PART VI · THE FIVE BANNERS
CHAPTER EIGHTEEN

The Free Cities

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The Free Cities begin where roads meet water.

And where water meets opportunity.

And where opportunity immediately starts negotiating.

Nineteen Cities

The Confederation consists of nineteen republics.

Each independent.

Each proud.

Each convinced it has discovered the correct way to govern.

The ongoing discussions remain spirited.

Merrowford

Currently serving as the seat of the Confederation, Merrowford stands at the mouth of trade routes reaching far beyond the Concord.

Ships arrive daily.

Goods arrive hourly.

Rumors arrive constantly.

A traveler can hear six languages before breakfast.

Sometimes from the same merchant.

MAGDA'S NOTE

Never ask a merchant what something costs.

Ask what it cost yesterday.

That's where the interesting conversation begins.

Briarquay

Three days southeast of Hearthhold stands Briarquay.

Part port.

Part wayhouse.

Part gathering point.

The Salt-Wind Inn welcomes travelers.

The Tideless provides strong drink and stronger opinions.

Verla's supply shop has rescued countless expeditions.

Most travelers stop for a night.

Many remain longer.

The sea has a persuasive personality.

Coin and Trade

The Free Cities transformed commerce into an art form.

Every harbor contains opportunity.

Every marketplace contains possibility.

Every negotiation contains at least three negotiations hidden inside it.

Visitors quickly learn that value depends upon perspective.

The same cargo may be ordinary in one city and priceless in another.

Knowledge travels alongside goods.

Often faster.

The Drowned Marshes

South of Briarquay the landscape changes.

Solid ground becomes uncertain.

Water and land negotiate constantly.

The Drowned Marshes are beautiful.

Mysterious.

And occasionally dangerous.

Travelers are advised to follow local guidance.

The marshes have very little interest in outsider confidence.

MAGDA'S NOTE

If a local says, "Don't step there."

Don't.

The Drowned Isles

Farther offshore lie the Drowned Isles.

A place sailors discuss carefully.

Maps become less certain there.

Stories become more certain.

Which should concern you.

What Travelers Should Know

Everything is connected to trade.

Everything.

If you understand what people need, what they fear, and what they value, you understand the Free Cities remarkably well.

MAGDA'S FINAL NOTE FOR THIS CHAPTER

The sea teaches humility.

So do merchants.

The sea is usually kinder about it.

✓ Saved
Day 183
the second-watch, the work-hard hour