Send a letter to Kain.
Get near the dungeons and watch the guards. Try to learn their schedule.
Untie the rope from it's place. Regardless of whether this happens, strangle the next person to come into the room with it (If they're Mirish or in Trubaldsome's employ)
Lightningblade's letter has reached Kain.
[3] Lightningblade, you watch the guard shifts for about a day. They change every four hours, presumably to keep the guardsmen fresh and attentive. Usually one set does not leave before the other arrives, but this is still the least attentive point of their schedule - given that the rest of it mostly involves standing still and watching for intruders. There are guards on the main castle entrance and both service entrances - four on the main entrance, two on each service entrance.
[2] Your loitering does not go unnoticed, but fortunately it seems the guardsman who approaches you is not too suspicious and merely thinks you are some kind of street performer pretending to be a statue. He asks you to leave before he charges you with vagrancy and tells you he'll be keeping an eye on you.
Taric, you untie the rope and decide you prefer murder to suicide. You lie in wait for well over a day, [3] when the door is unlocked. It looks like the Mirish dungeon is about as well designed as the Elbrethan one - no such thing as catflaps to push food through. Instead, a servant enters with a bowl of gruel and a mug of dirty water.
[1+1 vs 1] Your leap out of hiding with the rope is clumsy, but fortunately the attendant is not paying much attention either. You get the drop on him. [2+2 vs 2] You bring the rope over his head and drag him into the corner of the room, strangling him as he kicks ineffectually at the floor. [3] You manage to deflect the bowl and mug as they fall with your foot, lessening the noise they make when they hit the floor.
The servant finally ceases to struggle and you keep the rope around his neck a little longer to be absolutely sure. You let go of the body and search it for anything you might be able to use. [4-1] The servant certainly is no warrior, but he happens to have a small knife in his belt along with the key for your cell. You take it in lieu of your rope (which you tie around your waist just in case).
[3?] The guards do not seem to have heard you, or noticed the servant's delay. The corridor beyond your cell is lined with similar dull doors, with one door at either end. What will you do?
After meeting with myself the crew explains the situation that at large, annoyed i'll have a copy of the marque made and kept with that ship.
Buy a load of luxury goods and send it with the ship to Suul to unload both the flax and the luxury
Find out who is flagging me down, and why.
The spotter sees semaphore signals from the other ship. He says they belong to the "Knights of St John", an order of crusader-pirates operating out of Suul. They are demanding you allow them to board you and surrender any valuables you have, after which they will let you continue on your way.
Given you
have no valuables, the crew is concerned what will happen should you surrender and they find this out.
"Ah hello Mr.[REDACTED]. I'll cut straight to the chase. I'm a bit short on money right now but I need engineers...I'll pay you one ducat now and one ducat later, after the castle is completed. Sound good?"
[4-1] The engineer agrees, on the provision that you sign a contract stating your debt that will be valid in a court of law in Elbreth. If this is the case, he will be made available to you in Summer.
"Your offer is a good one, Night Trader was it? Of course you can sleep here, you have already taken mead and meat with me so you fall under guest right. You will be provided a sleeping chamber in my longhouse and not some tent like the Thralls sleep in. But first you have to answer me some questions...why are you injured? And secondly where are the cattle and the slaves going? Not that i really care what happens to them, i just like to know what i am up to, so that i can fulfill specifics. If you want them for offerings to any gods or something or for arena fights or for whatever i can easier find what you would prefer."
provide the Night Trader with a sleeping place.
As it turns out, your pre-existing arrangement with King Erik already counts as a trade route with Elbreth, although not many merchants travel it. You nevertheless have free access to Wool, Iron, Poor Lumber and Fish, all of which has extended the Trade Potential of both Weyland provinces to 5.
The Night Trader answers your questions. He seems to pause and think before each statement he makes, [3] although you get the impression that he is telling the truth each time.
"My name is Robert, Jarl. I was involved in a battle in Preston. The cattle and slaves will be headed north, where my customers are. Slaves will be used for manual labour. Cattle will be used for food, also labour."
When your raiders return with the captured slaves, Robert offers
3 ducats for them. (Future slaving will follow the new Raiding/Slaving rules.)
Refuse the SCTG's offer
Raise the shipping tax to a standard 10%
Make the tax on local industry only 10%, hopefully attracting more business and raising the public morale
Allow limited trade of arms and slaves, but at a 25% tax
Construct a Light Warship
Post copies of the aforementioned poster around the city and surrounding towns
You refuse the SCTG's offer. They thank you for your time and remind you that the offer will remain open should you reconsider, then leave. Taxes are adjusted accordingly for the province. The regulations on illegal goods are relaxed and taxes on those goods increased accordingly.
A new light warship, the
Forerunner, has been constructed in Port Sleen.
Inspect the patient...Read up on the symptoms, and prey to Oritziem for guidance. Don't give a diagnosis or reccomend any cure.
[2-1] You don't have the slightest idea what the disease is, let alone the cure. There are dozens of possible diseases sharing the same symptoms. Drua might have a better idea, but you are frankly just stumped.
Renting a horse from the local stable, she details out the plans to head into the Republic of Groaning and head to the capital of Groan, where she'd do her best to find a crafter skilled in the art of alchemy, someone who could forge gemstones or do the complex plating procedure that would allow her to study the process.
You mount your newly bought mare and head off to the city of Groaning. The journey takes about four days by horse.
Explore the town of Groaning.
Groan's port is small for a Storm Coast state, surprisingly so. Only a handful of ships can dock at any one time, which leads the port to be rather crowded. Commercial industry seems to be equally restricted, but soon enough you discover why - there is no Storm Coast Guildhall in the port. Groaning is one of the few Storm Coast states that refuses to do business with the Guild, instead operating off independent traders. You notice the tell-tale flag of a St John privateer in port - Groaning's independence is the only reason they can dock so close to the Guild's centre in Vasir. If you sail near the Mirish Coast you might wish to fly Suulian colours to avoid piracy.
The city of Groaning itself, in stark contrast to the rather small and semi-developed port of Acre, is a bustling city. Two storey buildings are common, the streets are packed with foot traffic, carts and ponies and there is an everpresent background hubub of thousands of people clamouring and labouring. In the same district as the palace, the massive and imposing Clothworkers' Guildhall speaks of the importance of the local cloth and weaving trade - the port and local markets are full of bolts of cloth and tailored clothing of local and Vasirian flaxen linen, of Elbrethan woollens and even of exotic Oriental silk.
There is a fair amount of variation in the port; beyond the locally produced grain, pork, flax and cloth you can find distant wines and metals for sale, but not as much as one might find in Vasir or Suul, and certainly not as much as Miring had available in its heyday. Groaning clearly suffers in its trade relations from its lack of association with the Guild.
Groaning might not be as prosperous as Vasir, but what it lacks in trading might it makes up for in the acres and acres of open fields beyond the city walls. Much of the land is converted over to flax production, with Aching producing most of the grain and pork to feed the teeming masses of Groan and Acre, but there is much land to be had and all of it fertile. Groaning does not maintain much of a standing army, beyond the city guard and watch, but it can clearly draw upon massive reserves of manpower should war arise. One would expect local barons managing much of this land, but it appears that the elective government does not support a system of vassalage - private armies of any kind are outlawed, though bodyguards appear to be permitted.
There is a fairly healthy service sector of professionals, part of which includes the small jewellers' district. Drua, you make inquiries in the area [1] but not only do you fail to find anyone skilled in the techniques you mention, you attract some unwanted attention because of the illegality of the processes involved. [2] The local private guards escort you out of the district and ask you in polite but definite terms not to come back. It seems you will not get much of this sort of help here.
Worse for Hanja, the vast swathes of open land also mean that local grain is freely available, as are all other staples (-2 staple base demand), with local grain fetching only [3] 0.4d/tonne. On the other hand, exporting grain or livestock from Aching (where the staple base is -5) will always be profitable.
Groaning,
AchingLeave for the tavern to stay until morning (and wait for the letter) and send for my cargo ships to head towards Suul. Leave for Sheepstead afterwards, with or without the letter.
[1] Although the local region is normally flushed with piracy, it appears the pirates are busy elsewhere. This does little to save your cargo ships from a storm that blows in from the east, threatening to drag your ships into the depths. [4][3] Fortunately, the captains have skilled navigators and capable crew. They are delayed by the storm, but your ships arrive intact.
Local Lumber and Clam prices are [5] 1.3d/tonne and [2] 0.3d/tonne.
You arrive in Sheepstead in short order quite late at night, checking in at the cheapest inn you can find that still offers decent service, [6] the Stretched Stocking, in preparation for heading on to the castle in the morning.
Make way to library and begin teaching Kain about anatomy.
Mahtan spends time teaching Kain about the basics of anatomy, letting him look through the sketches made of Gunther's corpse. [6] The lessons are successful, though perhaps a little too full of information for Kain to grasp all at once. He will need to engage in some practical work to get a better idea.
1. Obtain and dissect a relatively fresh human corpse, taking care to examine each part thoroughly.
2. Using the parts, or else crafted substitutes, reconstruct the body from the disparate parts to really hammer home that you have the order worked out.