Instead of just a house or a castle, they should make a small village like Rorikstead. The way it would work would be someone would approach you about helping start a new village. You'd have to contribute both time and money, but you’re promised a house of your own as well as hefty discounts if the town takes off & merchants setup shop there.
A) Drive out a pack of creatures from the future town’s location. (Pack of Bandits, Trolls, Draugr, Falmer at different levels maybe a dragon at highest)
Supply start-up money (15,000 Gold) for 1 of 3 industries; Mining, Logging or Farming. What's your town’s lifeline going to be? You decide! (Each with its own rewards/problems)Mining:
· Positive - First two shops in your town are Melee Weapon Smith and Jeweller, (Hefty discount/Increased buying price). Both start with 1500 Gold.
· Positive - Access to smithing supplies, (Excess ores and jewels are put into chest as repayment/thanks from locals).
· Negative - Jewels/Valuable Metals brings bandits that attack village. Spiders/Falmer takes over mine on occasion.
* Increased buying price means you get more money for items they buy off of you.
* Smith would only sell melee weapons and heavy armour not light armour or bows/arrows.
* Jeweller sells both non-enchanted/enchanted rings, necklaces, circlets, crowns and masks.
Logging:
· Positive - First two shops are Archery Smith and General Trader, (Hefty discount/Increased buying price). Both start with 1500 Gold.
· Positive - Logging is profitable and allows wood to be used on village expansion. (Gold from lumber sales put directly into chest, New buildings cheaper)
· Negative - Logging upsets local creatures. (Wolf, Bear and Spriggan attacks)
* Increased buying price means you get more money for items they buy off of you.
* Smith would only sell bows, arrows and light armour not heavy armour or melee weapons.
* General trader would have wide range of goods available.
Farming:
· Positive - First two shops are Tavern and Alchemist.
· Positive - Farming is profitable and also brings useful fauna. (Gold from crop payments into chest, Alchemic plants/roots put into chest.)
· Negative - Bandit attacks / wild animals. Hunt down person who skipped out of town on their large (500 gold) tavern tab.
* Increased buying price means you get more money for items they buy off of you.
* Tavern has underground fight club to bet on / participate in.
* Alchemist sells potions, poisons, ingredients, receipts and will brew batch (5-10) of a potion/poison if you pay him.
Expansion:
After completing one of the above start-ups, you would then have a lot of choices to make about what next to build. With a cost incurred for supplies/labor.
· Your Own House - You done all the work thus far. You deserve it…. Don’t you?
· Workhouse - Your villagers/workers are camping in tents so do you build them a work house where they can all rest & eat in comfort.
· Barracks - Pay for some town guards to patrol and help keep dangers at bay.
· Defences - A strong town wall and imposing gates may help keep certain elements away.
· Tavern - Where the people can blow off some steam and knock back a cold one.
· Shops - More merchants/business means more money flowing into your pocket.
o Smith, Alchemist, General Trader, Clothier, Jeweller.
Short Cuts:
What’s that you say don’t have the 7,500 Gold for the new tavern? Some town founder you are…. Alright perhaps there are a few ways we (and by we, we mean you) could lighten the budget. How are you skilled at?
Smithing
We could use some war axes and war hammers, for construction purposes of course. Nothing too fancy, Iron or Steel will suit us.
Some fur armour would have the boys working later into the chilly evenings.
Leather gauntlets would cut back on accidents that slow our new towns progress.
Alchemy
Work smarter not harder but sometimes smarter equals harder, some potions would keep the construction work on track if not completed earlier.
Fortify Carry Weight – Building is hard work why not make it a little easier on the backs.
Fortify Stamina – We’ll have our workers, working harder.
Restore Health – At the end of the day all a man has is his health…
Enchanting
Fortify Stamina – Women of Skyrim rejoice…
Fortify Health – Jewellery that is fashionable & not just for your dark elf mistress.
A Mighty Town
After all the expenses and trouble the town finally names you as Mayor of the town. They surprise you with a long house all of your own as nice as any Jarls home, with servant and all. Now you may check back every so often to take your share of the flourishing towns profits, though on occasion you will be needed to solve a dispute between towns people or help fight off a bandit or creature attack.
