A D&D Campaign featuring Fiscal, Monetary, and Trade Policy

This is the In Character thread for the Temple of the Fiscally Irresponsible Elves campaign. Please only post in this thread if you are one of the players of this game. Other discussion should be done on the out-of-character thread, which is Here.
Drovak No-Face, Aasimar Druid by Avoraciopoctules






The six of you are variously cursing your lives and wiling away time at a restaurant on the island of Snazk. It's nominally part of The Korbahl, but it doesn't see much direct investment from Korbahlian companies or the Directorate. Snazk has a nice climate, and wide beaches and usually gets tourists from all over. Since the crisis started, there has been a sharp drop in the number of people willing and able to pay money to spend a week swimming and lounging in a resort, so it has become wicked cheap.
You're munching on you're amazingly underpriced shrimp salads and sipping on your imported Nairhonian nectar when a blonde Elvish woman approaches you and announces that you are the destined champions who are fated to save the economy. This strikes you all as more than passing strange as you're all kind of selfish bastards and don't really understand how the theories of the wise men running the economies of Derpistan work, and you tell her so. She winks and says something inscrutable and oracular about that not necessarily being a problem and tells you that she has booked you passage to the mainland on a passing merchant vessel.
Lacking any obvious current plans and not being ones to specifically fight destiny when there isn't any money in it, you accept.

The Tinkerdawdle gets ready to drop anchor at Thagport in the late afternoon on the fourth day of Malia. First mate Hanston Felblot tells everyone to come on deck – the captain wants everybody and everything off the ship inside of an hour. The ship is going to set sail again with the evening tide. A quick glance at the sun tells you that there doesn't seem to be enough time to take on cargo here, and Hanston agrees that there is not.
As crate after crate is unloaded from the ship, you can see that the Tinkerdawdle is riding higher in the water. Captain Fornswoggle hands his manifest to the Orcish harbormaster while the stevedores and sailors do their work. The harbormaster looks it over and after a heated exchange, produces payment from a metal box. It appears that the money is a bizarre mix of Thorigram coins, Zundunian Zlotys, and Lolthwyran Tals. Captain Fornswoggle seems upset about the composition, as does the harbormaster. The deal is ultimately accepted, and the captain stomps back to his ship.
Looking around the docks, it seems that there are no shortage of local products here. Warehouses have been filled to overflowing, with additional crates and barrels piled by doorways and covered by waxy tarps. Still, the stevedores make no move to transfer any of the goods on their docks to the Tinkerdawdle as the sailors prepare to cast off. Crates and barrels are used and reused until they are ragged splinters, so it can be difficult to tell how many days the cargo has stood idly by the loading docks, but it seems destined to sit idly for at least one more.
The main warehouses appear to be owned by (or at least have signs advertizing) Duraweb, Second Sun, and Grana. The lumber yard here has a crane that is currently unmanned – its sign indicates that something (possibly the lumber, but perhaps the crane?) is property of “Sons of Grom the Cutter”.
What do you want to do?
- Talk to the harbormaster.
- Get an audience with the Directorate (DC 20 Diplomacy or Intimidate)
- Visit Nuzrum the Fist (DC 15 Gather Information or Local Knowledge)
- Visit Thagurz the Thirsty (DC 15 Gather Information or Local Knowledge)
- Visit Shug the Beggar (DC 15 Gather Information or Local Knowledge)
- Go to the Duraweb offices in Thagport.
- Go to Duraweb spider plantation outside of town.
- Go to the Second Sun offices in Thagport.
- Go to the Second Sun distillery in the forest (DC 15 Wilderness Lore)
- Go to the Grana offices in Thagport.
- Go to Grana's drying house outside of town.
- Go to the Grom the Cutter's offices in Thagport
- Go to the harvest stands of Gom the Cutter (DC 15 Wilderness Lore)
- Acquire lodging
- Purchase provisions/engage in commerce
- Find expatriots (DC 15 Gather Information)
- Contact criminal elements (DC 20 Gather Information)
- Something else (specify)