Sheepstead, Mid-Spring...
(Ludwig 5-1) You search for quite some time, but it would appear that the only place where you will be able to find live snakes is in a noble's menagerie in Suul. However, just as all hope seems lost one of the merchants mentions that his brother recently purchased several from the Suulian noble's collection. He's willing to sell one to you for 5 ducats or he's willing to barter. He has a few jobs that could be done.
(Ichor) Late one night a member of the Sheepstead guard drunkenly stumbles against your door. The next morning, you find a letter bearing three words: "Suul, the nobility"
Southern Eelspine Range...
(The Nahk 3-1) You attempt to strengthen your mine, but without expending the necessary ducats you aren't able to make it any more profitable.
(2) Your men search the stream for the tools, but it would appear that they are already long gone.
In Miring...
(Norm 6) Spirits soar as you lead the few people remaining in burials and rebuilding. However, small roaming lynch mobs begin to form at night murdering anyone who does not share your faith. ((I think Miring already has a temple, so it maybe isn't necessary to build a shrine. If you still want to do it, I'll roll for it.))
(Meng 3-1) You perform for the peasants, but in such harsh times, and with so few people left after Sir Taric's massacre, a street-performer is able to make very little money. When all is said and done, you've only made a few shillings. (4) On the plus side, one of the villagers has noticed your skill with a crossbow and approaches you. "Y'can use that thing against...eh...people?" he queries, "Cuz my buddies an' me could use some help later t'night..."
The Weyland Highlands...
(Jarl Corv 5) Your Blodvindr raiders spirit away into the Munro lands, returning shortly thereafter with (2) two ducats worth of slaves. Many are women, children, and the elderly but a few are military-age adult males. (3-1+1) You invest ducats into attempting to set up a market, and after some work you eventually succeed. It's small, but it will do. Weyland (East)'s trade Potential has maxed at 5/5
(Sir Jormund 2) Your men may be flying a banner of peace, but they are armed all the same. As you enter McKinley lands, a large force of armed men quickly move to meet you (negating any chance you'd have of finding the assassin). They order you to lay down your arms and surrender.
(Sir Joseph 2) The man does not seem to be convinced. "I would rather a trustworthy soldier by my side, then one ruled by coin from a land that is not our own."
The Town of Acre...
(Locanil 4-1) You announce your presence, and while none of the peasants seem to be interested in education they do have legal documents they'd like your help with. For a week or two of work, you should be able to make .5 ducats but you'll have trouble making more than that because there is already a group of scholars in town doing that sort of work. (4+1) After asking around, you're directed to a small building near the outskirts of the Port. Here, a band of scholars calling themselves The Green League have gathered. Their main goal is to study flora and fauna (and many of them act as herbalists as well), but they also do some light historical work. They fund their research by helping the populace with scribe-work. (5) They are willing to allow you access to their historical work for 1 ducat. Lady Drua will need to negotiate access to their herbalist work on her own.
(Drua 4) You're able to rent out a horse for several shillings, which you're more then able to pay.
The Open Seas...
(Renard 2) Your men rush to their stations, but the winds are against you. Nalia is quickly caught by the three sloops. (4) Luckily, Jack waits for your orders before firing. It would appear that the three ships are attempting to flag you down. You may surrender or fight.
Nalia: 5 moves left.
(Tearakudo/Hans/Hanja) rolls not yet made