, as none of the wood chopped prior to his arrival was selected with bows in mind. They are fine enough to train your militia with, but they are shameful quality and would not pass muster for real battle. The potters are faring much better, and there are several pieces that catch your eye as possible gifts for visiting your neighbors.
One night, however, you awake to hear a banging on your front door. It is not a knocking. It sounds like someone is trying to kick it down. What do you do?
Roleplaying section, go!
Startled, you grab your sword from where it is hanging, near a post on your bed. You stalk towards the front door and wait a moment to catch the patterns of the blows. When you have it, you reach over and pull the door open right before one of the blows would have landed, sending a dark mass of a man stumbling through the now open portal.
You rush towards him, miraculously controlling your blade and placing it right against his neck. The man flinches, then drops a club that he was carrying. He stares into your eyes, and you see desperation in them. "Please sir, mercy... mercy..." He practically whimpers.
He stutters when you question him. "M'lord, times have been tough. I was once... a great man. But that bastard Count ruined me! HE RUINED ME!" A glaze of anger flashes over his eyes, which quickly subsides when you give him a rough reminder that you hold a sword to his throat. He calms slightly, but still simmers.
"I was a great merchant captain. The bastard count seized my stores and burned my ships on some trumped up charge. Truth was, I had too much power, and he couldn't deal with it."
"I've been on my own for the last two months. Living in the woods. I saw this house, and the smoke coming from the chimney... I just snapped." A tear comes to his eye. "Please forgive me, my lord. I swear that you won't regret it."
He starts sobbing as you remove the sword from his neck. You give him a moment to compose himself, explain that this night did not happen, then tell him that there is a market in the town that might be useful for a man of his talents. You ask his name.
"Irlof, my lord. Victor Irlof." He thanks you profusely before heading back out into the cold night. You have trouble getting back to sleep that night, but you see him the next morning in the market, talking quietly with a few of the potters. He catches your eyes and nods to you, a half smile on his face.
End roleplaying segment. Proceed with suggestions for February (notable for being your birthday).
Year 2, FebruaryThe cold from January extends further into the year than you expect, and you find yourself once again riding from household to household, making sure that everyone has what they need to get by. Thankfully, everyone is fine, with the occasional house needing some support from the food stores, which are starting to run low again. On the plus side, staying atop your horse in deep drifts of snow has actually improved your riding skills somewhat.
Although you had plans to do construction on the dock this month, the weather is simply too ghastly to fathom it. Likewise, you still lack the materials or coins to purchase a still for the brewery, and the market is likewise not able to be improved with the ground frozen solid.
Your reading progress has hit a bit of a wall, and you feel as if you've hardly learned anything at all this month. Mr. Dent suggests perhaps you could purchase a book designed to teach reading in the spring, as he feels that the subject material certainly isn't helping you along.
You go to the barracks, to attempt to set up a watch, but you find that without proper winter furs, it would be murderous to station men outside all night. You manage to get your men to agree to send out two patrols every night to loop through the town, but there will be no men on permanent watch until the weather breaks.
You make contact again with Mr. Irlof, and inquire into his housing. You find that he has bunked together with several of the potters, and he has some grand ideas for the market in the spring. He will be riding to nearby towns to attempt to secure business, and he hopes that he can use some of the town's pottery for trading. You mention your desire to acquire a still for the brewery, and he nods his head in agreement. You feel that this man will be very useful to you in the coming year.
You also turn twenty. There is little fanfare, as you are far too busy to celebrate.
Year 2, MarchThe weather breaks abruptly, and spring is in the air. You decide to take a journey to your neighbor to the north, leaving the archers to watch the town (your militia men return to their fields for planting, leaving you with just the five). You also instruct Mr. Wood and Mr. Irlof to work on the market and the dock, with your steward overseeing the work. They seem enthusiastic, and you feel confident leaving them be for the moment.
You leave with a selection of pottery and Ms. Kannity, as well as a few potters. You head up to Hemswood Abbey without any issue, riding through Sir Denton's land. A few militiamen stop and question you, but not too closely. You ask them to set up a meeting with their lord for your return trip, and they agree.
At the abbey, however, the monks are not as receptive. They refuse to allow you into the brewery, citing "trade secrets." Marge gets into a shouting match with one of them, and they refuse to even consider selling you a still. You are unable to even secure a meeting with the Abbot to discuss trade, as he is on a pilgrimage and the presiding monk lacks the authority to allow trading. Altogether, it was a poor day.
You return to Sir Denton's land, and ride into the main village there. The potters break off, along with Ms. Kannity, and work on setting up some trade with the villagers. You also instruct them to keep a look out for a surveyor or a shipwright. Sir Denton lives in a nice manor house, and you are welcomed there warmly. When you enter his chambers, you see two men, both wearing padded leather jerkins. The older man introduces himself as Sir Denton, while the younger is Sir Percival, who rules a small patch of land across the river from Sir Denton. They receive you politely, and accept gifts of your finest pottery. What would you like to discuss with them?
Roleplaying section, go!
Age: 20
Somewhat literate
Untrained Swordswman
Very Poor Rider
17 Citizens
Modest Inn with kitchen
Bare bones Market
Modest Communal Kiln
Rickety Dock
Brewery (Unfinished)
Two nightly patrols
Discuss why our area was so poor, and the suspicious people dwelling around our village, as well as the aspiring military we've cooked up, and if they know any capable people in need of work.Sir Denton listens to your questions, seemingly taking your measure. "Your lands were simply unsupervised for too long. The Count... has his interests, and they mostly fall within his capital. Without a lord to marshal them, your people simply lived their lives, never aspiring to much beyond sustenance."
"As to the brigands, I don't have much of an answer for you there besides the obvious. They respect strength. There was no strength in your lands until recently, it appears. Show them who is in control."
Sir Percival takes an interest when you describe your militia. "Yes. That sounds like a good start. But, you seem to lack any foot troops. Your archers could be dangerously exposed in a skirmish." He gives you a long look. "I see from the way you carry your sword that perhaps you are not too familiar with it..." He pauses, weighing you for a moment. "If you'd like, I could send you a squire to... assist you in learning to fight as a knight. Would that be agreeable?"
When you ask about people in need of work, they exchange glances for a moment before turning back to you. "Yes. We've been shunting a disgruntled miner back and forth between us for the last few months. Perhaps you could take him off our hands?""You both have been too kind good sirs. A squire would be of great benefit, i want to be able to defend and protect those under my care, and my skills are sadly lacking, as you describe. There is potential on my land for mining, so a miner would also be most welcome. If you could indulge me further, what is it that this miner takes issue with? Perhaps he could be soothed.""The miner is an industrious man, when he has a task, but he can take to the drink fiercely. As neither of us have much in the way of minerals on our lands, he has been... disruptive. If he can stay busy, that will be for the best."
The meeting goes on for a while longer, and you talk a bit of the area. Nothing much new comes up; there is little conflict at the moment, and people are optimistic. Do you have anything else to ask them before you take your leave and return to your lands?"That should be all. Thank you for indulging me, i hope that we will all remain amicable neighbors. One last thing; why is the count so taken to the drink? What is his story?"Sir Denton fields your final question. "The Count is... well... not the ideal of courtly virtue. His father was a great man. But the apple has fallen far from the tree. Sometimes growing up in privilege can spoil a child. The Count is one example thereof. His skill in battle means the Duke doesn't bother with him much, though."
You nod, and soon take your leave. The miner and squire will be joining you next month. Your potters set up a few trade agreements with some local clothiers, but didn't find a surveyor or shipbuilder. Your return journey is quite interesting; on the side of the road, you notice a perfectly good oaken shield, which you pick up for yourself.When you return, you are startled to find the dock has been completely rebuilt, and is now much nicer. You could safely anchor up to four boats there now, and there is even a small wooden winch built for unloading purposes. The market, likewise, now has several permanent stalls built, all of fine quality. What would you like to do for the month of April?