RoguefortTHE WIKI
Wiki/World and people
Wiki preview

Village tutor objectives and rewards

Fifteen lessons, taken through their tutors

The village’s fifteen tutors each offer a practical lesson. Open Lessons from the panel hub to find their entries and current objectives. Accept a lesson in conversation with its tutor. The listed starter supplies are handed over when you accept, rather than when you finish. The tutor is a teacher, not a shopkeeper for those supplies.

Follow the steps in order

Only the current step can advance. A later task done too early does not skip the earlier one. The farm lesson first asks for a plot, then a planted seed. The cheese lesson first asks for a vat, then a started batch. Five crouched single-tile steps complete Soft Steps. Waiting does not count as walking.

Some earlier work can count for the host or solo player

When a host or solo player accepts, the game checks for an already standing player-built vat, plot, workbench or bed if the lesson asks for that build. It can also recognise a job already taken, a purchase or sale, a wild plant gathered or a fish recorded in the journal. Other tasks, such as a dummy strike or a finished card hand, normally need to happen while their step is open. Guests instead prove their own work after accepting.

The Reeve does not require an unavailable job

The Reeve’s lesson can recognise a qualifying job already held or archived. Tutorials, tutor lessons, the tutor circuit and the first story on-ramp do not count as village jobs. If the village’s notice-board list is known to contain nobody with work, the open lesson step can complete for that reason. A list that cannot yet be read is not treated as empty.

Finish, then return for the reward

Completing the task makes the lesson ready. Speak with the tutor again to hand it in. Each lesson pays 15 XP, its listed gold and its listed reward items, and is then learned. A second hand-in does not pay again.

Learning every lesson has one further reward

Handing in all fifteen lessons earns an extra 40 gold, 40 XP and two Herb Curds. This final reward is paid once for the character’s lesson record. It is additional to the individual lesson rewards.

Check the pack and the ground for supplies

Tutors use the normal item hand-over. Tools such as the Angler’s rod or the Herder’s bucket can ride in the tool roll below the pack. If the pack has no room, an item can spill at your feet. Gold is paid into the acting character’s purse. The Herder’s goat is placed near the giver, staying rather than following, and ready to milk. Take her home deliberately when you have a safe place for her.

Lessons are personal in a shared game

Each player takes, advances and hands in their own lessons. A partner doing the task does not automatically complete yours. The host decides the guest’s lesson operations and pays that guest’s supplies, rewards and experience. Five signals from the guest’s own screen, such as opening the map and choosing a waypoint, are reported to the host. The guest’s stealth report is accepted only while that body is crouched.

A fearful village can postpone teaching

The tutors refuse teaching while their village is at the suspicion tier that imposes curfew. A single local hostility flag alone is not this fear check. Return when the village no longer imposes curfew. This does not erase the lessons already recorded.

A tutor or dummy may move off a new stone

In an older save, a new settlement waystone can occupy a tutor's or training dummy's former position. When a player comes nearby, the host or solo game can move that post to suitable ground nearby. It waits if no suitable place is available. The dummy keeps its recorded tally. The lesson tasks and rewards stay the same.

Help improve this page

Found a mistake or something missing? Send it to Tim for review.