Story

I will not insist in decisions that do not impact the story, so you will find here only the parts that count.

You met Anne and Arlo as...

Vera will come to your gate. She will stay with her so if you choose to help her directly it is ok. If you decide to give her to the bandits you will lose 2 friendship with Arlo and keep the girl.

(why they will marry you ) -You will receive 1 Wisdom

Reichfort ask why you took her

Day 2

You will hear a sound so watch outside from the window (+1 wisdom).

After that, you have to choose between discussing with or fighting with

Day 3

Arlo and Anne will mention about their old commander Eadic if you accept to do a mission with them

you need to go to the capital within a week.

Day 6

Arlo and Anne will come to you demanding better equipment (500 gold each)

Also you will see Anne training Vera, Stop Arlo to interfere.

Get a new mercenary

Zech is visiting you in the third night

Hire him as he will prove useful in organizing your forces later

Day 30

You will have the possibility to gain one point in Endurance (more HP), Agility or Strength

After that, you receive a letter from a group of mercenary regarding Vera. You will meet with the mercenary at the mill so all the other options are just dead ends and influence the relationship with others (negative with Arlo)

Talk to Vera -> Ignore the letter (-1 friendship with Arlo) or Meet them at the mill. If you choose

On the way back you are informed about the war and the thieves from the place.

You ask Arlo what Anne means (4 diplomacies needed). (+1 wisdom)

During the attack, you can pour boiling oil to reduce the number of enemy troops (require gate level 4)

Missions/Contracts

to pass the day you'll need to pick between diffrent missions. You can do this in any order, at any time untill day 30 or so.

The missions include :

- Clearing the streets of vagabonds for a lord.

I would suggest you wait untill vera is well trained

- Provide protection for a local tavern.

There is two main event that will happen, the drunken galamencians and the uncoperative merchant

if you want to maximise your profit (150 gold) try to resolve both peacefully.

Galamencians. Intervene-> walk up to galamen -> you have no honour in his mother tounge (need inteligence >5/born in galmen?)

And

Merchant. Check on arlo-> ask nobleman why exempt from rule-> keep the dagger, leave the sword (need diplomacy?).

- Escort a merchant caravan.

- Escort a Lord to his newly appointed keep.

For vera, always Fine you can come along. As well... experience

when you come back, you will be confronted by some ruffians, stop by "nod" and "what is it to you" and then "let's take care of them".

- Help a Lord collect taxes from a small farming village up north.

- And Look for mercenary contracts in the Capital.

- ps: detail will be added in a later date