You decide to try a bit of the distraction business yourself; you ask Achel his goals while the paralysis wears off.
[1] While he answers you, he is blunt; not quite long enough for the spells to wear off. "Your uncle didn't quite finish paying off his debts. He owes me some gold, 500 or so. That's not what's important though. He offered me a little hamlet of my own. Didn't tell me where'd he'd get it, but we shook on it."
[4] Remembering you're a mage, you remove the paralysis of your guards, and although Achel notices, he makes no attempt to stop you. "We could play this game all night milord, but this won't get us anywhere."
[2] Despite the ruckus your fight with the Order has caused, the village seems quiet with not one of the villagers coming out to investigate.
Achel gestures his wolves to get back into the shrine. "You pay ya uncle's debt or I'll be owning a new fief. Your one."
[3 Actions may be taken per season, of which there are 4 per year. ]
Count Lacroix expects you to meet him in the Autumn
Countess Lightbreeze has invited you to a feast in Winter.
[4]Your overlord, Count Owyn Lacroux, has requested you to personally swear fealty to him as well as speak of your late uncle.
[6]A band of knights calling themselves the Order of the Lamp have settled in the village, commandeering the Eights' shrine as their base. While supposedly pious soldiers, they have refused to allow our local priest to perform his duties.
[4] Nightly noises have been heard at an old abandoned tower at the southern border of your fief.
Hawkcroft Manor: your late uncle's home, Hawkcroft Manor resides on a hill overlooking Arkwick Village. A 2-meter stone wall offers it some protection towards outside attacks. It is sturdy if somewhat dilapidated.
Iron Mine: the main source of Arkwick's exports, it has employed the people of Arkwick for centuries.
Small Farms x15: several small farms throughout Arkwick's hinterlands help feed the village, although imports from surrounding fiefs are often needed due to Arkwick's poor soil.
Arkwick Village: The centre of the fiefdom, the village maintains a small shrine to the 8 Divines, a communal plaza and a town hall. All other structures are either homes or small shops. (~600 pop.)
Gold: 1180
Income: 110/season(base income is 100/season)
Iron Production: 75/season
Food Production: 25/season
Altmer Trader: +10% seasonal income
Expenses
Tax: -10%/year (normal tax rate is 20%)
Alteration Services: -30/season
Net Yearly Income: 175
Altmer Trader (Soril): -50% tax. +10% income.
Loyal Overseer (Brethyn Jorwatch): +1 to speechcraft rolls against serfs and servants you employ.
x2 Bodyguards: -1 to all stealth combat rolls toward you if either are present.
Race: Breton
Former Profession: Mage
Skill- Competent: Conjuration
Skill- Familiar: Restoration, Alteration
Skill- Dabbling: Illusion, Alchemy
Skill Levels:
Mastery: You are counted as one of the world's foremost users of this skill.
Expert: You have effectively mastered this skill.
Competent: The skill has become well engrained into your person.
Familiar: You have learnt from your mistakes and as a result, failures are far less common.
Dabbling: Some practice made into the skill. Failures common.
Dunce: Utterly unversed or incompetent. Failures are very common.
Rarities:
x5 Soul Gems (Empty)
x1 Mage's Staff: a mundane staff, this Mage's Staff could be easily imbued with souls, allowing it to cast spells.