FAQ/Walkthrough by sepukukitty

Version: 2 | Updated: 04/08/11 | Printable Version

				The Sims Medieval
Hello, fellow Simmers! This is my first FAQ/Walkthrough and I'm very excited 
about making it. If you have any questions or comments, feel free to email me 
at a.n.seaton@gmail.com. I have completely written about 25 quests so far, but
I have many more that I am working on. As you can see from the Quest List, I'll
be adding these as I encounter them and I'm trying to go through all possible
options, just in case. This is a long process, so please be patient as I work
to bring you all the information I can. This is not complete yet, but I hope 
to finish it sometime this month.
I own The Sims Medieval and in no way claim to have created any of the portions
of the game. I have created this guide from my own spare time and gaming. 
Please do not copy and paste this walkthrough without my consent or giving 
credit. I have worked very hard.
04-08-11: Began to add Quest Loot Tables.
	  Most formatting is now complete.
	  Finished adding all Buffs that I know of.
	  Created Crafting Tables.
	  Added Special Note A, B, and C.
	  Completed Spell List!
	  Added Aspects
04-07-11: Began v.2.0 as v.1.0 was not in correct submission format.
	  Began formatting in notepad.
	  Added Table of Contents.
	  Added Responsibilities.

03-27-11: Began v.1.0 in  OpenOffice. 
	  Quest Table added.
	  25 quests completely written.
	  Began adding buffs.
	  Completed Introduction and Disclaimer.
Table of Contents
A Special Note
	Note A
	Note B
	Quest List  		
	Quest Loot Table		
	Positive Buffs			
	Negative Buffs		
	No Effect Buffs		
	Well Being
Crafting Lists
	Wizard Potions
	Physician Remedies
	Smithy's Items
	Food from the Cooking Pot
	Food from the Oven
A Special Note
Note A:
Okay, so this is a note about how I roll...kinda. I know other walkthroughs and
FAQ's offer details on the controls and such, however, not only is there a 
tutorial, but there is a lot of information in the booklet about the controls.

The way I've designed this Walkthrough is to do just that: walk you through the
game, no matter what part you're stuck at. As you've noticed from the Table of
Contents, I've added a lot of other information that you may enjoy. I'm trying
to make this game fairly easy to understand for a first-time player without
trying to make you feel like a noob. 
Note B:
Now, I just have a small note about the Quest Loot Table. You'll probably note
that some quests like "A Missing Child" are super short, but there is still a 
platinum trophy to win for those quests. Take the time to complete the assigned
responsibilities and to get your focus up to achieve Platinum level. You'll
slowly learn how to balance it so you never feel like you're completely behind
on a quest.
Note C:
I almost started to drive myself crazy because the original Quest Loot Table 
was slightly off. Then I realized that the Rewards were probably different
because my Kingdom had a High Knowledge Score. With that said, just keep in 
mind that my tables may be off because of your Kingdom's Knowledge score.
Quest List
0 QP: Free Time	
1 QP: A Missing Child
1 QP: First Steps
2 QP: Contents: Genie
2 QP: Crab Bandit
2 QP: Jacoban's Day Out
2 QP: Power Grab
2 QP: Rise of the Playwright
2 QP: Royal Holiday
2 QP: Royal Review-Incomplete
2 QP: Wedding
3 QP: Ancient Secrets
3 QP: A Rash of Rudeness
3 QP: Blacksmith Apprentice
3 QP: Book Burning
3 QP: Bounty Hunt: Wild Boar
3 QP: Bric-a-Brac Day
3 QP: Cultural Crusades
3 QP: Cutting Edge
3 QP: Dangerous Minds
3 QP: Death of the Proxy
3 QP: Doomsday
3 QP: Eastern Promises
3 QP: Evolution of Chinchilla
3 QP: Family Crest
3 QP: Famine Fever
3 QP: Fountain of Legend
3 QP: Fur
3 QP: Gilded Guilds
3 QP: Golems Gone Wild
3 QP: Hungry Hungry Hamfast 
3 QP: I Don't Feel So Good
3 QP: King for a Day
3 QP: Make Books, Not War
3 QP: New Gangs of Aarbyville
3 QP: Nurse with a Curse
3 QP: O Fortuna
3 QP: Peasant Revolt
3 QP: Prelude to a Plague
3 QP: Sacred Scrutiny
3 QP: Tournament of Honor
3 QP: The Case of the Missing Monarch
3 QP: The Fisherman's Challenge
3 QP: The Philosopher's Stone
3 QP: Ye Olde Magic Show
4 QP: Goblins
4 QP: Heir to the Throne
4 QP: Invasion!
4 QP: Jacoban's Day Out 2: Pilgrimaster
4 QP: Legend of the Talking Frog
4 QP: O Creature My Creature
4 QP: The Dragon of...
4 QP: The Mirthful Love Doctor
4 QP: The Seven Mechanical Arts
4 QP: The Witch Is Back
4 QP: Sinister Sorceress
Free Time
Primary: All
Cost 0 QP
Rewards: None
	This isn't really a quest. You get to enter a freeplay mode of sorts. 
You do not gain experience, you do not have responsibilities, and you do not 
have RP or QP available. You just get to hang out and play with some of the 
different hero sims. You do get to switch to any sim you wish to play as. You 
can play as the Monarch, then play as the Knight if you want, then switch to 
the Wizard. 
A Missing Child: Find 'im
Primary: Any
Cost 1 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 10 RP  |	| 10 RP  |	| 20 RP  |	| 20 RP  |
	| 675 S  |	| 675 S  |	| 900 S  |	| 900 S  |
	| 400 X  |	| 800 X  |	| 800 X  |	| 1200 X |
	| None	 |	|  +W	 | 	|  +W    |	|  +W    |
	 --------	 --------	 --------	 --------
This is the shortest quest available. It doesn't matter who you choose,
you basically do the exact same thing. I was the physician. Ask someone about 
the disturbance. You'll find a child is missing. Ask your patients and you'll 
be able to discuss his recent travels with 2 people. Go to the outskirts and 
you'll find him. Ask about his disappearance at the Town Square.
First Steps: If you build it...
Primary: Monarch
Cost 1 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 10 RP  |	| 10 RP  |	| 10 RP  |	| 10 RP  |
	| 400 S  |	| 400 S  |	| 750 S  |	| 1000 S |
	| 400 X  |	| 800 X  |	| 800 X  |	| 1200 X |
	|  +K	 |	|  +K	 | 	|  +K    |	|  +K    |
	 --------	 --------	 --------	 --------

First things first, your Monarch wants to make sure he is presentable 
for his kingdom by using the gussy up option on the mirror upstairs. Next, 
discuss the castle with the build master. You can find him by finding the gold
icon above his head. He will tell you he needs resources. To do so, you need 
to go to the forest. Once there, discover and collect wildflowers. This is a 
necessary tool for other heroes of the game. After a moment, a bandit will try
to mug you. Challenge the bandit to a duel. Once you win, collect wood in the 
forest. Now, go to the graveyard where you will be prompted to discuss grave-
digging with the gravedigger. Afterward, collect stone in the cave. The Monarch
will mention that he needs to also go to the Village Shoppe, so you need to go
to the path to the Village Shoppe. Note: You don't always have to go here 
first, then to the shoppe. Click on the Village Shoppe and click go to Village
Shoppe.  You don't have to buy anything there. After you leave, you will see 
someone ask for help. Click on this person and select check safety. They tell 
you they were bullied by someone in the town square. Go to the Town Square and
send town bully to the stocks. Go to the judgment zone and when the bully is 
in the stocks, throw an egg at it. Return to the throne room and you will be 
greeted by two different people. Whomever you choose to woo, does not matter. 
After you use a couple friendly actions, you need to give the flower. Give 
resources to the Build Master, then take time for yourself by completing you 
responsibilities. You will be prompted to write letter of hire for a Royal 
Adviser and when you're finished, to send letter of hire via the messenger 
post. Ask the adviser for advice and he will tell you to buy something nice 
to spruce up your throne room and will even give you a little money. Buy some-
thing in furnish mode, then declare the throne room open by clicking on the 
Monarch. Next, you will need to view the current political situation and then 
discuss the Kingdoms' future with the build master. [End]
Contents: Genie: Free the Genie!
Primary: Wizard
Cost 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 20 RP  |	| 30 RP  |	| 40 RP  |	| 50 RP  |
	| 900 S  |	| 1125 S |	| 1350 S |	| 1800 S |
	| 800 X  |	| 1200 X |	| 1600 X |	| 2000 X |
	|  +K	 |	|  +2K	 | 	|  +2K   |	|  +3K   |
	 --------	 --------	 --------	 --------

When you first begin, you'll notice there isn't as much water. 
Overflow the well, then check it by drawing water. You'll find a bottle. 
Return to your tower. You'll find it is a Genie in a bottle. Research genies 
for one hour using the archives. When you're done, you'll be prompted to 
summon the genie using a mirror. You'll tell the genie you're going to free 
him. Create a genie stabilizer from the craft table.	 Now, collect 3 soul 
fragments. To do this, first be sure to prepare the Spirit Thief spell. Then, 
find 3 random people and cast the spirit thief spell. Do this three times. 
Release the genie by meditating for an hour. You've done it! Now find the 
genie in the town. When you find him, check on his health and accept his 
token of gratitude. [End]
Contents: Genie: Use the Wishes!
Primary: Monarch
Cost 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 20 RP  |	| 30 RP  |	| 40 RP  |	| 50 RP  |
	| 900 S  |	| 1125 S |	| 1350 S |	| 1800 S |
	| 800 X  |	| 1200 X |	| 1600 X |	| 2000 X |
	|  +K	 |	|  +2K	 | 	|  +2K   |	|  +3K   |
	 --------	 --------	 --------	 --------

There is something going on! Go visit the town square to see what's up.
Discuss rare goods with the merchant there. She'll have something special for 
you. Wait. When she calls you, take the bottle from her. Ask her about the 
genie and she'll tell you to summon the genie from the mirror. Choose your 
first wish. 
	Money, Love and Memory Problems?
	Wish for money. After you wish for money....nothing happens. Question 
the genie about the wish. You'll find you have to be very specific. Ask the 
merchant about the wishes  and she will tell you what you've discovered. Ask 
three different people what they would wish for. After doing so, summon the 
genie again and make your second wish about love. Wish for a lass lover. 
Await your new lover in the throne room. When they don't show up, ask about 
your missing lover. The person you ask will tell you it is they. Something is 
wrong...Demand an explanation from the genie. Seek advice from your adviser 
and from the build master. You get to decide again what you would like to 
choose for your final wish. Wish you never met. To make sure it worked, check 
the town square. You'll find the merchant again. Discuss rare goods with the 
merchant and again, wait. When she calls you, take the bottle from her. 
Realizing what will happen, find a place to dispose of the genie, like in the 
	Eternal life, Love, and Infinite Wish Problems?
	For you first wish, choose eternal life. You'll find that nothing is 
different. Question the genie about it and you'll be told that you'll never 
grow old, but if you get into a fight, you'll probably die. Go back to the 
merchant and ask about the wishes. You'll be told to be very specific. To 
decide what to wish for ask three people about wish. After, summon the genie to
make your second wish. Wish for the handsome stud and you'll be told he'll be 
here soon. Await the arrival of your lover in the throne room. After a short 
while, he won't be here. Ask about your missing  and a lady will be there claim
ing to be your love. Demand an explanation from the genie. Seek advice from 
your advisor and from the Build Master. When you're ready, summon the genie and 
make your final wish. Wish for infinite wishes and the genie will concede and 
be yours forever. But first, he's going to count each and every wish you can 
make. Return the genie to the merchant unsuccessfully then find somewhere to 
dispose of the genie. Might I suggest the well? [End]
Crab Bandit: Powerful Ally?
Primary: Monarch
Cost 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 20 RP  |	| 30 RP  |	| 40 RP  |	| 50 RP  |
	| 1000 S |	| 1250 S |	| 1500 S |	| 2000 S |
	| 800 X  |	| 1200 X |	| 1600 X |	| 2000 X |
	|  +S	 |	|  +2S	 | 	|  +2S   |	|  +3S   |
	 --------	 --------	 --------	 --------

Your Monarch begins the day by thinking of security. Write a letter 
to inventors, then send the letter at the messenger post. You will have to wait
for the inventors to arrive. Discuss the invention with each inventor. There a
re three: land mine, flying machine, and the Crab Bandit. Ask about the Crab 
Bandit. He'll tell you nonsense and tell you to discuss the Crab Bandit with 
the Build Master. When you're done, search the cave. Someone is outside. 
Discuss the crab bandit with this person. Search again for the crab bandit. You
will now have three new objects, but there are two options.
	Option A: New clothes, feed the crabs, give moustache wax.
	Request the land mine from the inventor.  They will tell you they will
do anything else you ask. Ask for their clothes. Promptly deliver the clothes 
to the cave. Then, ask about the moustache. This person can be found by finding
the golden icon above their head. Mix moustache wax from the fireplace. Again,
deliver the wax to the cave. Finally, buy ingredients for fowl soup and potato
soup. Have one fowl soup and potato soup in your inventory. Finally, deliver 
the food to the cave. You need to go back into the cave to finalize the 
alliance. When you come out, wear the moustache that is now in your inventory.
	Option B: New fragrance, ward swap, moustachioed sacrifice.
	First off, go to the village shoppe and buy musk. It is under the items
header. Apply musk using the mirror. Find a child and ask child to be a ward.
Once complete, send the child to the cave. You'll need to wait an hour for the
ward swap. While waiting, ask the man near the cave about moustache. He'll go
inside. Find your crabling ward. After, finalize the alliance then wear the 
moustache in your inventory. [End]
Crab Bandit: Crab Hammer
Primary: Blacksmith
Cost 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 20 RP  |	| 30 RP  |	| 40 RP  |	| 50 RP  |
	| 1000 S |	| 1250 S |	| 1500 S |	| 2000 S |
	| 800 X  |	| 1200 X |	| 1600 X |	| 2000 X |
	|  +S	 |	|  +2S	 | 	|  +2S   |	|  +3S   |
	 --------	 --------	 --------	 --------	

First, you need to ask the mineral dealer about the stock. He'll ask 
if you want to check his wares. Select the first option to look at rare 
mineral, then ask the build master about the mineral. After speaking with him,
search the cave for the rare mineral. After a short scene, return to the 
smithy. Craft a crab hammer. You will need 2 Electrum, 2 Ferrous, 2 Phosphorus 
and the small chunk of mineral you received from the mineral dealer. You can 
find these other minerals by discovering rock deposits in the area. After 
forging, harvest a full shell from the cave,  then return to the smithy.  Now, 
you have to choose what you want to make. A sword or a suit of armor. 
	For the sword: Craft the Longclaw. You will need 3 mithral which you 
will find on the beach near the rocks (away from the ship). Once you've 
successfully crafted the sword, you will find a piece of shell undamaged. 
Equip the crab mustache. [End].
	For the armor: Craft the Spiked Carapace. You will need 3 adamantle 
and some ferrous. Once you've crafted the armor, you will find a piece of 
shell undamaged. Equip the crab mustache. [End]
Jacoban's Day Out
Primary: Any Jacoban
Cost: 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 10 RP  |	| 20 RP  |	| 30 RP  |	| 40 RP  |
	| 000 S  |	| 750 S  |	| 750 S  |	| 1000 S |
	| 1040 X |	| 1040 X |	| 1040 X |	| 1560 X |
	| +2C-S	 |	| +3C-S	 | 	|  +3C   |	|  +3C   |
	 --------	 --------	 --------	 --------

Okay, so we're just gonna follow your Jacoban around. First, ask the 
Monarch for a donation. You must provide your own bag, so get the bag from 
the merchant. Go talk with the Jacoban leader, then read Jacob's Journey. 
When you're done, ask for 3 bolts of cloth from 3 different people. They cost 
10 simoles each. Return the book to the Jacoban leader, and reflect on the 
watcher for 90m. Go have your neckerchief made. You'll need to make a large 
bowl of vegetable soup for your inventory, then you can pack your belongings 
on the ship. When you're done, make the pilgrimage. [End]
Jacoban's Day Out
Primary: Jacoban Priest
Cost 2 QP
 	 Bronze		 Silver		  Gold 		Platinum
	 --------	 --------	 --------	 --------		
	| 10 RP  |	| 20 RP  |	| 30 RP  |	| 40 RP  |
	| 000 S  |	| 750 S  |	| 750 S  |	| 1000 S |
	| 1040 X |	| 1040 X |	| 1040 X |	| 1560 X |
	| +2C-S	 |	| +3C-S	 | 	|  +3C   |	|  +3C   |
	 --------	 --------	 --------	 --------

This one is a little incomplete. First, ask the king for a donation 
then go get the bag from the merchant. I chose to fundraise, so ask for a 
donation from someone. Then, give 100 simoles to the monarch. You'll need to 
search the forest for the vault then ask the tailor to make a neckerchief. 
You'll need to get spare loom parts for them. Then, you'll be able to ask to 
make the neckerchief. Now, you'll be teaching the attendant about converting 
people. Convert 2 new jacoban's. Then, absolve sims for 1 hour. Teach the 
attendant another lesson about absolving.  When you're done reflect on the 
watcher for 1 hour, then give a sermon. During this time, you should be 
waiting for your neckerchief to be made. Pick up your neckerchief, then you'll
be able to make a large portion of vegetable soup, pack your belongings onto 
the ship, and finally make the pilgrimage. [End]
Power Grab: Domestic
	Primary: Monarch
	Cost: 2 QP
	First thing first, hold court to hear from your wonderful citizens. 
After hearing from them, your Monarch will decide either to pass new 
legislation or to read about past leaders.
	Pass new legislation:
	Using your tactical map, pass an edict. Once passed, gather thoughts 
as a self-interaction. Once finished, gather feedback from 3 people. Your 
Monarch will now want to see the market at the Town Square when it opens. Go 
to the Town Square at 7am. There will be a total of four people that you can 
ask about troubles. One person wants an autograph for his daughter. Sign an 
autograph. Another person needs help drawing water. Draw water for her.  The 
third will tell you about unfair prices at the Village Shoppe. Buy and Sell 
at the Shoppe. Finally, the fourth will tell you about not feeling safe. Clear
the bandits from the forest clearing. Now what to do about the bandit? Either
kill the bandit or let them be. If you decide to kill the bandit, you will 
have to challenge to a duel to the death. Hopefully you'll win. [End]
	Go to the store and buy The Rise and Fall of Tyrants and Peace, love, 
happiness. Read both books. After reading, gather thoughts as a self-
interaction. You will decide how you want to do. I chose to prepare a speech. 
Gather feedback from 3 people. Write speech at the scribe table, then practice
speech at the mirror. Have 3 people spread the word, then give speech at the 
town square. [End.]
Power Grab: Foreign
	Primary: Monarch
	Cost: 2 QP
	In this quest, you are dealing with two separate parties of people. 
I'll go through each party individually. There are also two different options. 
	To start, view the political situation at the tactical map. You'll 
decide to invite them over. Draft Tredony invite then draft Crafthole invite 
at the scribe table. Give an assignment to your advisor. Wait for your advisor.
 Welcome the Merchant Prince(ess) and the Smithmaster, finally listen to the 
report from the advisor. He will tell you what dirt he has on each Royal 
Member. Here, you get to choose if you either blackmail the Merchant about his
spouse or help spruce up their relationship. Then, you get to choose if you 
either poison the Smithmaster or give him the best sweets in the Kingdom.
	Blackmail and Poison:
	Let's deal with the Merchant first. First, become friends with the 
Merchant. Compliment his good looks and use best chat-up line. Coyly flirt 
with him. I know this is really awkward if your Monarch and the Merchant are 
both males, as was the case in my game. On the other hand, it is entertaining.
Once you've got him all buttered up, ask about his spouse. He'll tell you it's
not important. Plan a secret rendez-vous with him. Have your advisor 
impersonate you and go to the rendez-vous. Wait for your advisor to come back.
When the advisor returns get the report and you'll get the Merchants undies. 
Confront with the undergarments and he'll be loyal to you. 
	Now for the Smithmaster. Send your advisor on errands, then give him 
50 Simoles for everything. Wait for his return, then ask for the supplies. 
Brew some wine if you haven't already, then choose serve tampered drink then 
select the poison and lastly, your victim. You will select the Smithmaster 
and his bodyguard. Your Monarch will tell the Smithmaster he's been poisoned 
and will trade loyalty for the antidote. He will agree. Give the antidote to 
the Smithmaster. [End]
	Sex and Chocolates:
	Not really, it was just a better title. Let's start with the Merchant 
first again. Instead of becoming friends with the Merchant, become friends 
with the spouse. He'll ask about the love life, then will comfort the spouse 
by agreeing to help out. Make a shopping list at the scribe table, then send 
the advisor shopping. Wait for his return. Send a makeover request from the 
messenger post. When the advisor returns, ask about the supplies. You'll be 
sending your advisor to the forest for a little while. Send spouse for 
makeover. Wait, then go check out the new look. Send the spouse to your 
advisor. Wait, then get report from the advisor. Send the Prince to his 
spouse and wait. When they return check loyalty status. He should be loyal now.
	Now for the Smithmaster. As before, send your advisor shopping with 
50 Simoles. Get the supplies when he returns. Read the sweet book of sweets. 
Serve the Smithmaster Sweet Sunshine Sangria, then exchange the recipe for 
loyalty. [End]
Rise of the Playwright: Hard Work
	Primary: Bard
	Cost 2 QP
	This one is pretty straight-forward. Go to the ocean, and gather 
inspiration for 1 hour. Write a poem for the critic, then read the poem to him.
It'll suck. Take an inspirational stroll, then go to the tavern and write a 
poem. You'll write from experiences, so, get drunk. To do this, just keep 
drinking from the cask. Then get stuffed by having 2 meals, then get hungry. 
Find someone and argue with them, then kiss someone. Find someone to woohoo 
with. After becoming hungry, become very hungry. Once done, starve yourself. 
That's it, no food at all. You'll get to the point where your sim will try to 
eat. Just keep doing other things like gathering inspiration for a long time. 
After, get well rested. When you're better, write a poem and read the poem to 
the critic again. There's still something missing. Go on a foreign adventure, 
then ask for advice. You'll be told about moldy bread. Eat it and wait. You'll
hear a noise, so investigate it at the grave yard. Talk to your mother and then
go on a spiritual journey. Write a play, perform the play then speak with the 
critic about your play. [End]
Rise of the Playwright: Play-giarism	
	Primary: Bard
	Cost 2 QP
	First off, speak about the event with whoever has a gold icon. Travel 
to the Village to welcome all the other competitors. Greet 3 of them. Serve the
 Aspiring Bard a drink. Greet 2 more people. You can choose whether you want to
 end the party now or not. It's not important. Choose the party must go on! 
Continue socializing for 1 hour. Thank 3 people for attending. Go to your 
archives table and write the song of sleep. Request a performance by a Bard, 
then steal her notebook at the Village and read it. You'll then need to get the
 Aspiring Bard drunk (only takes 2 drinks). Now, choose whether you will woo 
Whats-her-face the Lovely or have someone else do it.
	Woo Lovely: 
	Ask Lovely about her interests and she'll tell you about llama musk. 
Go buy it from the Village Shoppe. Take a bath with the musk and then you need
 to write a poem that has a love inspiration in it. If you already have one, us
e it. Read Lovely the love poem and wait. Then, go ask Mr. Romantic about his 
muse and he'll be upset about breaking up with Lovely. Write a play, it doesn't
 really matter what one. Let the person in charge know you're ready and request
 the first performance from the king. Perform your play and one of the 
competitors will complain and claim you stole it from her. (You would never!) 
Tell the Monarch it's your play. [End]
	Have Someone Else:
	As above, ask Lovely about her interests, then buy the musk from the 
Village Shoppe. Tell Mr. Alluring how to seduce Lovely then wait. The rest is 
as above beginning with asking about the muse. After you tell the monarch it's
your play, you're done. [End]
Royal Holiday: A Little Time Off
	Primary: Monarch
	Cost 2 QP
	It's about time for a vacation! Before you pack your bags, ask your 
Royal Adviser about vacation destinations. The adviser will tell you about two
locations: Luffenting and Smortlee. Ask someone about Luffenting, then ask some
one about Smortlee. You will then decide which place you would like to visit.
	Visiting Luffenting:
	When the Monarch arrives at Luffenting, you will be asked if you would
like to enjoy wine or ale. It really doesn't matter what you choose. When the 
Monarch returns, he will become slightly obsessed with whatever he drank. Send
a request for the recipe from the messenger post. In the meantime, try to 
create the recipe from memory. To check supplies, go to the brew keg and choose
brew and then hover over one of the Luffenting [Ale/Wine]? recipes. Brew and
taste and then you will receive the recipe from the Luffenting Brewers. Learn,
brew, and drink Luffenting [Ale/Wine]. Once you're finished, write a note of 
thanks, then send the note of thanks from the messenger post. [End]
	Visiting Smortlee:
	When the Monarch arrives at Smortlee, there will be the option of going
to the tournament or going to a banquet.
 	Tournament! When the Monarch returns home, he will become slightly 
obsessed with a sword. Send a request for the recipe of the sword. In the mean-
time, train for two hours on the training dummy. If you don't have the 
Barracks, you can buy one from the furnish mode under domestic then 
professional for 290 Simoles. Then, you will need to challenge and defeat the 
Swordsman in a duel. I found this to be a little difficult. Be sure to be at 
level 4 with a good weapon, good armor and a lot of focus. You will receive the
recipe from the Swordsman. Write a letter of thanks, then send the letter of 
thanks from the messenger post. [End]
	Feast! You will receive the Nourished and Taste of Smortlee buffs. 
When you return home, you will have a quest exactly like the Luffenting quest 
above, except it involves a stew. Finish the quest using the same steps as the
Luffenting Quest.
Ancient Secrets
	Primary: Wizard	Support: Merchant
	Cost 3 QP
	First, the Wizard. Listen to the Town Crier. Start the journey to the 
ruins and question the surveyor. Petition your Monarch to open the site, but 
it's a no go. Use your arcane tome to gaze upon the ruins and then discuss the 
ruins with the royal advisor. You can choose to either summon an ancient relic
or to craft one.
	Acquire and read a certain book. Then go home and conduct arcane 
research. Prepare and cast the summon spell. Offer the token to the advisor and
then argue the benefits to the advior. He won't let you. Craft and drink an 
elixir of Allure and convince the town crier to trade. Present the new consent
to the advisor and present the royal permission to the surveyor. When you're 
able, go to the ruins. [End]
	Read the book and study alchemy for 30m. Transmute 1 bar of gold and 
give it to the advisor. Go to the ruins. [End]
	Now, the Merchant. Question the miner and then go to your stall and 
check for spare supplies. Acquire a coil of rope, 4 stakes and a tinderbox. 
Conspire with the wizard and then discuss the ruins. You can either Negotiate 
or Blackmail and either have the surveyor or the miner to be your guide. 
	Negotiate: Draft up a trade agreement and then negotiate the agreement.
 Buy all the bundles of harvest grain from the Village then finalize the agree-
ment. Report to the wizard. 
	Blackmail: Buy all the bundles of harvest grain and then blackmail. 
Report to the wizard. Choose your guide.
	Miner Guide: Acquire 2 trout and 1 large loaf of fine bread and give 
the food to the miner. Travel to the ruins. [End]
	Surveyor Guide: Sail to Crafthole to trade for a hammer and then give 
the hammer to the surveyor. Travel to the ruins. [End]
Royal Review: Bloodletter's License
	Primary: Physician
	Cost 2 QP
	First, go kneel before the Throne, then petition the Monarch for your 
license renewal. Get the full details from the advisor. You can choose to 
further educate yourself or to replenish your stock of curatives.
	Research medical theories at the archives, then purchase and read 
Mucus Operandi. Write two sets of medical notes, then send one copy to the 
royal advisor and the other to Tredony. You can send both from the messenger 
post. Instruct your assistant with your newly acquired knowledge. Now, give 3 
people a medical consultation, diagnose 2 sims and give first aid to one sim. A
sk someone for a recommendation and report your accomplishments to the Monarch.
Pay 100 simoles to the messenger post, then receive your license from the 
Monarch. Return to your clinic. [End]
	Replenish Stock:
	Check the stock at your operating table first, then at the crafting
table. Havest 4 Valoroot, which, if your focus is high enough, you should be
able to havest only from the garden in front of the clinic. Gather 4 grass-
weed and 4 seeds, then craft 2 weak health salves and 2 weak curative tonics.
Visit the village and then you continue, starting from the medical consults.
Royal Review Imperial Inspection
	Primary: Monarch
	Cost 2 QP
	Checking on your Keep:
	First, warm hands at the fireplace, then create an outfit from the 
dresser and reflect on your regality (or groom self) at the mirror. Dictate 
biography to Royal Advisor, then read biography to self. Because your advisor 
sucks at writing, write Royal Memoirs, then send memoirs from the messenger 
post. Choose either to cook and enjoy a stew or brew and enjoy sweet wine. Once
 done, confer about Kingdom with Advisor. Go to your table and pass a royal 
edict, then practice two military scenarios. [End]
	Checking the Town Square:
	First, go to the Town Square and sample water supply by drawing water,
 then drinking it. Feed the Pit Beast while you're in the area, then pick a 
random citizen and send them to the stocks to test them. Release the civilian,
then either go to the Forest or go to the Village Shoppe. If you go to the 
forest, go on a royal hunt. If you go to the Village, you don't go on a hunt. 
Either way, after you are done, go to the beach, board the ship, and sail along
the coast. When you return, you'll be prompted to hail 3 citizens. This 
doesn't require a relationship to do, you just need to be focused. When you're
done, converse in depth with someone. [End]
Book burning: Literacy
	Primary: Monarch
	Cost: 3 QP
	Your Monarch hears rumors of book burnings. Go to the forest to 
investigate. Talk with a peasant about the burnings. You will discover they 
can't read the books, so they don't need them. Hurry back to your castle to 
pass a new literacy law. When accomplished, speak with a peasant to see how the
law is working. You'll find they don't have a teacher. You can now choose to 
hire a teacher either domestic or foreign.
	There is a professor you know of that can teach. Offer him a job. 
He'll tell you he wants a duchy as part of the deal. Speak with your advisor 
about free duchies. You'll find you're all out. However, there is a bit of land
currently housing barbarians. Plan battle on the barbarians using the tactical
map. When you're ready, drive out the barbarians from the forest. Give the 
duchy to the professor. He'll request reading primer. Go to the Village Shoppe
and buy reading primer. Send the three peasants to the forest to have their 
lesson, then help teach the group reading lesson. [End]
	You'll need to mail 200 Simoles to Tredony for a teacher. Await 
response. You'll find there is a conflict keeping the teacher from reaching 
your Kingdom. Plan diversionary attack using the tactical map. Launch the 
attack and the teacher will be at your throne room. Welcome him. He insists he
cannot work unless he has his doll. Retrieve it via the forest. Give him the 
doll, then send the peasants to the forest. [End]
Book burning: Literacy
	Primary: Bard
	Cost: 3 QP
	The bard hears about book burnings and wants it to stop! Ask the 
monarch to investigate the burnings. He'll tell you he needs proof. Investigate
the forest and then talk to the three peasants. They will give reasons for the
burnings. Go home and write a poem trying to convince them to stop. Read the 
poem to a peasant, then ask the peasant to be a literary student. You'll need 
funding. Ask the Monarch to fund the literary education. He agrees, but you 
need supplies. Go to the village shoppe and buy reading primer. Go home and 
teach the reading lesson. You aren't getting through to the peasant! Choose if
you will try teaching through song or roleplay.
	First, compose new lyrics on the lute. Once done, perform the song. 
The student will be more receptive now. Either play the fiddle or just teach 
the lesson. It doesn't matter what you choose. The fiddle can be bought from 
the Village Shoppe. After the lesson, ask to stop the burnings. The student 
will tell you to meet in the forest. Ask the student to gather students. When 
you're ready, teach a group reading lesson. They are happy! Write the beginning
of a book and the students will contribute a chapter each. Collect the chapters
and then read No More Burnings. [End]
	Write a play using the archives, then recruit the student to act. Do 
this by clicking on the stage and selecting to perform the play. You'll then 
be prompted to recruit someone. You can hire the student for ~39 Simoles. 
Perform the play. After the performance, ask to stop the burnings. From here, 
it is the same as using the song option starting with going to the forest, and
ending with the book. [End]
Book burning: Scary Stories
	Primary: Bard Support: Wizard
	Cost: 3 QP
	The bard hears about book burnings and wants it to stop! Ask the 
monarch to investigate the burnings. He'll tell you he needs proof. 
Investigate the forest and then talk to the three peasants. They will give 
reasons for the burnings. Conspire against the book burners with the wizard. 
The Wizard gets an idea. Research flame enchantments for 2 hours. He'll come up
with the idea of an unburnable book.  Write a book with the bard, then give the
book to the wizard. Have the wizard craft the unburnable book. Once done, 
suggest the book to the peasants. Follow them to the burning. They find it 
more entertaining than threatening. Ask the bard to write another book. 
Promptly do so with the bard. Craft an egg musical manipulator, then give the 
egg to the bard. With the bard, you can choose to perform a song into the egg 
or to speak. It doesn't matter which you choose. Perform a song (or poem) into
the egg, then give the egg and book back to the wizard. With the wizard, craft
an enchanted book, then suggest the book to the peasants and go to the burning.
Bric-A-Brac Day: Finders Seekers
	Primary: Blacksmith, Physician, Spy, Wizard
	Cost: 3 QP
	For this quest, it doesn't really matter who you choose. The only 
difference is what you will craft as a sample for the Monarch. Now, at a couple
points in the quest, you can choose between two options. For the first 
opportunity, it decides what you craft. The second opportunity decides how to 
clean your home. In this guide, I'm not going to put the alternate of the above
two options, only the ones that matter.
	To begin, if you are not at your homestead, you will need to head home.
Then you will be prompted to give a polite inquiry to the Monarch. He will 
explain he is looking for a sample of what you can do. Choose what to craft, 
then do so. Give the sample craft to the Monarch and he will tell you to clean
up and await his message. Once you get the message, you will be asked to 
present self to the Monarch. He will tell you about Bric-A-Brac Day and you 
will be participating. Copy the Bric-A-Brac List from the scribe table. It 
doesn't matter if you choose Locations or Items. I usually choose Locations. 
Talk with the other seekers. Here is the important choice: Search around town 
or at the forest clearing.
	Around Town:
	The first stop is to search the pit of judgment. Yup. Jump on in and 
you'll find the first item. Afterward, search around the town square, more 
specifically the well. Draw some water and you'll find the item. You can choose
to check in or search the pond. It doesn't really matter. If you search the 
pond, you'll get the item, but the outcome is the same. There is someone tied 
with you. I chose to check in at this point. You are told the standings of the
participants so far. Now, search the docks by boarding the ship. Next, find a 
cave to search. You will be asked to check in again and then told to go to the
reception hall. Ask the advisor about the final item. It is in the throne room.
Search the throne room by sitting on the throne. Return the lost bear. [End]
	Around Forest:
	When you choose this, search around the forest clearing and you'll find
an item, then search the Village Shoppe and you'll find another. I chose to 
search the dock first. Board the ship at the docks and you'll find another item.
Check in and see how you're doing. You will be prompted to hunt by the Sacred
Oak. This tree is the big tree next to the Peteran Church. Click on one of the
bushes to discover it. Normally, you can't as a blacksmith, however, click on
it again after discovering it and you'll be able to search the bush for the 
next item. Check in again, go to the reception hall, and ask about the final
item. Sit on the throne to find, then return the bear. [End]
Evolution of Chinchilla: Heavy Metal
	Primary: Blacksmith
	Cost 3 QP
	The Smithy hears that the chinchilla's have evolved and the Hunter's 
sword is no longer effective against them. The solution? Make a better weapon!
First off, discuss the chinchilla's with the hunter. The hunter will give 
information about it and lend you a sword to try it out yourself. Investigate 
the chinchilla's in the forest. You find out the sword is, indeed, useless. Go
home to craft a chinchilla trap. Once done, capture a chinchilla in the forest.
You will begin to do a lot of crafting with adamantle and mithral. First, craft
an adamantle hammer, then a mithral hammer. You will then craft an adamantle 
hammer test and a mithral hammer test. Once the tests are done, you will craft
an adamnathral hammer and hammer test afterwards. Once complete, craft the 
Chinchilla's Bane. You have two options regarding the captured chinchilla. It 
doesn't matter what you choose. Release the chinchilla or kill the chinchilla 
in the forest, then deliver the Chinchilla's Bane to the hunter. [End]
Evolution of Chinchilla: Chinchilla of the Watcher--Incomplete?
	Primary: Blacksmith Support: Peteran Priest
	Cost 3 QP
	Imbue the Herd
	We'll look at each hero individually. First, the Smithy. It starts out
as the quest above. After you capture a chinchilla, give it to the Peteran 
Priest. You decide with the Priest if you should imbue the entire herd or not.
After deciding to imbue the herd, have the Smithy diagram an amplification 
recipe. Once designed, the smithy needs to speak with the Mystic Merchant. You
must first ask about the merchant. You may now try to buy amplifying dust, 
however, the merchant wants you to forge a dust box first. When you're finished
with the request, talk with someone to figure out where the merchant went. 
Trade your dust box, then craft the mystic amplifier. Give the amplifier to the
priest. [Smithy end]
	Now the priest. When you first begin, the priest will need to research
the chinchilla's for two hours. When done, the priest will know to make 
Chinchili, but needs chillaweed. Collect chillaweed from the forest. Go home 
and cook and eat the chinchili. [This is when you decide to imbue the entire 
herd.] Using your research desk, write the chinchilla wisdom. After you're 
done, give a sermon about it. You will find hunters here now. Pray with the 
hunters to gain insight. Finally, imbue the herd in the forest after receiving
the amplifier from the smithy. [Priest end][End]
Family Crest
	Primary: Monarch
	Cost: 3 QP
	You're family heritage has come into question. Ask your advisor about 
the crest. Then, write and send a letter to your relatives. Ask  your advisor 
and your servant to prepare for your relative. Welcome your cousin to the 
throne room. Now, down to business. Ask about the crest. He wants to see the 
kingdom first. Follow to the town square, then discuss the town square. Now, 
decisions, decisions.
	Another part, no stocks, clothing, and death by the pit.
	Go to the docks, then discuss the docks with the cousin. He'll want you
to send a servant to the stocks. Don't do it. Return to the throne room. Now, 
discuss your rude relative with 2 foreign dignitaries. Then, discuss the 
dignitaries with your rude relative. He'll want awesome clothes. Give him 
Kingly clothing, and ask about the crest again. He's being very odd. Discuss 
the relative with the Town Crier. He'll have a message about the cousin for 
you. Receive the message and you'll find he's not really your relative, but a 
bandit. Choose death and the pit. Actually, it doesn't really matter. If you 
choose to kill him yourself, you'll just have to choose challenge to duel to 
the death, but make sure you can kill him. Send him to the pit, then wait for 
him to be killed. [End]
	Spit, stocks, declaration, exile.
	You'll choose to spit in the well so do so. Your cousin will want you 
to spit in a villager's face (I have not chosen this option before.) That's too
far. He'll tell you to send a servant to the stocks, so do so. He'll want you 
to humiliate them by throwing something at the servant. Don't do it. He'll 
start to have a fuzzy memory about the crest. Declare his greatness, then ask 
about the crest. He's being very odd. Discuss the relative with the Town Crier.
He'll have a message about the cousin for you. Receive the message and you'll 
find he's not really your relative, but a bandit. Choose to exile him and 
you'll be done. [End]
Family Crest
	Primary: Knight
	Cost: 3 QP
	Like the monarch, your heraldry has become an issue. Discuss heraldry 
with the 3 recruits. You'll then realize no one is at their posts. Find the 
missing recruits and demand an explanation from them. They'll tell you that 
until you provide evidence of your heraldry, they won't work for you. Discuss 
the situation with the guard, then with the monarch. You have two options, 
however, when you choose the second, it only saves you a couple actions.
	Whip those guards into shape! Find your recruits again and intimidate 
the recruit. It doesn't work. Patrol the docks, the front gate, the forest, 
then return to the barracks. Investigate your family crest with a recruit. 
You'll find that they were told by the new dignitary about the crest. Discuss 
the new dignitary with the monarch. Confront the Queen. Expose her in front of
the court, and she'll run away. Command your recruits to follow and then chase
the Queen to the judgment zone. Watch the Queen die. [End]
Famine Fever
	Primary: Monarch
	Cost 3 QP
	Okay, so first off, ask your advisor about the peasants in your house.
They're mad. Now you can choose from two options: Ask, "why don't they" about 
the situation or punish them.
	Why don't they, and lower taxes:
	Okay, so hear the peasant's grievances. Shoo them all out. Ask the 
advice of your advisor and you'll have another option. Lower the tax or die. 
Lower taxes. Wait a few hours to see if it worked. Ask your advisor about the 
peasants. You'll need to hunt a bear and invite the peasants to a feast. Make 
a large serving of bear stew. [End]
	Punish and die:
	Send a peasant to the stocks and wait a few hours. It didn't work. 
Now someone must die. Pick your victim and send them to the pit. Wait a few 
hours and talk with your advisor. It's the same as above, so invite the 
peasants and cook bear stew for them. [End]
Famine Fever
	Primary: Merchant
	Cost 3 QP
	Go to the throne room and ask the king about the peasants. Talk with 
peasants and you'll need to feed them. Acquire 15 barley from the Village. 
Distribute the barley to 3 peasants, the request funds from the Monarch. Ask 
advisor about the many bloomers and take them to acquire 100 barley. Report the
success to the advisor. Invite the peasants to a party and get them all buzzed.
Famine Fever
	Primary: Wizard
	Cost 3 QP
	Go to the throne room and ask the advisor about the peasants. Go home 
and research for 1 hour about making it rain more. Prepare the Rain Storm spell
and cast it from the Town Square. Meditate at home and demand an explanation 
from the peasant in your home. Compensate the peasant for damages and research
for another hour. Memorize the multiply food spell. There is a choice of using
gruel or bread. I chose bread. Acquire a large barley bread and cast multiply
food. Deliver the food and cast multiply food in the village. [End]
Hungry Hungry Hamfast: Deal with the Peasants--Incomplete
	Primary: Monarch
	Cost 3 QP
	First, go to the square and discuss the protest with Hamfast. Seek 
advice from your advisor and assess the situation in the Village. You can 
choose to either improve conditions or cut the population down. 
	Improve Conditions: Discuss improvements with Hamfast, then call for 
food from your servant. Discuss plans with Hamfast. You can either Do 
everything yourself, or you can choose to pay for it all. If you choose the 
latter, you will just pay for everything. I chose to fix everything myself. 
Investigate the well and then draw water. Fix the well at the Village. Have 5 
bowls of gruel in your inventory and deliver it to the village. Kill the rats 
in the Village, then discuss the new state with Hamfast. [End]
Hungry Hungry Hamfast: Don't die, Hamfast!
	Primary: Physician
	Cost 3 QP
	Okay, so first, discuss the protest with Hamfast, then discuss the 
Village with the Monarch. Access the Village conditions, then discuss medical
supplies with Hamfast. Return to your clinic and research triage for 2 hours.
You can choose to make eith 5 tonics and salves or 10. I'm ambitious so I chose
10 each. Craft 10 weak curative tonics and 10 weak health salves. Give these to
Hamfast. Order Hamfast to the clinic after she passes out, then draw water from
the well. Research starvation at the archives, then replenish Hamfast's fluids.
Administer the cure. [End]
I don't feel so good...
	Primary: Jacoban Priest	Support: Physician
	Cost 3 QP
	First, the Jacoban Priest. Discuss the sickness with the ill person and
send them to the clinic. Reflect on the watcher for 30 minutes. Discuss crimes
against the Watcher with your attendant, then discuss the courier with the 
advisor. You can either absolve the sim or choose "you dare bribe me?" but it 
doesn't matter what you choose. Check in with the physician and discuss the 
disease. Reasearch the illness for 1 hour and inquire about the man. Accuse the
man of defiling the mask. You can either give him to Jacob's Sword or absolve 
	Jacob's Sword:
	Consecrate the well and request the sword from the attendant. Wait for
it to arrive. Welcome the sword and direct to the clinic. Cast Watcher's 
blessing. [End]
	Check in with the man. He'll want to do something for you that you 
choose. Either increase or decrease fear. I chose to increase fear, but it 
doesn't matter that much. [End]
	Now the physician's turn. Discuss the sickness and then examine the 
patient. Medicate the patient and then perform surgery on sim. Discharge the 
sim and craft 3 weak cure tonics. Go to the church. [End] 
	Depending on what you chose for your Priest to do, depends on the 
options. If you chose Jacob's sword, you'll go to the town square instead. 
While there, medicate the well and draw water. Go to the clinic and forcefully
medicate the ailing man.[End]
King for a Day
	Cost 3 QP
	Okay, you can now choose who you'd like to be King for a day. I chose 
the Knight. First, you need to go talk with the Monarch and he'll go on his 
vacation. Go sit on the throne, then Visit the town Square. Ask about the 
stench and board the ship to get the stinky cheese. You'll notice people are 
staring at you and rumors are going around. Question about the rumors and 
you'll find people think you're usurping the throne. You can choose how to deal
 with the situation.
	Conversation and no gift:
	Become friends with the Town Crier, then find a way for the pit beast 
to eat the stinky cheese. Return to the throne room and ask about the 
disturbance. Talk about the disturbance to the revelers and you'll notice the 
Monarch with be back very soon. You choose to give him a gift or not. Shut down
the party and then give your report to the Monarch. [End]
	Violance and gift:
	Instead of becoming friends with the Town Crier, challenge them to a
duel. When you win, find a way for the pit beast to eat the stinky cheese. Go
back to the throne room and ask about the disturbance, but this time, join the
revelers! Socialize with them for 1 hour or so, then tell them the monarch is
returning. Go to the Village and buy the monarch's gift and give it to them.
Nurse with a Curse
	Primary: Physician
	Cost 3 QP
	Okay, first question your nurse about her behavior. Ask the nurse to 
return to work. Return the clinic and craft a fresh strong cure tonic. Discuss
portents and sweep the floor and then go to question the town crier. Research 
superstition for 2 hours. Ask 2 women about cures and then present the options
to the nurse. I chose to use the frog. You'll need to acquire 3 eaglewood, 1 
lordleaf, 4 seeds, 2 sagewort, and catch 1 fresh-water toad at the pond. Craft
an anti-curse charm and give it to the nurse. Dispose of the toad in the well.
Ask the nurse about the curse and it still isn't working. Ask the 2 women from
before about the remedy. Ask the herbalist for help. Go medicate the well for 
her first, then buy the pointy hat from the Village and grab fresh linens from
the dresser. Cook up the witch's robes from fireplace and craft a fake nose. 
Give the witch costume to the herbalist and invite the nurse to watch the 
removal. Go to the garden to witness the removal yourself. [End]
Prelude to a Plague
	Primary: Physician	Support: Merchant
	Cost 3 QP
	First, the physician. Sweep the clinic floor and ask 3 patients how 
they are feeling. Diagnose 2 patients and craft a weak curative tonic. Craft a
weak health salver then confer with the nurse. Examine the ailing peasant and
administer a cure. Request help from the merchant. Research symptoms and 
examine the second patient. Medicate the ailing patient and draw a blood 
sample. Devise a medical formula at the scribe table. Craft a prototype 
antidote and administer it to someone. Ask the merchant to question the ailing
citizen and draw blood sample from the patient. Craft 2 batches of the anti-
virus and test it on the baker and then add it to the well.
	Now the Merchant. Check the merchandise of your stall and listen to the
latest news from 2 people. Visit the clinic and request supplies from the 
nurse. Open the stall for business and request additional medicine. Check on 
the ailing patient and send it to the clinic. Write trade correspondence to 2 
different territories and send it to Crafthole and Tredony. Wait for a reply. 
Travel to the Village to interview the refugees. Question the plagued peasant 
and question the baker. Bribe him to go to the clinic and acquire 10 bundles of
wheat. Sail to exchange grain and give the medic infected grain and burn the 
rest of the grain in the Village. [End]
Sacred Scrutiny:
	Primary: Jacoban Priest
	Cost: 3 QP
	Alrighty, so you'll find that there is an inquisition! Find out why the
attendant is worried. She will tell you about the inquisition. Go meet the 
Jacoban Inquisitor and find what the inquisitor wants. She will start talking 
to you and tells you to follow her. When you get to the Town Square, hear what
the inquisitor says. Go back to the cathedral and give a sermon. Granted, 
you'll have to set the time, then wait...Get feedback from the inquisitor and 
then help with her prayers. She'll be very unpleased and tells you to get the 
evils out of the cathedral and to do better. Go to the Village Shoppe and buy 
items for brewing holy water, then brew it over the cooking pot. Bless 3 items
in the church. Reflect on the watcher. The next part is to convert 5 people. As
long as you have a good amount of focus, this will be easy. Then, look for 
someone who hates the church. Hint, hint, go back to the Town Square. Ask the 
fellow if he has the relic. He won't tell you anything at the moment. Follow 
him to the tavern and serve him a drink. Then, make him your friend. He'll ask
for some help, so help him and then convert him. You'll need to bring him to 
the cathedral and then hear his confession. He'll tell you stuff then go to the
pulpit and absolve him. Find the inquisitor and have the final inspection. 
Again, follow the inquisitor, then go to the cathedral. Show her the skull of 
Davius. Set the time for another sermon, then give a sermon and finally hear 
final appraisal. [End]
The Case of the Missing Monarch
	Primary: Spy
	Cost 3 QP
	This one is pretty short. First, ask the advisor about your summons. 
The monarch is missing! Find the servant and interrogate him, then interrogate
the advisor. You can try to guess the gender of the secret lover, but it 
doesn't matter, the outcome is the same. Put truth serum in the servants' 
drink and then find the secret lover and interrogate them. Go home. You'll 
find the Monarch there. Explain the situation. Now to prove your innocence! 
Pickpocket the lover and identify the leaf. Present the evidence and then 
execute the lover by sword. [End]
Ye Olde Magic Show
	Primary: Wizard	Support: Bard
	Cost 3 QP
	First, I'll explain everything about what the Wizard does, then the 
Bard. If you're not home at your tower, go there. Choose which gender of the
assistant you want. I don't know that it matters. I chose women. Ask 3 women to
apply, then show your prepared spells. Research the arcane, then travel to the
stocks to perfect your trick. After being arrested, go home and conduct 
interviews with the different prospective assistants. Cast Magic Probe on all 
three and then pick the one that suits your fancy. Prepare the Flare, Vanish, 
and Magical Tune spells before you leave. Instruct your new assistant and then
head to the town square. Perform sleight of hand, make the assistants' clothes
disappear, then wait for the Bard to start playing the lute. Assist with 
Magical Tune, then vanish somewhere. Re-appear and you're done. [End]
	Now, for the Bard. Draft 3 pamphlets for the event and deliver the 
pamphlets to the Town Crier. Don't forget to personally invite the Monarch. 
Brew drinks at the tavern and sweep the floor. Go to the Village Shoppe and buy
premium lute strings. Practice your song for 30m and once the assistant is 
chosen, pick up the assistants' outfit from the Village. Write a play and it 
may now make you deliver a pamphlet to the Royal Advisor. Size up the assistant
and then give the outfit to her. Go to the Town Square and read the 
announcement out loud. Play the lute on stage when it's time to, then perform 
the play with the assistant. [End]
Heir to the Throne
	Primary: Monarch
	Cost 4 QP
	There is a lot in this. So first, write and send a declaration of 
intent to all the ladies. Bathe and choose 3 potential suitors. Write in your 
journal. You can choose what type of mate you want and if you want it to be 
business only or with love.
	Strong, business only, strength, cave, mind, gender matters:
	Brawl with each suitor and become their enemy. Write in your journal. 
Draft a contract of child ownership and present the contract with your chosen 
suitor. Spar with someone and you'll receive a virtue. Search the cave for 
anoterh and then ask 3 people for deep insight for a third virtue. Write in 
your journal and give your suitor a goodbye kiss. Get the fertility wine from 
Profilia and perform the fertility ritual in the forest. Marry your suitor. If
the gender matters, choose which one. Plan your mating strategy at the tactical
map and then woohoo. Have your desired gender baby and spend time with the new
born when it is born. Write in your journal. [End]
	Friendly, love, empathy, town, soul, gender doesn't matter:
	Ask for a joke from your suitors and give them all a hug. Write in your
journal. Write a love letter and give it to your chosen suitor. Argue and then
apologize to someone to get the empathy virtue. Search the town for another. 
Then ask 3 people for faith. Write in your journal. Get the fertility wine from
Profilia and perform the fertility ritual in the forest. Marry your suitor. 
Plan your mating strategy at the tactical map and then woohoo. Have your baby 
and spend time with the newborn when it is born. Write in your journal. [End]
Jacoban's Day Out 2: Pilgrimaster
	Primary: Jacoban
	Cost 4 QP
	Start out by talking with the Justicer about the incident. Give 100 
simoles to the person you owe money to. Ask for advice about facing death from
the Jacoban leader. Make a good friend then discuss your fear of death with 
them. Vent your fears at the sea, eat your last meal then go to the trial. Make
your opening statement. They'll ask if it was your fault. 
	Yes: Make your closing statement. [End]
	No: Give someone money to take your place. [End]
Jacoban's Day Out 2: Pilgrimaster
	Primary: Merchant
	Cost 4 QP
	Offer compensation to the Justicer. Ask people about the lost painting
and visit the art collector in the Village. Ask the art collector about the 
lost painting. You can either negotiate a deal or pay for the painting.
	Pay: Pay for the painting and give it to the justicer. Then wish him 
Bon Voyage.
	Now you have 2 more options. You can either find real hungeroot or you
 can fake it.
	Find real hungeroot: Read "On Hunt for Hungeroot" and then sail along 
the coast. Scour the Dark Territory for soil and then ask about planting it. 
Plant seeds in the forest, ask 4 people to buy during that time, if you can. 
Harvest the hungeroot and give it to the art collector. As above, give the 
painting to the justicer and wish him bon voyage. [End]
	Fake hungeroot: Gather wildflowers in the forest and have fish stew in
your inventory. Gather seaweed and ask the tailor for help dying the plant. Ask
4 people to buy while it's being dyed, then give the hungeroot to the art 
collector. As above, give the painting to the justicer and wish him bon voyage.
Jacoban's Day Out 2: Pilgrimaster
	Primary: Spy
	Cost 4 QP
	Talk to the Justicer about incident. You can choose the work of art or
blackmail option.
	Art: Ask about the art collector and then ask the art collector about 
art. He'll want you to get some papers for him or you can just steal the 
painting. Papers: ask the Monarch for royal trade papers. He won't give you 
any, so forge them. Give the papers to the collector, then give the painting to
the justicer and wish him bon voyage. [End]
	Steal: Craft a draught of disorientation and serve the art collector 
a tampered drink. Steal the painting and give it to the Justicer, wishing him 
a bon voyage. [End]
	Blackmail: After talking to the justicer and choosing to blackmail him,
write a letter to the Jacoban Proxy. Send the letter off and ask the Monarch 
about the Kingdom's Treasures'. Steal the treasures from the messenger box and
plant the goods on the justicer. Report the thievery to the monarch. Meet the 
constable at the docks and give the response letter from the proxy to the 
constable. [End]
Jacoban's Day Out 2: Pilgrimaster: Golem Bob
	Primary: Smith	Support: Wizard
	Cost 4 QP
	First, we'll go through the smith, then the wizard.
	Talk about the incident to the Justicer and convince him to allow an 
internal investigation to be done. Give the evidence to the wizard and question
the thief. You can choose to keep it or not. For now, choose to keep. Lie about
the stolen property and craft the golem body. You will also craft the legs, 
arms and then make him in the forest. [End]
	For the wizard, craft evidence and the locator powder. Scry with the 
powder and craft elixir of the golem. Research the Jacoban Trials and give 
the elixir to the smith. Ask 2 Jacobans' about the trials and research their 
laws. Teach the basic law to the golem once it's made and turn the golem over 
to the Justicer. [End]
The Mirthful Love Doctor
	Primary: Physician
	Cost: 4 QP
	This one has two different paths which I will have here. It's a bit of
a long one, hence why it costs 4 QP. You should be able to get platinum on this
one. First, review the case file at the archives for one hour. Then, write a 
note to self and you'll notice you have a patient. Ask what the problem is. 
You'll need to inspect her vitals. Give her a placebo shot then diagnose her. 
This is where you must choose:
	Pregnant: Listen to her question. Technically you can choose to tell 
her if she should marry the father or not. I chose to tell her to marry him. 
She'll leave. You'll have a new patient. Ask what the problem is. She will tell
you she just broke up with her boyfriend and ask if she'll ever get over it. 
	Yes: Invite her to the Ocean, and meet at the docks. You'll decide to 
find a seashell for her and give it to her. Return to your clinic and if you 
don't have one, buy a mirror. Scrutinize yourself in the mirror. You'll have 
another patient. Ask what the problem is. She'll tell you the problem. Kiss the
patient scientifically. Diagnose her.
	Horrible technique: She needs more practice! Practice technique with 
her a total of 4 times. Now, check on your heartbroken patient. She'll announce
a new crush, but how to handle it?
	Straight-forward: Give her a lucky hug and you'll find another patient.
Ask about the problem. She'll tell you about her chastity belt.
	Force it off: When it is unsuccessful, go to the Village Shoppe and 
pick up metal scraps. Go to the cave and collect acid ants. Go home and craft 
the chastity belt key and then unlock the chastity belt. You have yet another 
patient (patient #5). Ask what the problem is. You can choose what she must do.
	Sexier wardrobe: Click on the dresser and give makeover to the patient.
I like this option because you enter the Create-a-Sim Mode! Your heartbroken 
patient is back again. Ask about her crush. She'll tell you about a message in
a bottle at the beach. Find the message in the bottle. You'll be feeling sick,
so go home and sleep until well-rested. When you're up, research symptoms at 
the archives. Check on the patient you taught how to kiss. She'll tell you 
about another problem. Listen to the problem, then explain how babies are 
made. She'll ask you to help her practice.
	No: Decline her offer, then get the deciphered message from her. 
Follow the notes' instructions and go confront your secret admirer. She'll ask
if you have the same feelings as her.
	Yes: Kiss her with all your heart. [End]
On the other end of things...
	Dying: She'll leave and you'll have a new patient. Ask what the problem
is. She will tell you she just broke up with her boyfriend and ask if she'll 
ever get over it. 
	No: This is the same as saying, "yes" above. You'll have another 
patient. Ask what the problem is. She'll tell you the problem. Kiss the patient
 scientifically. Diagnose her.
	Bad breath: Craft mouthwash at your work table. Give her mouthwash, 
then kiss her and access the outcome. Now, check on your heartbroken patient. 
She'll announce a new crush, but how to handle it?
	Be creative: Give her a lucky hug and you'll find another patient. 
Ask about the problem. She'll tell you about her chastity belt.
	Craft Key: This is the same as above. You have yet another patient 
(patient #5). Ask what the problem is. You can choose what she must do.
	Chastity belt: Give her the chastity belt as a threat against her 
husband. Follow the instructions as above in the "force it off" section. You'll
have to give her an answer.
	Yes: Woohoo with her, then get the deciphered message from her. 
Follow the notes' instructions and go confront your secret admirer. She'll 
ask if you have the same feelings as her.
	No: Give her a friendly hug. [End]
Positive Buffs
??: I didn't pay enough attention to know.
- : This has no value and either doesn't add to your focus or have a time.
V : Variable. The longer the action is performed, the greated the time and/or
    focus value.

Name			Source				Focus 		Length
							Value		of Time
Peter's Inspiration	Watching Sermon			+3		??
Delicious		Eating/Drinking			+3		5h
Excited							+5		2h
Blood thirst Quenched	Bloodthirsty Flaw		+5		4h
Relieved		Chamberpot			+5 		2h
Alluring		Elixir of Allure		+5		2h
Clean			Wash bucket			+5		3h
Yummy Meal		Eating/Drinking			+5		5h
Restored		Eating/Drinking			+5		1h
Fed the beast		Pit of Judgment			+5		1d
Intrigued		Socialization			+10		2h
Research Rampage	Research			+10		7h
Watchers' Smiling	Prayer				+10		7h
The Watcher is Near	Work				+10		-
Carefree		Lack of Faith			+10		3h
Inspired		Very high King. Knowledge	+10		5h
Bathed			Bath				+10		8h
Warmed			Cooking fireplace		+10		40m
Feeling Festive		Feast Ale			+10		1h
Great Wine						+10		3h
Generous						+10		11h
Read a good book	Reading				+10		8h
Decorated						+10		-
Comfy			Comfortable object		+10		-
Attractive		Gussy Up at Mirror		+10		4h
Combat Ready		Sharpening Sword		+10		12h
Buzzed			Drinking			+10		4h
My better half		Spouse				+10		-
Let off Steam		Socialization			+10		2h
First Aid		Socialization			+10		5h
Nice Nap		Napping				+10		4h
Smells like a baby	Cuddling Baby			+10		5h
Pipe Dream						+10		11h
Feeling Superior	Talking w/non Jacoban		+10		3h
Got a good deal!					+10		7h
Encouraged		Wish				+10		5h
Savoring the Stench	Unkempt Trait			+10		-
I can do it on my own!	Solitary Trait			+10		-
Winner!			Tactics				+10		7h
Home where the heart is Socialization			+15		9h
Fiendishly Delighted	Seeing Sim Suffer		+15		5h
Joyful							+15		3h
Dazzled							+15		5h
Delectable Meal		Eating/Drinking			+15		4h
Geologist		Harvesting			+15		2h
Adrenaline Rush		Making a Wish			+15		2h
Oddly Powerful		Making a Wish			+15		4h
Victorious		Combat				+15		11h
Whale Rage Satiated	Whale Ate My Parents Flaw	+15		??
Passed an Edict		Political Victory		+15		10h
Won a fist fight	Winning Fight			+15		11h
Charitable		Good Trait			+15		17h
Prognosticating		Socialization			+15		2h
Herbalist		Harvesting			+15		2h
Cheered Up						+15		2h
Comforted		Talking w/ Good Sim		+15		1h
Enjoying Solitude	Being Alone			+15		-
Spirited		Making a Wish			+20		??
Finsihed a book		Reading				+20		22h
Tasty Treat						+20		1h
New Friend		Socialization			+20		10h
Clairvoyant		Making a Wish			+20		1h
Captivated		Making a Wish			+20		5h
Crisp Ale		Eating/Drinking			+20		1h
Tipsy			Eating/Drinking			+20		2h
Feeling Fertile						+20		-
New Stuff!		New Objects			+20		1h
Watchers' Gaze		Reflect on Watcher		+20		V
Shifty			Making a Wish			+20		3h
What a Great Adventure	Adventure Trait			+20		11h
The Chosen One						+25		5h
Nicely Decorated					+25		-
Entertained						+25		3h
Well Rested		Sleeping			+25		10h
Marvelous Meal		Eating/Drinking			+30		5h
Lovely Lute		Listening to Lute		+30		3h
Very Encouraged		Making a Wish			+30		5h
Remember Parents	Reading Letter			+30		11h
A Job Well Done		Finishing Responsibilities	+35		11h

Uplifted						+35		3h
First Romance		Socialization			+40		1d
First Kiss		Socialization			+40		1d
Having a Blast						+40		3h
Just Married		Socialization			+50		2d
Churdle Power!		Eating/Drinking			+50		3h
Life is so Fun						+50		-
It's a boy		New Baby			+80		1d
It's a girl		New Baby			+80		1d

Negative Buffs
Name			Source				Focus 		Length
							Value		of Time
Unknown Sickness					-5		-
Marked for Arrest	Fist Fight			-5		-
Fatigued						-5		3h
Bland Meal		Eating/Drinking			-5		5h
Soaked							-5		1h
Angry							-5		2h
Searching		Lack of Faith			-5		1h
Worried							-5		2h
Afraid							-5		-
Whale Got Away		Whale Ate My Parents Flaw	-5		6h
Passed Out						-5		-
Nervous Wreck						-10		4h
Slight Cold						-10		11h
Minor Bite						-10		5h
Minor Wound		Combat				-10		11h
Minor Scratch		Combat				-10		11h
Feeling Unrefined	Low Kingdom Knowledge 		-10		5h
Nightmare						-10		7h
Whale Rage		Whale Ate My Parents Flaw	-10		-
Punched			Fist Fight			-10		12h
Lost a Fist Fight	Fist Fight			-10		11h
Too Many People		Being in a Crowd		-10		-
Looking for a Fight	Bloodthirsty Flaw		-15		-
Upset							-15		2h
Need a Drink		Drunkard Flaw			-15		-
Lonely							-15		-
Bad Nights' Sleep	Cheap Bed			-15		4h
Hangover		Eating/Drinking			-15		11h
Humiliated by Stocks	Stocks				V		-/5h*
Humiliated						-15		1h
Dry Spell		Licentious Flaw			-20		-
Twisted Tongues		King. Well Being		-20		11h
Shirked Responsibility					-20		10h
Afraid of the Dark	Coward Flaw			-20		-
Moderate Bite						-20		11h
Moderate Injury		Combat				-20		11h
Noxious Infection					-20		11h
Demoralized						-20		2h
Lost Friend		Socialization			-25		1d
Nauseous						-25		1h
Woozy							-25		2h
Major Laceration	Combat				-30		11h
Tired							-30		2h
Sloshed			Eating/Drinking			-30		2h
Virulent Disease					-30		11h
Very Hungry						-40		10h
Poison Pox						-40		11h
Magma Fever						-40		11h
Grievously Wounded	Combat				-40		10h
Crying Baby		Crying Baby			-40		10m
Exhausted						-50		-

*This is the worst negative buff. When you're first in the stocks, you'll have
-15 focus, however, if someone keeps throwing eggs and tomatoes at you, it adds
-5 focus to the count. Then, to make it worse, it'll stick around for 5 hours 
after you're released. 
No Effect Buffs
Name			Source				Focus 		Length
							Value		of Time
Recently Performed	Lute				-		-
Hammer Tyme		Hammering Metal			-		-
Slightly Focused	Quest				-		-
Slightly Unfocused	Quest				-		-
Unfocused		Quest				-		-
Focused			Quest				-		-
Musty Wine		Eating/Drinking			-		3h
Mean Drunk		Eating/Drinking			-		1h
Sleepy							-		2h
Exposed to Sickness	Socialization			-		5h
Falling Behind on Quest	Quest				-		7h
Behind on Quest		Quest				-		15h
Surprised						-		-

Well Being
	Income and Salary 
	Very Low: Currently Unknown
	Low: Currently Unknown
	Neutral: Infected Sims roam the Kindom.
	High: Sims are relatively healthy
	Very-High: Simole income raised and most sims are healthy.
	Bandits vs. Guards
	Very Low: Currently Unknown
	Low: Bandits regularly roam and home burgleries happen consistantly. 
	Market prices moderately increased.
	Neutral: Some bandits roam, home burgleries happen occasionally.
	High: Currently Unknown
	Very High: Currently Unknown
	Arts and belief in The Watcher
	Very Low: Currently Unknown
	Low: Unique social options available.
	Neutral: Unique social options available.
	High: Important foreign priests attracted, new social interactions,
		"Watchers' Charity" for donating to church.
	Very High: New social interactions, "Watchers' Charity" for donating
		to church, "Chosen by the Watcher" interaction available.
	Experience and Educational Asperations
	Very Low: Currently Unknown
	Low: Currently Unknown
	Neutral: Nothing.
	High: Experience slightly increased and Sims occasionally "Inspired"
	Very High: Experience greatly increased and Sims often "Inspired"

The Castle
The castle is made up of the Throne Room, the Reception Hall, the Barracks, 
the Training Yard and the Spy Quarters. You start with the throne room and 
the reception hall is added automatically. The barracks and spy quarters unlock
hero sims. 
	Monarcy Profession
	Knight Profession
	Spy Profession
	Adds: 2 Security, 2 Knowledge to your aspect capacity.

The Docks
The Docks have your ship, the ocean, and The Lighthouse. While you gain no hero
sims, the Docks are a great place to fish, mine and complete quests. The Ship
allows you to travel to other places to trade or go on adventures.

Town Square
The Town Square, in my opinion, is made up of The Market, The Smithy, The 
Tavern, The Judgment Zone, and The Mill. You do not gain hero sims for The 
Judgment Zone or The Mill, however, the mill adds to your aspect capacity. The
market, smithy and tavern unlock hero sims and aspect capacity. 
	Merchant Profession
	Blacksmith Profession
	Bard Profession
	Adds: 3 Security, 5 Culture, 4 Well Being, and 3 Knowledge to your 
	aspect capacity.

The Bluffs
	I have no other name for this area. This area is home to The Wizard 
Tower and The Clinic. 
	Wizard Profession
	Physician Profession
	Adds: 4 Well Being to your aspect capacity.

The Churches
	This area is composed of The Jacoban Cathedral, The Peteran Monastery,
The Watcher Pavilion, The Kingball Court, and The Graveyard and Cave. 
	Jacoban Priest Profession
	Peteran Priest Profession
	Adds: 3 Well Being, 2 Security, 9 Culture, and 2 Knowledge to your 
	aspect capacity.

These are completed as much as I know. Each Profession does not have many 
responsibilities and they are randomized.

Write 2 New Laws: Complete at the Scribe Table
Pass and Edict: Complete at the Tactical Map.
Ask 2 Citizens about Life: Must have some relationship with them.
Write Treaty of Ongoing Peace: Complete at the Scribe Table.
Hunt Great Bear: Complete at the Forest.
Hear 3 Petitions: Sit on the throne and wait for people to ask you for things.

Practice Military Strategy with Someone: Complete at the Tactical Map.
Pay Taxes: Pay at the Messenger Post.
Sharpen Sword: Click on your sword in the inventory.
Practice on Training Dummy for 2 hours: Complete at Training Dummy.
Duel the Challenger: There will be someone with a dark red/maroon colored icon. 
Defeat him/her.

Diagnose 2 Sims: Under the Physician menu.
Give First Aid to 2 Sims: Also under the Physician menu.
Pay Taxes: Pay at the Messenger Post.
Craft and deliver weak curative tonic: Craft at table, customer will have dark
red/maroon colored icon.
Craft and deliver weak health salve: Craft at table, customer will have dark 
red/maroon colored icon.
Successfully collect leeches (3): Collect leeches at the pond 3 times.
Medicate 2 people on the Operating table: Drain their blood until "medicate" 
becomes an option.

Craft and deliver elixir of allure: Craft at table, customer will have dark 
red/maroon colored icon.
Prepare 2 Spells: Arcane tome has the option.

Finish Writing a Play: Totally write a play at the archives.
Write 2 Poems: Like writing laws with the Monarch, but with inspiration.
**For the moment, this does not include quest-specific spells.**

Curse 		Energy, Dark, Force
Flare		Energy, Fire, Light
Ghostly Music	Air, Energy, Order
Growth		Light, Energy, Air
Inferno		Fire, Energy, Chaos
Magic Arrow 	Energy, Air, Light
Mend		Energy, Order, Light
Miasma		Dark, Order, Fire
Sleep		Dark, Chaos, Force
Spirit Thief 	Dark, Force, Air
Telepathy	Light, Energy, Order
Teleport	Air, Light, Chaos
Terror		Dark, Order, Energy

Crafting Table
**For the momeent, this does not include quest-specific items.**

****Wizard's Potions*****

Call of the Forgotten: Soul of the forgotten x3
Drunk-Me-Not: Bloodmoss x3, Eaglewood, Sagewort x2
Elixir of Allure: Grassweed x3, Phosphorus, Valoroot x2
Elixir of Enchantment: Angelweed, Grassweed x2, Lordleaf x3, Phosphorus x2
Flame Sword Enchant.: Adamantle x2, Azurite x2, Mana Stone x2, Phosphorus x2
Flask of Fortune: Angelweed, Eaglewood x3, Electrum x2, Seeds x3
Luck Potion: Electrum, Grassweed, Sagewort x2, Seeds x2
Mystic Grog: Belladonna x2, Grassweed x3, Lordleaf, Well Water
Wizard's Staff Core: Azurite, Mana Stone x2, Nightshade

****Physician's Remedies****
Weak Tonic: Grassweed x3, Valoroot, Wildflowers x2
Weak Health Salve: Bloodmoss x3, Valoroot x2, Wildflowers 
Moderate Tonic: Grassweed x5, Valoroot x2, Wildflowers x3
Strong Tonic: Angelweed, Grassweed x3, Lordleaf x2, Valoroot x3, Wildflowers x2
Strong Salve: Angelweed, Bloodmoss x4, Lordleaf x2, Valoroot x3

Crude Longsword: Cruddium x5
Untempered Longsword: Cruddium x2, Ferrous x3
Longsword: Ferrous x5
Greatsword: Cruddium x3, Ferrous x6
Steel Longsword: Ferrous x5, Phosphorus x2
Embossed Longsword: Adamantle x2, Electrum x2, Ferrous x3, Phosphorus x2
Fiery Greatsword: Flame Sword Enchantment, Greatsword
Fiery Steel Longsword: Flame Sword Enchantment, Steel Longsword 
Fiery Embossed Longsword: Embossed Longsword, Flame Sword Enchantment  
Basic Staff: Cruddium
Staff of the Watcher: Electrum x3, Ferrous x3, Wizard's Staff Core
Staff of Indeterminate Evil: Mithral x4, Phosphorus x2, Wizard's Staff Core

Ramchackle Chestguard: Cruddium x7
Crude Plate Mail: Cruddium x4, Ferrous x5
Chainmail: Ferrous x7
Plate Mail: Cruddium x3, Ferrous x8
Steel Plate Mail: Ferrous x7, Phosphorus x3
Advortonian Scale: Electrum x4, Ferrous x5, Phosphorus x2
Bear Hide Armor: Bear Meat x2, Ferrous x2

**Smithy's Items**
Rustic Paddle: Ferrous x3
Expert Paddle: Electrum x2, Ferrous x2, Phosphorus x2
Excalipaddle: Adamantle x2, Mithral x3
Ferrous Hammer: Cruddium x2, Ferrous x5
Cruddium Hammer: Cruddium x5
Watcher's Hammer: Adamantle x3, Electrum x3, Mithral x4
Steel Hammer: Ferrous x5, Phosphorus x3

**Spy's Potions and Poisons**
Coagulating Compound: Bloodmoss x3, Nightshade, Sagewort x2
Combustion Cordial: Eaglewood x2, Grassweed x2, Seeds x2
Pestilence Poison: Belladonna x3, Bloodmoss x4, Nightshade x2, Sagewort
Potion of Preparation: Belladonna, Eaglewood x2, Wildflowers x2
Sleeping Draught: Belladonna x3, Grassweed x4, Nightshade x2, Wildflowers
Truth Tonic: Belladonna x2, Grassweed x4, Sagewort x3
Vomicious Venom: Belladonna x3, Lordleaf, Seeds x2
Rejuvenating Reagent: Angelweed, Bloodmoss x2, Nightshade, Valoroot x2

Barley Ale: Barley x3
Bloody Moss Mary: Bloodmoss x4
Cider: Apple x3
Feast Ale: Barley, Honey, Wheat
Honey Mead: Honey x3
Hypocras: Grapes x3, Spices x2
Mulled Wine: Grapes x5
Sparkling Wine: Apple, Grapes x2
Sweet Wine: Grapes x2, Honey
Wheat Beer: Wheat x3

**Food from Cooking Pot**
Seed Porridge: Seeds x4
Tench Soup: Tench 
Bear Soup: Bear
Bear Stew-Large: Bear Meat, Cabbage, Mushroom, Potato x2
Boar Soup: Boar Meat
Boar Stew-Large: Boar Meat, Cabbage, Mushroom
Double Boar Stew-Large: Boar Meat x2, Cabbage, Onion
Eel Soup: Eel
Eel Stew-Large: Cabbage, Eel, Egg, Onion
Fish Stew-Large: Herring, Trout
Fowl Soup: Fowl Meat
Frog Soup: Frog
Frog Stew-Large: Frog x2, Potato
Herring Soup: Herring 
Hunter's Stew-Large: Bear Meat, Boar Meat, Fowl Meat, Rabbit Meat, Venison
Meat Soup: Haunch of Meat
Mushroom Soup: Mushroom
Onion Soup: Onion
Pigeon Soup: Pigeon
Potato Soup: Potato
Rabbit Soup: Rabbit
Rabbit Stew-Large: Rabbit Meat, Turnip
Salmon Soup: Salmon
Seafood Stew-Large: Potato, Salmon, Trout
Stewed Fowl-Large: Fowl Meat, Potato, Turnip
Sweet Porridge-Large: Apple, Barley, Honey
Swordfish Soup: Swordfish
Trout Soup: Trout
Turbot Soup: Turbot
Turnip Soup: Turnip
Vegetable Stew-Large: Cabbage, Mushroom, Onion, Turnip
Venison Soup: Venison
Venison Stew-Large: Cabbage, Cheese, Onion, Venison
Whale Soup: Whale Meat
Whale Stew-Large: Whale Meat x2

**Food from Oven**
Field Rations: -
Flat Bread: -
Apple Pie-Large: Apple x2, Barley x3, Egg, Honey
Barley Bread-Large: Barley x3
Boar Pie: Boar Meat
Broiled Bear: Bear Meat
Broiled Eel: Eel
Broiled Fowl: Fowl Meat
Broiled Frog: Frog
Broiled Herring: Herring
Broiled Meat: Haunch of Meat
Broiled Pigeon: Pigeon
Broiled Rabbit: Rabbit
Broiled Salmon: Salmon
Broiled Swordfish: Swordfish
Broiled Tench: Tench
Broiled Trout: Trout
Broiled Turbot: Turbot
Broiled Venison: Venison
Broiled Whale: Whale
Cheese Pie-Large: Cheese x3, Egg x3, Wheat x3
Eel Pie-Large: Eel, Egg, Spices, Wheat
Feast Bread-Large: Egg x3, Grapes x3, Wheat x3
Fine Loaf-Large: Wheat x3
Fowl Pie-Large: Egg, Fowl Meat, Spices, Wheat
Royal Custard-Large: Egg x3, Honey x3, Spices x3, Wheat x3