3821, the last winter month of the year.
Governor Adeeb Wasirri
20 years old
Health and Physical Abilities
Fit
Healthy
Social Skills
Practiced in Court Manners
Rogueish Charm
Practical Skills
Competent Swordsman
Competent Tumbler
Mediocre Rider
Novice Sneak
Agents and Councillors
Aldagor (Barrister): Unoccupied
Balpher (Garrison Commander): Unoccupied
Desan (steward): Unoccupied:
Allies
-Vest (Friend, Duelist, former smuggler)
Vassals
Mayor Veera: Unknown relationship
Sir Madagor: Unknown relationship
Assets
-A well bred riding horse.
-An ageing riding horse.
-A Duelling Saber
-Several sets of fine gentleman's clothing.
-Twenty Wasirri Gaurdsmen
Wealth:
-A heavy bag of gold crowns.
-A chest of somewhat questionable silver crowns.
Bonewatch
Infrastructure
-Tiny Stone Keep on a hilltop.
-Empty stables
-Barracks with crowded quarters.
-Poorly stocked and kept armoury.
-Rickety wooden outer palisade.
-patchy overgrown "dirt" roads
-Mostly Unmanned rickety wooden watchtowers.
-a handful of wooden homes within the walls.
Supplies
-Six months worth of poor quality grain.
Population
-Undisciplined, poorly equipped, poorly trained garrison of fifty-three men.
-A half dozen personal servants.
-Various farmers and their families in the surrounding area.
Bleakhaven
Infrastructure
-Your personal manor of fine quality
-Overgrown Patchy "Dirt" Roads
-Various Poorly organized and scattered homes
-The Wretched Mutt A seedy Tavern
Population
-Suspicious Peasantry
-A community managed local watch
Rather than attending to any long term projects just yet you set to creating several missives and managing a few more of your affairs. You make a mental note to look through Walder's personal records once you have time, rather than having Aldagor do it, who you don't entirely trust. You do have Aldagor begin to put together documents for a repeal of the more harsh penalties and laws instituted by your predecessor. You are assured that such decrees are a much simpler matter than drafting and instituting the laws in the first place, though the process of copying and posting the decrees to ensure the provincial citizens know about the legal change is another matter.
You tell Balpher to organize the entirety of the garrison in bonewatch for your review, so that you might take the full measure of the castle forces. He sputters in protest at first, telling you that the troops have duties to attend to. You frankly have rarely ever seen the garrison soldiers do anything productive, and so you insist despite his protests, reminding him that you are his lord governor. After some time the commander scrapes together his troops, in equipment and all. The troops truly are in a sorry state, it takes far too long for them to organize after the call of their lord, and what little armour some of them have is in poor repair, moth-eaten padding and the occassional rusty cap or breastplate. Their weapons are barely much better, with badly fletched arrows, bows of poor quality wood, and dull swords and spearheads being the norm. The final nail in the coffin of this rustbucket of a military force is the count. On record you have exactly 90 garrisoned troops in bonewatch, and yet on final count there are fifty-three here. Balpher claims that there are twenty men stationed at a watchtower a few hours ride away, but even assuming that's true that leaves at least 37 missing, likely mostly deserted if you are to trust Vest's estimation.
...
Desiring to actually reclaim some of your dignity and property you bring Vest and half of your personal gaurd on a trip to nearby Bleakhaven the following day. You had sent a runner beforehand to gather the most important members of the community to speak with you, their new governor. There is not a formal leader of bleakhaven, but like any community it has some members with more sway and importance than others. You are to meet with the heads of all the most prominent of the landholding families, and their own personal middlemen, who mostly speak on behalf of the community when negotiating trade prices with merchants.
When you arrive in town you find it to be more or less just as Vest claimed, small and scattered, with very few buildings of note. A few craftsmen seem to have made their homes here, a few armed men keep watch around the community to keep an eye for robbers or other dangers, a bustling tavern that quiets down very soon after your approach. Nearby however, you notice a pair of corpses swinging from gibbets, corpses that Vest mentions wern't here when he last came, though the gibbets were.
In the centre of town is your audience, a group of mostly middle-aged men and women in simple clothes and with grim hard faces, some with swords or axes sitting untouched at their sides, as they see you approach they shoo away a group of younger folk, who retreat beyond earshot, though they still watch curiously. They bow upon your arrival, some far more weakly than others. All told there are 14 family heads here to greet you, as well as a single rather old shaman to the local patron spirit, and a pair of negotiators hired to represent the lot of them.The negotiators approach, while the remainder of the party stand a respectful distance off. One is a man of about 40 who introduces himself as Gerald, he meets you with a respectful smile and an elaborate court bow. The second is a woman about ten years younger, who much more passively mimics the bow of her peer, though with much less practice and grace. She introduces herself as Caela.