Castle Nobility | |
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[To Be added] Steward |
Difficulty: Nitemare Supervisors: Monarch, Hand, Royals Duties: Buy treasure off citizens for the vault. Keep everyone paid. Don't get mugged. Allowed Species: Humen, Elf, Half-Elf, Dwarf Allowed Ages: Adult+ Allowed Deity: Any Minimum PQ: 2 Guides: This is the guide |
You are the money obsessed scrooge who has been placed in charge of the Vanderlin treasury. It is your duty to see to it that the workers of the keep and garrison do not revolt, while at the same time keeping the treasury full. You are also in charge of hiring workers for the keep, as you have a desk at the gatehouse to speak with people or trade. If that wasn't enough, you also control the flow of goods into, out of, and around Vanderlin using the NERVEMASTER.
You possess keys to nearly everywhere in Vanderlin, including every shop. But remember, as a squishy noble, you should try to get protection when you leave the keep, else you end up at the end of a thief's blade.
Steward is an incredibly stressful job, people will ask of you things every second of your dae. If you get peace as a Steward, enjoy it; for it is short-lived.
This machine, located in your office, is the center of the kingdom's economy. Ensure you lock it after every use. It has several menus.
See the current value of the coin stored in the Treasury. Separate from the value of items stored in the vault, this is the amount of coinage the kingdom posesses to do with what you please. Ensure it does not creep too low, as citizens selling items to the stockpile are paid from the Treasury.
The Bank menu also allows you to manipulate MEISTER accounts. It has the following functions:
To deposit directly into the treasury without having to fine your own MEISTER account, simply insert coinage into the NERVEMASTER.
The Stockpile menu controls the Stockpile, a repository of trade goods where citizens can buy or sell common materials such as ore, cloth, wood, and grain. It has several options.
While it's nearly always better to buy goods from the miners, merchant or soilsons, sometimes it's in your best interest to import goods such as iron and coal for the smiths or cloth for the Tailor.
Setting proper stockpile prices is important for a profitable and well functioning economy. Encourage people to forage for supplies in exchange for money by adjusting the deposit prices. For example, if the keep needs wood for a project, raise the sell price of wood and have the monarch announce it.
Always ensure deposit prices are just lower than or equal to the export price divided by the export amount. Never ever set the withdraw price lower than the deposit price, or clever townsfolk will empty the Treasury from under your nose.
Import a variety of crates. Here is an updated list as of 4/29/25.
Crate | Description | Price | Items |
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Bin of Rations | Low moisture bread that keeps well. | 100 | hardtack ×10 |
Crate of Wheat | Wheat. | 125 | wheat ×5 |
Man-at-Arms Equipment Crate | Starting kit for a new Man-at-Arms. | 350 | helmet/kettle, chaincoif/iron, stabard/guard, chainmail, trou/leather/guard, boots, dagger/steel, spear/billhook |
Crossbows Crate | A crate of 3 crossbows with 3 full quivers. | 400 | crossbow ×3, quiver/bolts ×3 |
Saigabuck | One tamed Saigabuck with a saddle from nearby lands. | 250 | saigabuck (tame, saddled) |
Cow | Farmer's best friend, reliable provider of milk and meat. | 150 | cow |
Bull | Horned and aggressive, required to start a herd. | 200 | bull |
Doe Goat | An all-purpose source of milk, hide and fat. | 150 | goat |
Billy Goat | Bearded, male goat capable of saddling. | 200 | goatmale |
Chicken | A reliable source of egg and meat. | 100 | chicken |
Farm Equipment Crate | A starter crate with a pitchfork, sickle, hoe and some seeds. | 250 | hoe, pitchfork, sickle, seed/apple, seed/wheat, seed/berry |
This contains all interactions made by anyone with MEISTER accounts and the Treasury. Handy to see if the townsfolk have been paying taxes by looking for deposit logs by citizens known to be wealthy, or use it to doublecheck how much money the Treasury made.
Among the many keys in your posession, two are unique. The Vault key, and the Steward key. The Vault key unlocks the vault, located deep in the bowels of the castle. The Steward key unlocks your office, and the NERVEMASTER.
Several important royals have a copy of the Steward key, but the vault key has no replacement. Guard both very carefully, as misuse of both can very quickly bankrupt the kingdom.
The Vault is the physical presence of the kingdom's treasury. Interest slowly collects over time based on the value of treasure in it, though if someone breaks in and steals stuff, the kingdom's value plummets. One popular way to increase value is having blacksmiths create valuables, the more skilled the smith, the more valuable the treasure smithed.
Filling the vault is important, as the funding it generates is very important for a well equpped garrison.
The Vault will accrue wealth thrice a dae based on its contents. However, don't just fill the treasury with one of the same trinket. Every duplicate item in the vault is worth exponentially less than the ones before it, for the purposes of earned interest. To calculate the value of an added duplicate item, multiply its value by 0.7N, where N is how many other duplicates were in the vault before you added it.
Essentially an automated mailbox. Allows you to send messages to many places. Good for tasks like requesting things be done from the smiths, tailor, or any other business within the kingdom. You may also send out advertisements for property you might be selling. Though if anyone who sees them can actually read is a whole different story.
Sacks, crafted by using a needle on a cloth with a fiber to the side, are very useful. Almost anything a crate can do, sacks can do better. Use them in hand to dump out everything in the sack onto the tile you're facing. They can also pick up every item on a tile if used on one of them.
While preventing you from BEING RICH!!!, paying the guard a good salary and fixing/subsidizing the price of iron and coal ensures the smiths will never run short of work or materials, and the guard will be equipped with the best.
Consider advertising for and hiring a Royal Goldsmith. You'll be glad you did.
You are a master lockpick. Even if you can't find a key to that one particular building, you can get in anyways.
Drop in on the Merchant every once in a while. They might have some trinkets for sale that would look good in the vault.
Silver and gold can be imported for a large sum. You can use this to fill up the vault, or to arm the guard with silver weapons with the help of a weaponsmith.
Don't be this guy. Townies need money to spend money.