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Location: Trottheim Characters: Dagr, Slave Driver, Slaves Enemies: Dagr, Pirates Recommended Items: 500 Crowns, Axii Delusion Level 4 |
Slave-Driving A Hard Bargain
Objective:
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You may have been warned about the cutthroats who call the remote isle of Faroe home, but a visit to the village of Trottheim only reinforces the lack of decency the dagr on this rock have for human life. Speak to the two dagr guards (approach from either path into the village), who mistake you for a Nilfgaardian sent here from a man named “Ville” to collect some “goods” from the pirate chief. Play along to start the quest.
As you follow the dagr through the village, you may wish to optionally look around at your own pace, discovering how many dagr there are in your general vicinity (around 16, though a couple are inside the building you’re heading to). When you reach the Slave Driver’s Hut, the dagr leader is waiting to complete the deal. The chief isn’t sure you’re the agent of Ville’s, but you can play along again, or tell him the truth (which results in violence). Finally, you can choose how to end this conversation:
- Tell him you’re not a slave trader. This results in a long bout of carnage where dagr and pirate blood is spilled.
- (500 Crowns) Pay the coin he wants, and free the islanders without bloodshed.
- (Axii Delusion Level 4) Flummox the slave driver by telling him you already paid, and free the islanders without bloodshed.


Quest Conclusion #1: Death to the Degenerate Dagr!
Objectives:
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If you wish to rid Faroe of these thugs, begin with combat against the slave driver and his minions. Methodically work your way through the village, culling the remaining pirates. Stay in one location, chopping through small clusters of foes instead of dashing around and possibly becoming overrun. When the last of the pirates falls (and there are around 16 to slay), head over to the leader’s corpse (which should be “glistening”), and remove two key from the body. These allow you to free the slaves, and ransack the hut for valuables (listed below).
| ITEM: Quest Items: Key to Pirate Leader’s House, Key to Slave Cells |
Quest Conclusion #2: Indebted, Not Indentured
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Once the crowns have been paid, the leader’s mind has been addled, or the pirates have been slain, you are able to reach the slave cells at the opposite end of the village, and unlock the door using the key the leader was holding. A number of grateful islanders stumble out. If you haven’t slain the pirates, you need to lead the group to safety. Simply walk out of the village, up the hill, and say your goodbyes.
Aside from the Experience Points, if you’ve slain the pirates the slaves, mention a chest inside the leader’s hut that contains some treasure. Unlock the hut, and open the chest by the bed for the following items:
| ITEM: Diagrams, Runstone, Book: Care for Your Sword, Soldier! |