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Agriculture, Food, and Water

Farming is an async profession, not a click-heavy minigame. The player acquires plot access, commits inputs, waits through timed growth and tending phases, and collects output. The system should feel like running a real operation — season-aware, input-dependent, and genuinely tied to the wider economy — rather than a set of repetitive button presses.

This document covers crop farming, animal husbandry, the processing chain from raw output to usable goods, the food system, water, and how all of it connects to town reserves, market prices, and crafting demand.


Design Principles

NPC farming is the floor, player farming is the ceiling. Every town and village has baseline NPC producer farms that run automatically so the world does not collapse when player numbers are low. Player farms produce better quality, greater variety, and higher volume — but they do not replace the baseline. They improve on it.

Farming outputs feed almost every other system. Grain feeds rations. Livestock hides and tallow feed leatherworking and alchemy. Wool feeds clothworking. Wax and honey feed alchemy and cooking. Bone feeds tinkering and toolcraft. A farm is not just a food source — it is a crafting material pipeline.

Seasons and soil matter. A field that was over-cropped without rotation degrades. A field managed with crop rotation, soil treatment, and irrigation outperforms a neglected neighbor every cycle. Players who invest in their land are rewarded over players who just plant-and-forget.

Food state affects expedition eligibility. Hunger, thirst, and fatigue should affect what expeditions a character can attempt, not just apply a passive penalty. A character who is critically hungry cannot leave on a Rank B or higher expedition. A character who is well-fed and rested moves faster and recovers better.


Player Survival States

Track the following conditions per character:

Condition Bands
Hunger Fed → Stable → Low → Strained → Critical
Thirst Hydrated → Stable → Low → Strained → Critical
Fatigue Rested → Stable → Tired → Strained → Exhausted
Temperature Comfortable → Cold → Chilled → Freezing / Comfortable → Warm → Hot → Heat-Stressed
Injury Burden None → Light → Moderate → Severe → Incapacitated

Effects by band:

Band Expedition impact
Stable across all No penalty. Full expedition access.
Low in one Minor speed penalty, minor recovery reduction.
Strained in one Significant penalty to speed and combat efficiency. Higher-rank expeditions locked.
Critical in any Top two expedition rank tiers locked. Recovery quality reduced.
Two or more Critical All expeditions locked. Character must be fed and rested before departure.

Players should see their current band in the expedition preparation screen, not buried in a stats panel. The message should be explicit: Hungry — D-rank and above expeditions unavailable.


Food Categories

Each category influences different outcomes. Players cannot rely exclusively on one type.

Category Primary Effect Notes
Staple grain and bread Hunger maintenance, medium duration Cheap, widely available; no morale bonus
Meat and fish (fresh) Hunger maintenance, high calorie value Spoils fast; must be eaten or preserved quickly
Preserved rations Hunger maintenance, long shelf life Reduced calorie efficiency vs. fresh; indispensable for long expeditions
Cooked meals Hunger maintenance + morale bonus Requires cooking skill and ingredients; strong quality ceiling
Medicinal food and tonics Specific buffs (endurance, recovery, cold resist) Alchemy or Cooking crossover recipes
Luxury or morale food High morale bonus, minor hunger value Honey cakes, delicacy fish, festival bread; premium market items

A character eating only staple grain can keep their hunger band at Stable indefinitely but never reaches a morale bonus. A character with access to a variety of food categories can push into sustained morale and recovery bonuses.


Meat Rarity, Wild vs. Farmed, and Settlement Preferences

Not all meat is interchangeable. A settlement that has eaten pork and beef its entire life treats venison as a feast food. A frontier outpost that lives off wild game finds salted pork bland by comparison. Settlement culture, tier, current season, active holidays, and a low-amplitude weekly drift all determine which meat commands a premium — and which sits unsold at the butcher's stall.

Separately, rarer meat produces measurably better nourishment, but only when prepared in a recipe designed to use it. Feeding Exceptional venison into a soldier's hardtack ration caps the output at Common quality and wastes the input. Rarity is not a free upgrade — it has to be unlocked by matching the right recipe to the right ingredient.

Meat Rarity Tiers

Tier Source Nourishment quality ceiling Market behavior
Common Farm pig, farm chicken, farm cattle, domestic goat Common–Fine (depends on herd condition) High volume, low margin, stable price; everyday butcher supply
Uncommon Wild rabbit, pheasant, river perch, freshwater trout, small game birds Fine Moderate premium; taverns pay a small bonus; spoils faster than farm stock
Moderate Wild deer, young elk, wild boar (Coedmoch/Coedwych), large river fish (pike, salmon) Superior Meaningful premium; the ceiling for standard prestige tavern meals and better expedition rations
Rare Brown bear, trophy elk, wolf, large predator kills, monster-grade game Exceptional Low volume, limited buyer pool; premium price windows during festivals; not suitable for everyday cooking
Exotic Monster-sourced meat (specific bestiary creatures), regional specialty animals unique to one zone Masterwork potential Special order or festival event only; faction gift economy; no standing market price

Wild vs. Farmed: Same Category, Different Ceiling

Farm animals and wild animals of the same broad type are not equal inputs.

Farm stock is raised in controlled conditions. Its output is predictable, reliable, and at a lower quality ceiling — farm cattle reach Fine–Superior at best, never Exceptional, regardless of how well the herd is managed. Domestic animals are optimised for volume and consistency, not the depth of nourishment that comes from wild forage.

Wild game lives on varied terrain diet. This produces higher nutritional density and a higher quality ceiling, but with more variability. A wild boar taken from Coedmoch is not the same as a farm pig slaughtered in Talmaes, even if both produce "pork." The wild kill reaches Superior where the farm pig stops at Fine.

Meat type Farm ceiling Wild ceiling Notes
Beef / cattle Fine (Good herd), Superior (peak conditions) — (no wild cattle in launch region) Farm is the only source
Pork Common–Fine Superior (wild boar, Coedmoch/Coedwych) Wild boar fills the quality gap above farm pig
Poultry Common–Fine Fine–Superior (pheasant, moorhen, wild duck) Both valid; wild bird is better but lower volume
Venison — (no farmed deer) Moderate–Exceptional (deer, elk) Hunting-only; quality scales with animal size and zone
Fish Fine (fish farming near Arujoki) Superior–Exceptional (wild river run, seasonal fish) Seasonal wild fish events spike quality and price
Bear / wolf Rare (Exceptional ceiling) Trophy hunting category; not a food staple
Monster meat Exotic (Masterwork potential, creature-specific) Requires specific bestiary creature; unique properties per species

Recipe Tier Matching

A recipe has a designated meat slot with a quality ceiling. The ceiling is set by the recipe tier, not the input.

Scenario Outcome
Common farm meat in a Common ration recipe Correct match — full output at Common quality
Uncommon game in a Common ration recipe Output caps at Common — rarity is wasted; input consumed at full quantity
Uncommon game in a Fine tavern meal recipe Correct match — full output at Fine quality
Moderate wild game in a Fine tavern meal recipe Output upgrades within Fine band — moderate game enables the top of the Fine ceiling
Rare meat in a Common ration recipe Output caps at Common — significant waste; rare input is consumed as if it were Common stock
Rare meat in a prestige recipe (rare-required slot) Full output at Exceptional quality; prestige recipe unlocks the rarity
Exotic meat in a prestige recipe Masterwork potential if all other conditions (cook skill band, spice quality, tool tier) are met

The practical rule: rare and exotic meat should not flow into bulk provisioning. Any cook or provisioner who uses trophy game for field rations is consuming the premium and delivering Common output. The system does not prevent this, but the waste is visible in the output quality.

Prestige Recipes (Rare or Exotic Input Required)

Prestige recipes have an explicit minimum meat tier that cannot be substituted. They are not available to apprentice-level cooks. The recipe must be obtained — from the Trevalkaan Culinary Guild, a festival commission, or a specific NPC teacher.

Recipe Required meat tier Output Access
Braised Bear Haunch Rare (bear) Superior–Exceptional morale meal; grants temporary cold resist Culinary Guild, rank 3
Venison Provision Pack Moderate (deer/elk) Superior long-duration expedition ration Culinary Guild, rank 2
Roast Boar Quarter Moderate (wild boar only — not farm pig) Fine–Superior feast provision; morale bonus Culinary Guild, rank 2
Trophy Game Bone Stock Rare (any rare-tier game bones) Exceptional cooking base for physician recovery meals Alchemy-Cooking crossover recipe
Festival Centrepiece Rare or Exotic (designated per event) Morale feast item consumed in town festival events; cannot be individually equipped Festival commission only
Monster Meat Preparation Exotic (specific bestiary creature per recipe) Creature-specific effects (varies); Masterwork nourishment potential Special order; requires bestiary knowledge of the creature

Settlement Meat Preferences

Each settlement has a preference profile. The profile has three layers: a cultural baseline that rarely changes, a seasonal/festival modifier that follows the calendar, and a weekly drift that introduces low-amplitude random variation in what the market is actively paying above-price for.

Cultural baseline preference by settlement:

Settlement Everyday supply (no premium) Preferred/traditional Prestige demand (noble/guild)
Talmaes Farm pork, farm beef Venison (feast), pheasant (feast days) None — small agricultural village
Arujoki River fish, freshwater perch Smoked salmon, pike Exceptional seasonal fish (Midsummer run)
Metsadu Rabbit, game bird Venison, mushroom-venison stew Monster meat (Forest Spirits tradition)
Rumiarr Goat, mountain rabbit Elk (winter), wolf (warrior feast) Trophy elk (Solstice)
Polheen Farm pork, transit trade beef Seasonal game (what passes through) None — trade waypoint; preferences shift with caravans
Trevalkaan (common district) Farm pork, poultry, salt fish Beef, venison
Trevalkaan (guild/merchant district) Beef, venison Bear, trophy elk, quality fish Exotic and monster meat (festival windows)
Trevalkaan (garrison) Salt pork, hardtack (Common rations) Fresh beef, preserved provision (Fine) None; bulk supply is the priority

Settlement tier preference tendency:

  • Village: Common farm stock is fully acceptable. Uncommon game is a treat. Rare is a festival item.
  • Town (common): Uncommon game is expected in the market. Moderate wild game is a normal premium line. Rare is festival-exclusive.
  • Town (elevated district): Moderate wild game is the baseline premium. Rare is expected during festivals. Exotic is special order.
  • City (noble): Moderate is treated as adequate common supply. Rare is the expected dining tier. Exotic is prestige.

Festival Demand Calendar

Festival Season Meat in demand Price effect Notes
Spring Planting Festival Early Spring Spring lamb; farm poultry +30% on lamb and poultry across farming villages Lamb is a renewal symbol; must be from the current season's flock
Midsummer Hunt Summer Wild deer, boar, rabbit — anything hunted, not farmed +40–60% on all wild game for 3 days Community board event; hunter who brings the largest kill receives a bonus commission
Harvest Feast Late Summer / Autumn Roast farm pig (primary); grain-fed poultry +25% on farm pig and poultry region-wide The one festival where farm meat outperforms wild
Forest Spirits Day Autumn Monster meat or exotic game (Metsadu-local) Premium for exotic at Metsadu only Small festival; limited reach but highest per-unit premium in the calendar
Winter Solstice Feast Winter Wild boar (the traditional feast animal); elk +50% on wild boar; elk commands noble-tier price The largest food-demand event of the year; begin stockpiling boar weeks in advance
Threshold Night (New Year) End of Winter Bear (courage tradition); wolf meat (warrior gift) Bear meat peaks; wolf is secondary premium Bear is culturally significant; this is the reliable annual window for bear-hunting income
Trade Fair Late Summer All rare and exotic meats; imported delicacies +20–35% on rare; exotic buyers present for 1 week The only reliable window to sell exotic meat to non-festival buyers

Weekly Preference Drift

Separate from festivals, each settlement's butcher, tavern keeper, and market run a weekly preference drift — a low-amplitude random shift representing a chef's weekly special, a patron request, or a buyer restocking.

Drift result Duration Price effect
No change Current preference holds
Minor tier shift 1 week One tier up or down in preferred meat; small price adjustment (±10%)
Category shift 1 week Settlement temporarily prefers a different meat type (e.g., Talmaes wants more poultry instead of pork); normal price on pork, small premium on poultry
Craving spike 3 days One specific meat type premium doubles, then returns to base; announced in settlement notice board

Craving spikes are announced at the notice board and expire without warning. A player who acts within the 3-day window captures the premium; one who arrives on day 4 finds the price already normalized.

Nourishment Quality by Meat Tier

Higher-rarity meat prepared in a matching recipe produces better outcomes across all nourishment metrics. These are only realized if the recipe tier matches the meat tier — mismatched recipes cap at the recipe ceiling regardless of input.

Meat tier Hunger recovery duration Hunger decay rate Morale effect Additional
Common (farm stock) 1.0× baseline Standard None Reliable; no surprises
Uncommon (wild small game) 1.2× Standard Minor (+1 morale step) Noticeable improvement over farm stock
Moderate (large wild game) 1.5× −20% decay for duration Moderate (+2 morale steps) Meaningfully longer expedition comfort window
Rare (trophy game, bear) 2.0× −35% decay for duration Strong (+3 morale steps) Doubles effective ration duration; competitive advantage on long expeditions
Exotic (monster meat, creature-specific) Up to 3.0× (exceptional prep only) −50% decay; additional resist Maximum morale; creature-specific condition bonus Effect type depends on the source creature; documented per bestiary entry

The gap between Common farm stock and a well-prepared Moderate wild game provision is not cosmetic. A character with a Venison Provision Pack in their kit stays fed longer, maintains a better hunger band deeper into an expedition, and carries a passive morale bonus throughout. Over a B-rank expedition, this difference compounds.


Water System

Water is a separate supply class from food. Every expedition consumes water from the character's carried supply. Some biomes stress water differently.

Water Sources

Source Notes
Wells (village or town) Free to access; slow to deplete; refills daily
Rivers and safe springs Free; accessible during riverbank and wetland expeditions
Caravan water stores Purchased for long-haul or desert-adjacent routes
Water merchants Available in town; price rises when town water reserve is strained
Rain capture (advanced) Requires a cistern or barrel set at a fixed plot
Snow melt Available in winter; costs fuel to process into safe water

Water and Town Reserves

Town water reserves are tracked separately from food. A town can be food-stable and water-failing simultaneously if its wells are contaminated or its river access is disrupted.

A contaminated or dry water source creates quest pressure immediately: water routes must be secured, alternative sources found, or a purification project completed before the reserve recovers.


Plot Acquisition

Players access farming through plot leases or ownership. Leases are the entry path; ownership comes through sustained investment.

Plot Lease (Village)

  • Acquired from a village headman or land registry (Bathrys in Talmaes is the primary early source)
  • Costs a weekly fee in coin or material delivery
  • The plot is pre-cleared and ready for immediate use
  • Lease can be terminated by the headman if the plot sits idle for too long
  • Quality tier of a leased plot depends on the village and which plots are available — Talmaes has the best soil in the launch region; Rumiarr is rocky and unsuitable; Metsadu can support herb gardens and mushroom caves but not field crops

Plot Ownership (Town Project)

  • Unlocked through sustained player investment in a village or town
  • Requires completing a series of land-improvement commissions (drain the bog, clear the stones, fence the pasture)
  • Owned plots do not incur weekly lease fees
  • Owned plots can be passed between characters via the market or guild roster

Plot Types

Type What it supports Where available
Crop field Grain, root vegetables, legumes, flax Talmaes, Trevalkaan Outer Fields
Orchard plot Fruit trees, berry rows, hop vines Talmaes, sheltered vale sites
Herb garden Medicinal herbs, spice plants, dye plants Metsadu, Trevalkaan garden plots
Mushroom cave Fungal crops, glowcap, alchemical fungi Rumiarr lower caves, karst cavern sites
Pasture Livestock grazing, herd management Talmaes, Polheen vale, Trevalkaan commons
Dedicated stable Draft animal care, breeding Trevalkaan livery district, Polheen
Beehive row Honey, wax, pollen Talmaes (Enkwen's hive rows), sheltered meadow plots

Crop Farming

Growth Cycle

Each crop goes through four stages. Each stage is a timed job that can be submitted async. Tending adds to the timer but improves output quality and reduces event risk.

Stage What the player does Timer Skip penalty
Prepare Till field, apply soil treatment, test soil 2–4 hours Poor seedbed reduces yield 10–20%
Plant Select seed stock, plant with or without a seed drill 1–3 hours Uneven spacing reduces yield 5–15%
Tend Weed, water, watch for pest signs; repeat weekly 30–60 min/week Each missed tend cycle increases blight and pest risk, reduces quality ceiling
Harvest Collect with sickle or scythe; carry to storage 2–6 hours Delays past peak week reduce yield 10% per day

Irrigation: Fields adjacent to a well or with an irrigation ditch reduce the yield penalty from missed tending cycles by 50%. Building an irrigation channel is a plot improvement project that costs timber, stone, and labor.

Seed drill: Using a seed drill tool (instead of hand-casting seed) reduces planting time by 30% and increases seeding density, which raises the yield floor at the cost of higher seed consumption.


Crop Catalog

Staple Crops

Grain (Winter Rye / Spring Wheat)

The highest-volume crop and the primary driver of the town food reserve. Two strains: winter rye is planted in autumn and harvested in early summer; spring wheat is planted in spring and harvested in late summer. Having both rotations active provides near-continuous supply.

Property Value
Season Winter rye: plant Autumn / harvest Early Summer. Spring wheat: plant Spring / harvest Late Summer
Growth time 60–90 days (real-time scaled to game tick rate)
Yield per plot per cycle 80–120 units (Common soil, no treatment). 150–200 units (Good soil, treated, irrigated)
Output Raw grain → Mill → Flour → Baker/Provisioner → Bread, Ration packs. Raw grain → bundled (no processing) → Grain Bundle (mount feed item; 1 bundle = 1 day's feed for most herbivore mounts)
Crafting use Flour is a recipe input in all bread and standard ration pack recipes
Market role The highest-volume staple; price spikes in late winter when reserves run low
Soil draw High. Rye draws more than wheat; both require rotation with legumes every 2–3 cycles

Root Crops (Turnip / Beet)

Hardy crops that tolerate poor soil and cold. Lower calorie density than grain but faster growth and less soil draw. Beet can be used as a dye plant as well as a food source.

Property Value
Season Late Spring → Late Autumn (tolerates frost)
Growth time 30–45 days
Yield 60–100 units (Common soil). 120–160 units (Good soil)
Output Root vegetables (direct food use) → Cooking (stews, field rations)
Crafting use Beet tops → dye reagent for clothworking (red-brown tone)
Market role Budget food staple; price is stable and lower than grain
Soil draw Low. Good rotation companion for wheat

Legumes (Field Beans / Peas)

The soil restoration crop. Legumes fix nitrogen — planting a legume rotation after wheat or rye replenishes soil condition. They also produce food and a small amount of dried storage protein. They are not the most valuable crop per plot but they are the reason the field behind them produces well.

Property Value
Season Spring → Late Summer
Growth time 45–60 days
Yield 40–70 units (beans); 30–50 units (peas)
Output Dried legumes (cooking ingredient); green peas (fresh food, high spoilage)
Crafting use None primary. Dried beans used in stew and provision recipes
Market role Lower value than grain but permanent rotation demand
Soil draw Negative — restores soil condition. Every 2–3 grain cycles a legume rotation is required

Cash Crops

Hops (Brewing)

Hop vines grow on orchard-style plots or on purpose-built pole frames. They require a vertical support structure and cannot be planted on bare field without a plot upgrade. Output feeds the brewing profession.

Property Value
Season Plant Spring, harvest Late Summer
Growth time 70–90 days (first year), faster in subsequent years on established vine roots
Yield 20–40 units per season
Output Dried hop cones → Brewing → Ale, stout, bitter
Crafting use Ale and brewing outputs are morale food; ale is also used in Alchemy as a fermentation base
Market role Premium price; Trevalkaan's tavern is a permanent buyer
Soil draw Medium

Flax

Grown primarily for its fiber stalk rather than its seeds, though the seeds produce an edible oil and the seed cake is useful as animal feed. Flax is the primary field-grown input for the clothworking profession.

Property Value
Season Spring → Late Summer
Growth time 60–75 days
Yield 30–60 units stalks; 10–20 units seed
Output Flax stalks → Retting (water soak) → Fiber → Clothworker → Linen yarn → Linen cloth
Secondary output Linseed oil (Alchemy base, wood finishing), seed cake (animal feed)
Crafting use Primary linen source; linseed oil is a woodworking and alchemy reagent
Market role Moderate-high value; price rises when the Clothworkers Hall issues batch commissions
Soil draw Medium

Dye Plants (Woad / Madder)

Niche crops with high per-unit value but low volume demand. Woad produces blue dye; madder produces red. Both feed clothworking dye recipes and are used in Alchemy for pigment preparation.

Property Value
Season Spring → Late Summer (woad); Spring → Autumn (madder, 2-year root crop)
Growth time 60 days (woad); 18 months to first harvest (madder)
Output Dye paste → Clothworking (color application), Alchemy (pigment)
Market role Premium niche; price is volatile because few players grow them

Specialty Production

Herb Gardens

Medicinal herb gardens occupy a dedicated herb garden plot. They produce the same herbs available from Foraging in the wild, but in a managed environment with consistent supply rather than random site-based extraction.

Herb family Medical application Alchemy application
Wound herb Salve base for wound treatment Basic recovery salve ingredient
Root tonic herbs Stamina and fatigue recovery Physician's Stamina Tonic ingredient
Fever herb Fever-reduction preparation Swamp Condition Medicine support reagent
Blight-clearing herb Anti-blight field use Advanced medicine
Spice and aromatic herbs Cooking quality improvement Alchemical aromatic reagent

Herb garden yield is more consistent than wild Foraging but does not reach the quality ceiling of a prime wild node. A potency-grade herb can only be sourced from wild nodes or a player with a 6-piece Foraging Set. The herb garden's advantage is reliability and proximity, not peak quality.

Mushroom Caves

Fungal farming in cave spaces below Rumiarr or in the karst cavern network. The cave environment is stable (no weather, no pests beyond cave vermin), which makes this one of the most reliable production types.

Fungal type Use
Edible mushroom (common) Cooking; fresh food, stew component
Alchemical fungi (glowcap, sporecap) Alchemy reagent — no field substitute
Preserving fungi Natural antimicrobial compounds used in Preservation recipes
Bioluminescent fungus Light source material; used in mining and underground expedition supply

Soil Condition System

Soil condition affects yield, quality ceiling, and event risk on every crop plot.

Condition Yield modifier Quality ceiling Event risk
Rich +20% Exceptional (with best inputs) Low
Good Baseline Fine Normal
Tired −15% Common only Elevated (blight, pest)
Depleted −30% Common only High

How soil improves:

  • Legume rotation — each completed legume cycle restores 1 grade
  • Soil treatment (composted dung + lime + mineral powder) — restores 1 grade
  • Fallow season (leaving a plot unplanted for one full season) — restores 1 grade; takes the plot out of production
  • Irrigation maintained — slows degradation rate by 50%

How soil degrades:

  • Every non-legume crop cycle degrades soil 1 grade if no rotation or treatment is applied
  • Overgrazing a pasture degrades land 1 grade per season
  • Blight event — drops soil 1 grade immediately and requires a Herbalism check to clear

A player who plants grain every single cycle without rotation will watch soil go Good → Tired → Depleted within 3–4 seasons. Players who rotate with legumes and apply soil treatment can hold Rich indefinitely.


Seasonal Calendar

Season What to plant What to harvest Notable
Early Spring Spring wheat, legumes, flax, hops (establish) Winter rye (mature) Soil softens — tillage possible and cheaper
Late Spring Root crops, herb garden replanting Nothing major Pest risk begins rising
Summer Tending all crops Nothing major yet Heat stress risk in dry years
Late Summer Nothing new Spring wheat, flax, hops, legumes Prime harvest window
Autumn Winter rye, madder (2-year) Root crops, remaining summer crops Frost risk; late harvests lose quality
Winter Mushroom cave cycles, bee dormancy Mushroom output No field crops. Fallow period for fields

Seasonal price dynamics: Grain is cheapest at Late Summer harvest when supply peaks. By Late Winter/Early Spring, reserve stocks thin and grain price rises significantly. A player who stored surplus autumn grain and sells in late winter turns a meaningful profit from storage investment alone.


Field Events

Event Trigger condition Effect Response
Pest infestation (field rat, beetle) Tired/Depleted soil, missed tending, Late Spring/Summer Yield loss 15–30% this cycle Pest cull order (Board). Trapping kit deployment
Blight Hot+wet season, Tired/Depleted soil Yield loss 20–40%, soil drops 1 grade Herbalism treatment or sacrifice the cycle
Drought stress Dry summer, no irrigation Yield loss 10–20% per tending cycle missed Irrigation protects. Carry water manually
Flood damage Heavy rain event, low-lying fields Partial harvest loss; soil resets to Good from silt Cannot be avoided; plan harvest timing
Good harvest season Prosperous region, Rich soil, full tending Yield +15–25%; quality ceiling +1 band Collect the windfall
Weed surge Missed 2+ tending cycles Quality ceiling drops to Common Extra tending cycle clears it

Animal Husbandry

Animal farming produces the most diverse output of any farming type: food (meat, milk, eggs), crafting materials (hide, wool, tallow, bone, bristle, wax), and labor (draft animals). Every species produces multiple outputs simultaneously from a single herd.

Pasture and Herd Management

All livestock except poultry and bees require a pasture plot or dedicated stable. Pasture size determines maximum herd size.

Pasture size Max herd (large animals) Max herd (small animals)
Small (1-plot) 4 20
Medium (2-plot) 10 50
Large (3-plot) 20 100

Overgrazing: Exceeding pasture capacity degrades land condition 1 grade per season. Land is considered Overgrazed at >120% capacity.

Pasture rotation: Moving a herd to a secondary pasture while the primary recovers is the animal-farming equivalent of crop rotation.

Winter feed: During Winter, outdoor pasture produces no forage. All livestock must be fed from stored hay, root vegetables, or grain byproducts. Feed deficit causes condition loss and output reduction. A full winter of feed must be stocked before the season changes.


Livestock Catalog

Cattle (Farm Breed)

Domesticated cattle are the most economically important livestock in the launch region. They produce meat, milk, tallow, hide, and bone simultaneously.

Output Processing Destination
Beef (fresh) Butcher → preserved provision Cooking, Provisioning
Milk Dairy → cheese, butter, whey Cooking, Alchemy (whey as protein reagent)
Hide Tannery → leather Leatherworking (heavy leather, war pack, saddle)
Tallow Rendering → tallow block Alchemy base, gear finish, candle
Bone Drying → bone stock Tinkering (handles), Cooking (stock)

Quality: Pasture-raised cattle on Good soil with full winter feed reach Fine output. Rich soil, supplemental feed, and a superior breeding bull can reach Superior quality cuts and Superior hide. Neglected cattle on Tired pasture produce Common quality across all outputs.

Draft work: Oxen provide draft labor — they can be assigned to plow fields, haul logs, and pull wagons. One ox reduces the tilling prep timer on a full field by 40%.


Sheep

The primary wool and fiber source. They produce a seasonal wool clip (spring shearing) plus ongoing milk output and a terminal meat yield.

Output Processing Destination
Wool (spring clip) Clothworker → yarn → cloth Clothworking (armor padding, tent cloth, cloak inner layer)
Milk Dairy → cheese Cooking, Provisioning
Lamb/mutton (cull) Butcher → preserved provision Cooking
Sheepskin Tannery → thin leather Leatherworking (lining material, glove backs)
Lanolin (from wool) Extraction → fat Alchemy (skin preparations), gear waterproofing

Shearing: The spring wool clip is a timed harvest event. Missing the shearing window reduces clip yield and quality. Shearing with a quality blade improves clip quality by one grade.


Pigs

The highest meat-yield animal relative to feed input. Pigs can be fed on food waste and root crop byproducts — feed requirements are partially met by discarded husks, spoiled grain, and vegetable tops from crop operations, creating a farm-level waste-reduction loop.

Output Processing Destination
Pork (fresh) Butcher → salt-cured → provision Cooking (equivalent to Cured Boar Provision)
Pig fat Rendering → tallow Alchemy, gear finish, cooking fat
Pigskin Tannery → thick hide Leatherworking (boot sole, medium armor — equivalent to wild boar at Common–Fine)
Bristle bundle Harvest from cull Leatherworking (quiver stiffener)
Bone Drying → stock Tinkering, Cooking

Economy note: Domestic pigs produce the same material categories as wild boar (Coedmoch, Coedwych) but at a Common–Fine quality ceiling. Wild boar hunting remains relevant for superior material quality (Fine–Superior wild boar fat, Fine–Superior briar-backed hide). The farm pig fills bulk demand at the Common tier; wild boar hunting fills the premium quality tier above it. The two sources are complementary, not competitive.


Poultry (Chickens, Ducks)

The fastest food-cycle livestock. Chickens produce eggs daily and can be culled for meat with no wait time.

Output Processing Destination
Eggs Direct use Cooking (binding ingredient; baked goods, tonics)
Poultry meat Butcher → direct or preserved Cooking
Feathers Drying → fletching bundle Arrows (fletching input — permanent sink)
Down Harvest from cull Clothworking (insulating layer for cold-climate gear)

Arrow supply link: The fletching bundle from poultry is the primary arrow feather source when wild bird hunting output is insufficient. Duck farms near Arujoki are a noted arrow-supply link for the regional Archery market.


Goats

Goats thrive in terrain where cattle and sheep underperform — rocky hills, sparse vegetation, steep pasture. The primary livestock option for Rumiarr and elevated zone settlements.

Output Processing Destination
Milk Dairy → cheese, butter Cooking
Goat meat (cull) Butcher → preserved provision Cooking
Goatskin Tannery → supple thin leather Leatherworking (glove palm, herb pouch)

Terrain advantage: Goats on rocky hill pasture graze without overgrazing at 150% of nominal capacity (hill terrain has deep root forage that surface assessment underestimates). The only livestock exception to the overgrazing rule.


Draft Animals (Horses, Mules, Oxen)

Draft animals are farm infrastructure rather than a food source. They provide labor that dramatically reduces field preparation and hauling timers.

Animal Primary use Secondary use
Ox Field plow; heavy haul Low-speed pack animal
Mule Pack transport on rough terrain Light draft; superior to horse in mountain terrain
Horse (draft breed) Field plow; cart pull Faster than ox but more expensive to feed

A player with a draft ox reduces field tillage timer by 40% and log hauling timer by 30%. Draft horses and mules can also be used as expedition pack animals.


Bees (Beehive Row)

Beehives are a passive production source. Once established, they produce honey and wax on a weekly cycle with minimal tending. They require a seasonal pollinator landscape — planted flower rows, herb garden proximity, or orchard adjacency — to maintain hive health.

Output Processing Destination
Honey Direct use Cooking (sweetener, preservative), Alchemy (carrier medium, wound treatment), morale food
Wax Melting → wax block Sealing (all alchemy containers), bow finishing, leather waterproofing, candle making
Beeswax polish Preparation → apply Woodworking (fine furniture), instrument maintenance
Propolis Extraction Alchemy (antimicrobial reagent)

Market permanence: Honey and wax are among the most stable-price staple goods in the game. Wax is consumed as a container seal in every alchemy recipe at every quality level — including Exceptional and Masterwork preparations. A Common wax seal is on every vial that exits the most advanced laboratory in the region.

Hive defense: Bears are a hive threat. Beekeeper Enkwen's hive defense commissions (B-rank encounter in Talmaes) are a recurring board item because bear-hive conflict is a persistent condition, not a one-time event.


Livestock Events and Threats

Event Trigger Effect Response
Predator attack (wolf, bear) High monster pressure near pasture Herd loss 1–3 animals; survivors have quality penalty for 1 cycle Predator cull order (Board), defensive pen improvement
Disease outbreak Overgrazing, poor winter feed, high density Output reduced 30–50% for 2–3 cycles; spread risk to adjacent herds Veterinary treatment (Alchemy-sourced animal medicine); quarantine
Winter kill Insufficient winter feed stored Animal loss proportional to feed deficit Adequate winter hay storage is the prevention
Parasite infestation Missed grooming cycle, wet pasture Wool/hide quality penalty; meat quality penalty Herbalism treatment; pasture rotation
Escape/roundup Damaged fence, storm event Animals scatter into local zone Roundup expedition (low-rank, no combat)
Exceptional breeding result Superior breeding stock + full tending Offspring quality tier increases by 1 Keep as herd improver or sell breeding rights

Processing Chain

Raw farm output is not expedition-grade supply. It must be processed before it enters the crafting or provisioning economy.

Crop Processing

Grain (raw)
  → Mill → Flour
      → Baker/Provisioner → Bread, Ration Packs, Hardtack

Grain (raw, excess)
  → Brewery (Ale, Beer — via Hops + Yeast)

Flax stalks
  → Retting (water soak, 2–3 days)
      → Breaking and Scutching (fiber separation)
          → Clothworker → Linen yarn → Linen cloth
  → Linseed (seeds)
      → Cold press → Linseed oil (woodworking, alchemy)
      → Seed cake (animal feed)

Hops (dried cones)
  → Brewery → Ale (morale food); Bitter (export good)

Root vegetables
  → Direct cooking (Stew, Provision pack)
  → Pig feed (excess or poor-quality roots)

Herb garden output
  → Alchemist (Medicine, Reagents)
  → Provisioner (Spice application to food quality)

Orchard fruit (apple, pear, berry)
  → Direct food (Fresh fruit — high spoilage)
  → Preserving → Dried fruit (long shelf life)
  → Fermenting → Cider, Vinegar (alchemy base, cooking)

Mushrooms
  → Direct cooking (Common mushroom — stews)
  → Drying → Alchemist (Alchemical fungi — long shelf life)

Dye plants
  → Dye extraction → Clothworker (color pigment)
                    → Alchemy (pigment preparation)

Livestock Processing

Cattle
  → Butcher → Beef (fresh) → Preserved provision (smoking, salting)
           → Tallow → Rendering → Tallow block (alchemy, gear finish)
           → Hide → Tannery → Heavy leather (war pack, saddle)
           → Bone → Bone stock (tinkering handles, cooking stock)
  → Milk → Dairy → Cheese, Butter, Whey

Sheep
  → Shearing → Wool clip → Clothworker → Yarn → Felt, wool cloth
  → Milk → Dairy → Sheep cheese
  → Cull → Mutton → Preserved provision
  → Sheepskin → Tannery → Thin leather (lining)
  → Lanolin → Alchemy, waterproofing

Pig
  → Butcher → Pork → Salt-cured provision
           → Fat → Rendering → Pig tallow (Common-grade boar fat equivalent)
           → Pigskin → Tannery → Thick hide (boot sole, medium armor)
           → Bristle → Leatherworking (quiver stiffener)

Poultry
  → Eggs → Direct (cooking ingredient, binding agent)
  → Cull → Poultry meat → Direct or preserved
  → Feathers → Fletching bundle (arrow component)
  → Down → Clothworking insulating layer

Goat
  → Milk → Dairy → Cheese
  → Cull → Goat meat → Preserved provision
  → Goatskin → Tannery → Supple thin leather

Bees
  → Honey → Direct (cooking, alchemy, morale food)
  → Wax → Sealing, bow finish, wood polish, candle
  → Propolis → Alchemy (antimicrobial reagent)

Processing Infrastructure

Building Input Output Skill
Mill Raw grain Flour Milling (Farming crossover)
Bakehouse Flour, water, salt Bread, ration pack Cooking
Smokehouse Raw meat, salt, fuel Preserved provision Preservation
Dairy Milk, salt Cheese, butter, whey Cooking
Tannery Raw hide, salt, tallow, water Leather Leatherworking
Rendering vat Animal fat (raw) Tallow block, lard No skill requirement
Brewery Grain, hops, water, yeast Ale, beer Brewing (Cooking crossover)
Loom / Clothworking bench Wool, linen fiber, yarn Cloth, felt, yarn Clothworking
Pressing vat Linseed, fruit Linseed oil, cider Basic processing
Retting pit Flax stalks, water Retted flax fiber Farming skill crossover

Town Supply Loop

Reserve Classes

Farm output flows into the town's reserve system via the daily settlement tick.

Reserve class Primary farm inputs
Food reserve Grain, bread, meat, preserved provisions, dairy, fresh produce
Fuel reserve Charcoal (from orchard pruning and wood byproducts), peat
Medicine reserve Herb garden output, alchemical fungi

Daily Settlement (Farm Contribution)

farm_contribution_per_tick = (npc_farm_baseline + player_farm_output + delivery_from_villages) × processing_efficiency × season_modifier

Season modifier:

Season Modifier
Spring 0.6 (few crops in; last winter stocks depleting)
Summer 1.0 (tending in progress; no major harvests yet)
Late Summer / Early Autumn 1.6 (harvest peak; all crops incoming)
Winter 0.4 (no field crops; livestock output only; heavy consumption)
Village What they supply to Trevalkaan Disruption effect
Talmaes Grain (primary), dairy, livestock Food reserve drops within 2 settlement ticks
Arujoki Fish (primary), river produce Fish component of food reserve declines
Metsadu Herbs, trap byproducts Medicine reserve affected
Polheen Transit goods; some dairy from vale Indirect — route disruption hurts all villages
Coedwair Timber, charcoal Fuel reserve affected

Talmaes is explicitly the most critical food-supply village for the launch region. If Talmaes harvests fail due to blight, raiding, or pest pressure, Trevalkaan's food band drops from Stable to Strained within 2 days of game time. This creates genuine urgency for players to respond to Talmaes-sourced quests.


Economy Integration

Crafting Material Pipeline from Farms

Farms supply Common-tier crafting materials across multiple professions permanently.

Farm output Crafting use Permanent demand mechanism
Cattle hide Leatherworking (heavy leather, war pack, saddle seat) Every war pack and saddle ever made consumes this
Cattle tallow Alchemy base, gear finish Present in every leather finish recipe
Wool Clothworking (armor padding felt, inner cloak layer, tent inner) Every padded armor layer uses wool felt
Pig fat / pig tallow Alchemy, cooking fat, gear finish Common-tier substitute for wild boar fat
Pig bristle Leatherworking (quiver stiffener) Every quiver made contains bristle
Egg Cooking (binding reagent) Every baked ration pack has eggs as a binder
Feather Arrows (fletching) Every 20 fletched arrows need bird feathers
Wax (bees) Alchemy seals, bow finish, wood polish On every alchemy vial at every quality tier
Honey Cooking, Alchemy carrier Consumed at all profession tiers
Wheat flour All bread and ration recipes The highest-volume crafting input in the game
Linseed oil Woodworking (wood treatment), Alchemy (oil carrier base) Every bow limb conditioning step
Linen cloth Clothworking (armor lining, tent inner panel, wraps) Present in every armor set as inner structure
Lanolin Waterproofing, skin preparations Alternative to tallow rub for cloth-surfaced items
Down (poultry) Clothworking (cold-climate insulation) Cold-weather gear inner lining
Propolis Alchemy (antimicrobial preparation) Specialist use; permanently relevant in medicine crafting

Market Pricing Dynamics

Seasonal price band (grain example):

Season Supply pressure Price index Opportunity
Late Summer (harvest) Surplus 70–80% of base Buy and store
Autumn Growing stores 85–95% of base Neutral
Winter Drawdown from stores 100–115% of base Hold stock
Late Winter / Early Spring Thin reserves 130–160% of base Sell stored grain

Price volatility triggers: - Blight event at Talmaes: immediate +20% food price spike; peaks at +40–60% if not resolved within 3 days - Successful Talmaes harvest board clear: immediate −10% price relief - Caravan route disruption (Talmaes road blocked): price spike equivalent to mild blight - Player mass delivery (large shipment arrives): temporary −8 to −15% price dip - Town festival: +10% on morale food (honey, ale, luxury provisions)

Player Trade Opportunities

Arbitrage: Talmaes sells grain at close-to-farm price; Trevalkaan market adds a premium. A player with a mule and pack saddle can buy from Talmaes and sell in Trevalkaan for a consistent 15–25% margin during normal periods. During shortage spikes this becomes 40–60%.

Processing margin: Processed outputs (flour, leather, tallow blocks, wool yarn) are worth more than their raw inputs. A player who owns a farm and operates a linked processing building captures both the production and the processing margin.

Seasonal futures: Player contracts allow posting a delivery at a future price. A crafter who needs grain in winter can post a contract: Deliver 100 units of Fine grain before Day 90 for X coin. A farmer who expects a surplus can accept that contract, locking in a sale price now against future delivery. This is the beginning of a commodity market driven entirely by player decisions.


Player Farming Activities

Board-level and contract-level activities that emerge from farming operations.

Activity Rank Description
Field Survey F Walk a plot circuit and report readiness status
Pest Cull F–E Clear field rats, blight beetles, or weevil swarms from an infested plot
Harvest Expeditions E–D Time-limited seasonal gather — collect grain before weather event
Soil Treatment Run E–D Source soil treatment reagents from Alchemy; apply to designated plots
Livestock Roundup F–E Recover escaped livestock scattered in the local zone
Predator Defense D–C Cull wolves or bears threatening Talmaes pasture; protect hives from bear
Irrigation Repair D Repair a breach in an irrigation channel after storm damage
Winter Supply Run D–C Deliver sufficient hay, root stock, and grain to satisfy Talmaes winter feed board
Seed Sourcing D–C Obtain quality seed stock for improved next-season crop
Breeding Stock Delivery C–B Transport a quality breeding animal to or from a remote ranch
Orchard Management D Prune, stake, and treat orchard rows; unlocks orchard yield bonus for current season
Beehive Defense B Protect Enkwen's hive rows from a bear Elite encounter

NPC Baseline Farming

NPC farms run on autopilot at Common-quality output regardless of player activity.

NPC farm rules: - NPC farms do not improve beyond Common quality unless a player completes a village improvement commission that upgrades their tools or seed stock - NPC farms are disrupted by events (blight, raids, predator pressure) and generate quests when disrupted - Player farming output adds to and improves NPC baseline output — it does not replace it - If a player leases or owns a plot that was formerly NPC-operated, the NPC baseline for that plot is removed and replaced by player output

Talmaes NPC baseline: - 5 NPC crop plots (grain, root, legume rotation) operating on autopilot - 2 NPC cattle herds producing Common-quality output - 1 NPC dairy producing Common cheese and butter - Headman Bathrys manages NPC operations and issues permits for player plots adjacent to them

Public Recovery Floor

Every town maintains emergency public rations and water at poor efficiency. This prevents hunger from turning into a hard progression lock. The floor is always present — a destitute character can eat and drink at reduced quality from the public reserve rather than being locked out of the game entirely.


Technical Model

Core Tables

farm_plot
  plot_id, owner_id (player or npc), region_id, plot_type, soil_condition,
  irrigated (bool), fenced (bool), current_crop_or_animal, stage,
  stage_started_at, next_tick_at, event_flags

growing_job
  job_id, plot_id, character_id, crop_template_id or livestock_template_id,
  stage (prepare|plant|tend|harvest), timer_end_at, tend_cycles_missed,
  input_quality_tier, status

livestock_herd
  herd_id, plot_id, species, count, breeding_stock_quality, current_condition,
  feed_reserve, last_fed_at, event_flags

processing_job
  job_id, character_id, building_id, input_item_id, input_quantity,
  recipe_id, skill_band_at_start, timer_end_at, status

farm_output
  output_id, job_id, item_template_id, quantity, quality_tier, harvest_at

crop_template
  template_id, name, season_plant, season_harvest, growth_days, soil_draw,
  base_yield_min, base_yield_max, quality_ceiling_by_soil_condition,
  event_risk_table_id

livestock_template
  template_id, species, outputs (json: item_template_id + quantity_per_cycle),
  feed_requirement_per_day, feed_types (grain|hay|root|forage|waste),
  pasture_size_units, winter_feed_multiplier

meat_item
  item_id, name, source_type (farmed|wild|monster), species, rarity_tier
  (common|uncommon|moderate|rare|exotic), quality_tier, region_id,
  seasonal_availability (json: seasons where wild source is active),
  nourishment_duration_mult, hunger_decay_modifier, morale_bonus_steps

recipe_meat_slot
  recipe_id, slot_id, min_rarity_tier, max_rarity_tier, accepts_farmed (bool),
  accepts_wild (bool), quality_ceiling (output cap when mismatched),
  is_prestige_slot (bool — if true, mismatched tier produces no output, not capped)

settlement_meat_preference
  settlement_id, preference_profile_id, cultural_baseline (json: rarity_tier → base_price_mult),
  current_festival_modifier_id (nullable), weekly_drift_active (json: rarity_tier → drift_mult),
  drift_expires_at, craving_spike_item_id (nullable), craving_expires_at

festival_calendar
  festival_id, name, season, duration_days, meat_demand (json: rarity_tier → price_mult),
  settlement_scope (all|region|specific_settlement_id), announced_at

Growth Resolution (on timer fire)

  1. Load plot soil condition and current crop template
  2. Load character Farming skill band and equipped tool quality
  3. Count missed tend cycles
  4. Apply season modifier
  5. Roll yield: base_yield × soil_modifier × tend_penalty × season_modifier × tool_modifier
  6. Roll quality distribution per unit against quality ceiling for current soil condition
  7. Apply 6-piece Farming set bonus if active (8% chance to upgrade one quality band per batch)
  8. Check event roll: blight, pest, windfall based on field event table
  9. Write farm_output records
  10. Update farm_plot soil condition (degrade or restore based on crop type and rotation state)

Livestock Tick (daily)

  1. Load herd feed reserve
  2. Subtract daily feed requirement × herd count × season_modifier
  3. If feed deficit: apply condition penalty to all animals
  4. Roll production: each animal produces daily output at current condition quality
  5. Roll event: predator, disease, escape (probability scales with event_flags and region pressure)
  6. Write output records
  7. Update herd condition

Town Supply Integration

Farm output enters town reserve via the same delivery path as any other supply item. Each output item template carries a town_reserve_value by reserve class:

  • 1 unit of Common flour → 0.8 food reserve units
  • 1 unit of Fine flour → 1.0 food reserve units
  • 1 unit of fresh meat → 1.2 food reserve units (higher calorie, faster spoilage)
  • 1 unit of preserved provision → 0.9 food reserve units (lower calorie, no spoilage)

A daily town tick reads all completed farm_output from the previous 24 hours that were delivered (the item must physically arrive at a warehouse or storage building), converts them to reserve units, and adds them to the aggregate.


  • crafting-and-itemization.md — quality resolution rules; farm material quality affects downstream recipe ceilings
  • material-relevance-and-recipe-structure.md — anti-obsolescence model; farm outputs occupy permanent structural roles
  • gathering-and-resource-ecology.md — wild harvest comparison; farm vs. wild quality ceiling differences
  • town-simulation-and-supply.md — reserve system, daily settlement formula, shortage bands
  • market-contracts-and-logistics.md — seasonal trading, player contracts, delivery logistics
  • frontier-marches-crafting.md — specific recipes that consume farm-sourced materials
  • villages.md — Talmaes as the primary farming village; Beekeeper Enkwen; Headman Bathrys
  • skill-catalog.md — Farming skill bands; Farming and Agriculture gear set