You head out into the crowd after stumbling through a quick breakfast.
The group are mostly trading dried herbs, meat, leather and various dyes, minerals, and especially limestone and lye.
There are other goods, including fine cloths and even some bronze - the merchant professed some luck in finding some native copper near his home town.
As you discuss what might be useful, you realise that your limited stock of ceramics would be well appreciated, but would likely not afford you many major purchases. As it stands, the majority of your inventory is less functional than you would hope, and the majority of your trade is probably going to be in the form of one-off pieces, especially since you don't have the time to work on any metal pieces.
You might have better luck establishing agreements for future trade, in terms of your metal goods. Apparently it is somewhat common practice to arrange a deal and then return months later to seaford as a part of a smaller trading party once the winter snows melt.
Eventually, bundle up your wares and head off with the caravan once trading finished up.
[] stick with the main body of the caravan to talk to some of the other traders
[] head out into the woods to explore while keeping up with the caravan, to see what you might find
[] Write-in
A/N:
(Going off many of Battleship NJ's videos -- excellent youtube channel -- trying to figure out *why* we'd have a modern battleship. The nuclear cruise missles was from the recent videos on the nuclear-tomahawk-firing-keys. From a strategic perspective, the only reason to have a nuclear battleship is if it can use its stupid tonnage to deny the skies to drones and aircraft -- which is why I have laser CIWS.) I'm shaving crew like mad from all of these, but they all still require significant numbers of sailors. I know your descriptions tend to be much shorter, but I'm not sure where to cut details here. I mostly felt like I had to add details to differentiate this from a WWII era battleship. I could have had a much shorter entry if not for the "nuclear".)
Yeah, these are quite a bit longer than I would prefer. To some extent that is because I don't want to set a precedent for very long descriptions on the forge - Most of this was me working alone, so writing out long descriptions would be cost-prohibitive, but it is also to open up room for authorial interpretation.
Additionally, I am entirely open to a degree of suspension of disbelief when talking about crew sizes, mainly to avoid locking future authors into adding numerous additional characters of giving them equipment that they can't reasonably use. Sure, this forge does try and limit 'safety' by making it so that equipment and lab space is summoned into the real world, as opposed to having a pocket dimension that one can retreat into, but given the fact that it is theoretically possible for somone to gain access to a vehicle without a Garage or Port to stash it in, requiring large crews as an explicit component is a little harsh.
That said, this should require only moderate editing, so given that no others have come forth, I'll say that you have four rewards that you can claim.
There neds to be a line of: "The Alchemy Lab is a space dedicated to and specialised in the exotic art of alchemy. Rather than the Chemistry lab which provides the physical space for safe and consistent work with chemical reaction -- the alchemy lab biases the physical reactions within its tables and apparatus towards an alchemical manipulation of matter. Where possible, work within the alchemy lab will perform an alchemical reaction instead of a chemical reaction where the outputs would differ. There are also minor alchemical safety and isolation features built into the tables (and scaling with level.)" (Again, noting that I tend to use too many words).
There's a few issues with this, mainly because it implies an augmentive effect to the Alchemy Lab beyond the presence of high-end supplies. As it stands, there are some issues to the description of the Alchemy Lab