TURNTURNTURNIt's time to invest in some businesses, you think. Get that gold working for you, instead of the other way around (not that you really worked for this gold). You spend a few days poking around Tyneton, getting a feel for the local economy before you commit that gold.
7
You get a rather good sensing of the town's business. It's primarily agricultural, with the farmers from the outlying villages coming to town for the weekly market to sell their produce for coin, and buy goods such as farming tools, furniture and the like. Your Tax Collector informs you that this is where taxes are collected from the village households, to ensure that it's paid in coin and not in goods.
More interesting is the actual trade. Tyneton sees some amount of trade in the north-south direction, primarily in luxury goods such as fine fabrics, silks and furs, mirrors and lenses, which come from the north, from Duke Wolstan's town of Wolstead, and further from the capital of Solfast, which is a bustling port on the Shattered Firth. These goods are shipped south to the landlocked Kingdom of Marchion, in exchange for coin and rare herbs, which is Marchion's only export of note. Tyneton is a semi-important stop on this route, because the river Goych becomes impassable to barge traffic at the fords near the Ardell Forest, so merchants disembark their cargo here and switch to horse-drawn wagons and the like instead, to go south by road.
With all that said, the trade volume really isn't that much to boast about. Perhaps three or four wagon-loads a day. With your superior Economics knowledge, you figure out a few reasons why. The first is that high tolls are charged at the border, rendering most goods unprofitable to transport, except for luxury goods. This seems like a political problem. The second is that Marchion isn't a very rich kingdom in general, so the demand for luxury goods isn't high. The third is that the road south isn't in good condition - in some parts of the Ardell Forest, it isn't even wide enough for two wagons to pass. Might be fixable with some public works. Finally, you also hear tell of a separate trade route for metals, coming from Countess Muire's lands in the northwest, and passing through Belvik-hund and Merclefield on its way south, which unfortunately bypasses Tyneton.
You decide to invest in a few selected businesses in town. The first is
Adalm's Smithy, which makes iron nails, horseshoes, plows, and other metal items alike for farmers, thus doing good business. The second is
Wulfgar & Sons Wagonry, which as the name suggests, makes wagons and carts for the trade south, which is a consistent, if not large source of income that might improve as the trade volume does. The final business you invest in is
Delwyn's Woodworking, a carpentry shop that takes lumber from the east and makes furniture and other wooden items for the town.
In total, you invest 6 gold in these businesses, hopefully spurring further growth in the town in general. Your treasury now stands at 11 gold.
632 AS, Late Spring
Your Spymaster gives you a quick rundown of the gossip from abroad. The Margraviate of Niederstadt is once again accusing the Republic of Seinäjärvi of sponsoring piracy against its trade fleets in the White Sea, and is mustering a fleet to retaliate. Various leaders of the Elves of the West are meeting on the Elder Sister, for purposes unknown. In the East, a prince of the Polonian Empire is gathering a massive expedition into the Longshadow, which is met with general ridicule.
The tax caravan north is about to depart, with a sizable guard to protect it from any brigands. Seeing the men pack for the trip, you're seized with the urge to adventure further afield. Where will you go?
A) Explore that 'haunted' tower in Dwyndon Woods
B) Visit Countess Muire to the northwest
C) Visit Count Vray to the east
D) Follow the tax caravan to visit Duke Wolstan to the north
E) Venture south across the border into the Kingdom of Marchion
F) Stay at home, build better relations with the wife