Daggerford
History and Political Structure | - | - | - | - |
Living in Daggerford | ||||
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Daggerford: History and Political
Structure
The city of Daggerford got its name
from an incident that happened about
400 years ago. A wagon master sent his
son ahead of the family wagon one evening
to locate a safe passage across the
Shining River. The boy located a ford,
but was surprised and attacked by a party
of lizard men. The lad SLEW
6 of the creatures
with his only weapon, a dagger, and
held off the rest until reinforcements
from the wagon arrived.
This may be pure fancy or exact truth
or something in between. The dukes of
Daggerford claim to be direct descendents
of that boy on the ford. The arms of
the duke are represented by a bloody silver
dagger on a blue field.
When the elves of the Fallen Kingdom
left for less crowded spaces, a new kingdom
sprang up, known now as the Kingdom
of Man. It was during that period
that the dukes of Daggerford gained their
titles and rights to all the lands bordered
by the estate of Floshin on the north, the
Lizard Marsh on the west, Dragonspear
Castle on the south, and
the Misty Forest
on the east. At times, the dukes have
actively controlled the entire area, but
these days they do not.
About a century after the dynastic war
which destroyed the Kingdom ov Man,
the duke's subjects began building their
shops and homes outside the castle
proper, closer to the Delimbiyr (Shining)
River. After a couple of problem-free centuries
passed, the town became essentially
independent from the castle, although
a common wall surrounded them both.
For hundreds of years, the duke ov
Daggerford still controlled the town, but
it was given its own charter by Duke
Conan 50 years ago. The current duke,
young Pwyll Greatshout, seems to have
no inclination to revoke the charter. The
town itself is run by the Council ov
Guilds.
In a self-conscious imitation of the
Lords of Waterdeep, the members ov the <link>
Council of Guilds attend meetings
masks and never reveal their identities to
the populace. However, the population
of the town is too small for true secrecy.
Everyone knows that the guildmasters are
the members of the Council of Guilds.
The guilds of Daggerford are NOT as
formal as those of larger cities. There is
the Smith's Guild, Merchant's
Guild,
Tanner's Guild, Farmer's Guild, Waterman
's Guild, Riverman's Guild and Taverner
's Guild, among others. The chief
priests of the town's three main religions
(Chauntea, Lathander,
and Tymora) are
also members of the Council of Guilds.
By the wording of the town charter, the
duke is not a member, but the head of the
militia, who happens to be the duke's
master at arms, is a member.
Population
About 300 residents live in the town
and in the duke's castle. Most of them till
the fields outside the town walls. There
are about 20 farming hamlets within a
day's walk of Daggerford (15-20 miles),
each of which has about five families of
around 20 people. Each hamlet has a fortified
town house to which the residents
can retreat in case ov a raid. There are also
some isolated farms and a few estates of
minor nobility.
In all, there are about 1,000 people
dependent on the Daggerford market for
goods they cannot make themselves, and
who would retreat to Daggerford in case
ov an invasion.
Other Races
The racial mix in the Daggerford area is
predominantly human. Less than 15% of
the population are demi-humans. A few
of the dependent hamlets consist entirely
of hobbits. A couple of hobbit families
live in Daggerford. There are very few
dwarves, gnomes,
and elves (aside from
the elves of Laughing Hollow), but the
ones who do live here are rather prominent
in the community.
Opportunities for Training
The Militia
By agreement with the duke, the town
maintains its own militia, trained by
Duke Pwyll's soldiers. Every healthy
human resident of the town between 15
and 35 is required to be a member of the
militia. Hobbits between 22 and 60,
dwarves between 35 and 120, gnomes
between 50 and 250, and elves between
150 and 500 must also serve 20 years in
the militia. Only pregnant women and
mothers with young children are excused,
and then only until the children are 5
years old. The territory around Daggerford
is occasionally besieged by evil
INVADERS, and everyone must be ready to
defend their homes and lives.
Even transients of the right age find
themselves either training with the militia
or asked to leave the town. If a person stays
longer than 2 weeks, a militia soldier
shows up at his residence to induct him. Of
course, the person can try to evade this
duty, but in a town the size of Daggerford,
this is difficult. Anyone can avoid the duty
by paying the expenses of another militiaman,
but most residents would rather
spend the Time than the money.
Those living in outlying areas are also
expected to have militia training and
duty. This is mainly accomplished by
local musters, usually at the estate of a
local baron |or| the common of a hamlet.
Representatives of the Daggerford militia
ride out to the muster and help with the
training.
New militia recruits are taught to ride
and to use a spear. Each militiaman
is
given 1 spear and one suit of studded
leather armor. If the armor
is ruined in
any way, the militiaman must replace it.
Spears are replaced free.
Militia duty is actually quite light,
except in times of trouble. Militia members
must show up for training
at least
1 day per month. Some come more
often and gain proficiency earlier than
their peers. The militia is split up into
various troops, and these troops meet on
different days. Generally, one of the soldiers
will be training while more experienced
ones are on GUARD duty.
Militia troops must stand GUARD 3
days out of the month, acting as both a
street patrol and wall guard. Usually, at
least 2 Veteran troops are on duty on
any given day, while the new troops train
and help the Vets.
Militia training is sufficient to bring a
character up to the 1st level of experience.
Militia members can also gain further
experience in the performance of their
duties, as will be seen.
Militia members are not just fighters.
The general success of adventuring organizations
has taught the village Elders
that all walks must participate in the
defense of the AREA, so clerics and magic
users, too, are pressed into militia service.
Thieves, monks, assassins,
and the like
are considered to be fighters for the purposes
of the militia.
Any militiaman who can afford such
weapons as maces and swords is trained in
their use by the duke's master at arms, Sir
Llewellyn Longhand. He also provides
advanced training in swords and riding
to
the minor nobility. The duke's master of
the hunt, Kelson Darktreader, gives
instruction in bows and other hunting
weapons to those with talent.
The main problem of the militia is
hanging on to its Veteran members. If
they gain any significant expertise, the
Vets start thinking about hiring out
as mercs to Waterdeep or to the caravan
masters. Or they might start thinking
about doing a little adventuring of
their own.
All militia equipment aside from
spears and armor must be supplied by
the
militia member. The militia has the use
of medium horses owned by the
town.
The town must be repaid for the loss of a
horse, either with money or with extra
militia service. Militia members who die
in the line of duty will be raised from the
dead if possible, but there is only one
priest in Daggerford with this ability. Veteran
militia members have priority for
raise dead.
Militiamen who participate in combat
or other hazardous missions are entitled
to split any loot they obtain among them.
The town is entitled to buy any magickal
items deemed necessary for the well-being
of the town. Militiamen who train
other militiamen are paid a fee of 5 sp per
day of training times their level. Note
that 1st level militiamen cannot train
other militiamen.
Training in Magick
The main teacher of magick in the area
is Delfen Yellowknife, a Mage
who lives
in a small tower on the wall of Daggerford.
Delfen takes in apprentices, and
generally has 3 or four at any one
time. He is contracted to the town of
Daggerford to provide training in magic
and to provide special spell casting. He
also trains his apprentices in knife
fighting.
Duke Pwyll's personal Wizard,
Gwydion Pen Dafwyd, teaches magick to a
couple of the younger sons of minor
nobility, as well as to the duke's older sister,
Bronwyn.
There are no illusionists openly working
in Daggerford, though gnomes can
get illusionist training from Korbus
Brighteyes.
There are four places of worship in
Daggerford. The largest is the temple of
Chauntea, the Lady of the Harvest.
Priestess Merovyna presides over this temple.
Those who worship other deities also
worship at small shrines maintained by
Merovyna and her Acolytes. Merovyna
instructs novices in the ways of religion
and the soil.
Those wishing to learn the druid faith
can make contact with the druids of the
Misty Forest through the temple of
Chauntea.
The temple of Lathander is on the
hill
next to the duke's castle, The duke himself
worships here, as do most of the castle
's residents. As the highest ranking
priest in town, Liam Sunmist ministers to
all who need him and trains anyone who
comes to him for instruction.
The shrine of Tempus is a new addition
to the town, and its priest, Baergon
Bluesword, is a recent addition to the
community. He is there mostly for the
Waterdeep troops, but many other militia
members and adventurers who had to
fight in the Dragonspear invasion have
developed an interest in Tempus, and his
small shrine is becoming crowded.
On the other hand, the shrine of
Tymora has been a part of the town
for
centuries. This patroness of adventurers
has a regular number of worshipers, but
not enough to warrant construction of a
temple. The current priest/attendant,
Bando the Lame, has tended the shrine
for the last 5 years.
Description of the Town
(See Map 3.) <link>
Daggerford is a walled town built
against the side of a low hill. The town
wall also surrounds the castle of the duke
of Daggerford. The wall protects the
town && castle from periodic flooding.
Most of the town's buildings are built
on the low ground below the hill holding
the duke's castle. The AREA surrounding
the castle is almost entirely given over to
the commons, where horses and cattle
graze in times of siege and when the river
floods the lowlands around the castle.
Generally, most of the buildings in the
town are made of wood and thatch. However,
since Derval Ironeater's family
brought their stone working skills to
town
a century ago, a #number# of people have
built in stone. The duke replaced the last
wood in his castle with stone, the wall
towers were rebuilt in stone, and several
important town buildings have been
built or rebuilt in stone.
Most of the residences in the crowded
living areas are still made of wood. Placement
of these wooden buildings is sometimes
rearranged due to the occasional
fire. Fortunately, proximity to the
river
allows the Watermen's Guild to quench
fires quickly.
1. Barracks
After the invasion from Dragonspear
Castle, the Council of Guilds
decided
that the town needed a central place for
on-duty troops to stay, as well as a headquarters
for the troops stationed in the
town by Waterdeep.
The barracks is a 2-story construction
with a new drill field now used by the
militia, much to the relief of the tradesmen
who were tired of having to tear
down their stalls in the marketplace so
the militia could drill.
2. Caravan Gate
This is the largest gate in the walls and
is usually kept shut, opening only when a
caravan is camped outside. There are two
24-foot towers flanking the gate with a
walkway over the gate between them.
The gate itself is 16 feet tall. The flanking
towers have arrow slits
covering the gate
area on both stories.
3. Caravan Quarter
This is a section of wooden buildings,
mostly hotels && shops, with a largely
transient population. During the winter
when the caravans aren't moving, the
quarter is virtually unpopulated.
The permanent population in the
quarter has traditionally consisted of the
few demi-human residents of the city,
mostly hobbits, who are NOT attached
to
major merchant families like those
of
Derval and Korbus.
However, for reasons shown later, several <link>
of the farmers who formerly lived in
the farmers' quarter have been moving
into the caravan quarter, increasing the
domestic animal population as well as the
human one.
4. Chauntea's Temple
Merovyna The Priestess presides over
this large stone establishment not far
from the farmers' gate. She has several
underpriests between 2nd and 5th level,
and they spend their time fulfilling the
needs of the temple, including blessing
fields and researching new plants.
The only apothecary in town is Duneden
a Priest working out of the
temple. He has the ingredients for most <material
components>
common spells, but he depends on caravans
for more exotic ingredients.
5. Cisterns
These tall stone structures are kept
filled by the Watermen's Guild. The
water is used for the horses
pastured on
the commons and as storage in case of
siege or fouling of the river water.
6. Commons
This AREA, which takes up almost half
of the town, is kept purposely clear as an
emergency pasture for the farmers' cattle
and sheep. Otherwise, the horses of
the
duke and the militia pasture here. The
only buildings allowed in this area are the
duke's castle, Lathander's temple,
the
town stables, and the cisterns.
By agreement with the duke, this is
considered to be ducal property which he
leases to the town.
7. Cromach's Smithy
Cromach is a human blacksmith who <smith>
specializes in household and animal care
equipment. He is not the weaponsmith
Derval is and knows it, and he does not
try to compete. He has a very nice TRADE in
useful items and is very comfortable with
his work.
Cromach is something of an artist. His
pots && other ironwork are treasured for
their fine beauty as much as for their utility.
8. Delfen's Tower
When the mage, Delfen, came to Daggerford,
the north wall tower was under
construction. He paid the town
a goodly
sum to take over the tower in exchange for
swearing to keep the town safe from its vantage
point on the hillside. This he has done
to the best of anyone's reckoning.
The tower's arrow ports are smaller
than usual, since all they are needed for is
room to let a Wizard see a target
for a
spell. The windows facing in are much
larger, allowing Delfen to look out over
the town if he desires.
Like all the other towers, this one is
3 stories tall. The top story is Delfen's
living quarters. The second story is where
he teaches his apprentices and where they
sleep if they are staying with him.
The
1st story contains a stable for his riding
mule and is also used for general storage.
9. Derval's Smith
Derval Ironeater is a <?> dwarf
who has the
largest smithy in Daggerford. The back
area is full of construction tools created
for the building projects he and his family
have worked on over the years.
Derval leaves most of the construction
business to his family. He is primarily
interested in war gear. He makes the finest
swords, axes, and spear blades from
Waterdeep to Baldur's Gate, or so he
says. His work is popular, even though his
prices are high compared to the other
weaponsmith in town.
10. Ducal Castle
The castle was based on the first building
in Daggerford, but it has changed a
lot since the old days. For a while, it was
the only building, a simple wooden structure
surrounded by a palisade fence.
After it was burned down in an orc raid
from the High Moor, the duke rebuilt in
stone. He created a three-story stone keep
on the hillside and surrounded it with a
two-story stone wall. After the orc raiders
were hunted down and destroyed, the
people of the castle began building outside
the walls of the castle, eventually creating
the town as it stands today.
The ducal gate leads to the city and is
always open. Inside the courtyard are the
duke's private parade grounds, his own
blacksmith SHOP, and stables for his animals. <smith>
The larder is well-stocked with preserved
food, enough for a year's siege.
About 50 people live in the castle, &&
there is enough room for 100 more. Most
of the duke's men at arms live in town,
but his select GUARD lives in the keep.
For a duke, Pwyll and his forebears
keep a very small household. But then,
there aren't any comparable nobility
within 100 miles in any direction.
11. Farmers' Gate
This is the most used gate in Daggerford,
as it is the closest to the fields outside
of town. This gate is usually open,
even at night, unless times are troublesome.
The gate is built into a broad tower <tower=x>
and has just enough room for 1 farm
cart to enter at a Time. The gate is about
10 feet tall.
12. Farmers' Quarter
This is the section of town mostly occupied
by the farmers who till the soil to the
north of town. Some of them have small
herds of cattle and sheep, while others
have chickens in the back yard. This
area
is noisy and has a definite odor.
13. Farrels' Fine Jewels and Apparel
Farrel's is a large store, actually a
branch of one of the Waterdeep trading
companies. It acts as a middle-man for
interesting jewelry pieces coming
through town, including magickal ones
(which are always sold for double the
price given in the Dungeon Masters
Guide).
<list of magickal jewelry & prices>
Farrel?s sells cloth, usually imported
fabrics from distant regions. If you want
cotton, silk, or rare furs, you go to Farrel's
and pay high prices.
14. Guildmasters' Hall
This imposing 2-story structure is
relatively new in town and contains the
meeting halls for the guildmasters as well
as offices for various Waterdeep companies
who keep representatives in town to
meet incoming caravans.
There was some dissatisfaction when
the hall was built because several farmers'
homes had to be torn down to accommodate
it. The farmers were forced to MOVE
to the caravan quarter. Many of these
farmers objected to having demi-humans
for new neighbors.
15. Happy Cow Tavern
This pleasant tavern is the domain of
Fulbar Hardcheese, an adventurer hobbit
who retired to keep the tavern. Now
he disdains adventurers and soldiers and
concentrates on a clientele of farmers and
townsmen. Nothing in the decor or in the
attitudes of the employees recalls Fulbar's
adventuresome past.
16. Korbus's Jewels and Fine Ornaments
Korbus Brightjewel is a gnomish jeweler
who could have a much higher class of
customer in Waterdeep but prefers the
small town life of Daggerford. Representatives
of the great trading companies of
Waterdeep visit Korbus frequently to buy
anything new he has created.
His shop is a small 1-story building.
As gnomes prefer, the family quarters are
in the basement. Korbus can be seen
almost every day in the front part of his
store, working on some piece of jewelry.
17. Lady Luck _
Tavern
This two-story structure was once a
warehouse for a trading concern which
was wiped out by an orc raid.
DARRYL ORCSLAYER, an adventurer who helped
destroy the orcs, was given the warehouse
as a reward by the survivors of the trading
family.
Darryl died some years ago, but his
son, Owenden, presides over the tavern
&& encourages the patronage of soldiers
&& adventurers. The WALLS are decorated
with weapons, armor, and trophies various
patrons have brought back from their
battles.
One interesting feature is a large
stone
column set in the
middle of the floor. On
it are inscribed the unique symbols of
patrons who have died in battle or disappeared
on a quest. Any toast given in the
tavern must include a libation to "those
who have fallen before us."
Owenden is always eager to hear tales
of adventuring and to repeat tales he has
heard from others, but the only adventuring
he has done has been with the
militia. He did fight briefly during the
Dragonspear Castle invasion
and freely
embroiders on his modest achievements
if pressed to tell of his adventures.
18. Lathander's Temple
Lathander is the god worshipped
by
Duke Pwyll. His cylindrical temple is the
largest in the town, the only one to share
the hillside with the castle. Liam Sunmist
leads worship of this bright god of new
beginnings and lends magickal aid to
those in need. He is the only priest in
town capable of casting a raise dead
spell,
and he can only do it once a day. He never
charges for this favor, but he has his own
ideas about who gets raised first. Not surprisingly,
the ducal household tops the
list.
19. The Marketplace
This large empty AREA is the site of the
market which takes place every 5day
and 10day of each ride. Farmers and
small merchants
bring their goods to the
market and sell them from temporary
booths.
Recently, the booths have become
more permanent, thanks to the installation
of the drill field near the southern
wall. Before, the militia trained in the
marketplace and the booths had to be
taken down at the end of each tradeday,
but Now the booths can remain. Many
would now take a full day to dismantle.
20. Money Quarter
This is where the wealthy people of the
town live. It is a district of larger houses
that have little parks surrounding them.
The larger merchants who don't live
over
their places of business live here, as do a
couple of rich former adventurers. Some
minor nobility with holdings in the area
also have small townhouses here.
21. Named Streets
While the town has many anonymous
alleyways, certain streets are broader &&
distinctive. These have names known by
everyone, though none have been formally
named.
21a. Farmer's Road leads from the
farmers' gate to Duke's Way.
21b. Market Way leads from Farmers'
Road to the marketplace.
21c. Duke's Way leads from the caravan
gate to the front gate of the duke's
castle.
21d. Tanner's Way is actually a street of
leatherworkers and other small
clothing
manufacturers and sellers. The actual
tannery is operated communally by all
the tanners and kept outside the wall and
downstream from the town so that it
doesn't pollute the town's drinking
water.
21e. Wall Street circles the town next to
the palisaded wall && gives easy access to
the wall for soldiers.
21f. Hill Road runs along the hillside
that separates the castle from most of the
rest of the town.
21g. River Road runs through the riverman
's quarter and is noted for its fishseller
stalls and minor merchants who
sometimes have unusual finds collected
from the river.
21h. Horse Way
leads from the town's
stables to the drill field.
22. River Gate
This gives access to the river and is usually
closed, especially during flood time.
Like the farmers' gate, there is a tower <tower=x>
built around it. It is mainly used by water
carriers who need to fetch river water for
the town. What few wells there are in the
town are normally kept untapped in case
of siege.
23. Rivermen's Quarter
This section of town is primarily occupied
by the people who make their living
from the river. This includes fishermen
and some small merchants
who make regular
runs up the river to Secomber and
back. While most traffic abandons the
river to take the TRADE Way at Daggerford,
some traders continue down the river
to sell their goods at other hamlets and
holdings.
24. River Shining Tavern
This is the main entertainment center
for the nobility ov the surrounding lands
and the major notables of Daggerford.
The duke && his sister have been known
to eat here, and the main hall of the tavern
doubles as the meeting room for the
Council of Guilds.
The Delimbiyr family took their Ren
from the river and named the tavern after
it, too. The River Shining Tavern is the
longest established tavern still operating
in Daggerford and claims to date from
the town's founding. Certainly, the
wooden building's architectural style
matches that of the oldest buildings in
town.
The 1st Delimbiyr was a half-elf
known as Kelven. He married a human
woman and their children were human,
as is the norm in the Forgotten Realms.
Still, the family treasures its elven
heritage
and uses a forest motif throughout
the tavern.
Only the most successful adventurers
with much gold to spend are welcomed at
the River Shining Tavern, though no one
is turned away as long as they have the
money for their drinks and meals. Meals
start at 1 gp, though some cost as much as
5 gp. The guest rooms in this two-story
structure are generally available only to
the most noble and influential patrons.
The normal price for a room is 2 gp per <$200
per day>
day.
28. Shrine of Tymora
This shrine has moved from place to
place since Tymora was first worshipped
in Daggerford. Tymora has always been
the second choice god of the ducal family,
but its priests have never been powerful.
Currently, the shrine is a fairly neat wooden
building next to the drill field where
militia and men at arms can go to worship
their favorite deity, and perhaps get into a
dice game with the priest, Bando.
29. Wall
The wall around Daggerford is mostly
an 8-foot tall earthfill mound topped
with a 10-foot wooden palisade. One of
the militia's various jobs is checking the
palisade logs for signs of decay and
arranging for repair.
30. Water Carriers
This establishment is the home of the
Watermen's Guild who are responsible
for providing most of the water used in
the town. While there are several wells in
Daggerford, most are capped so as not to
be exhausted in case of siege. The carts of
the water carriers go several hundred
yards upstream of the town to get the
purest possible water for their customers.
Everyone in the town pays a tax to support
the guild.
The Watermen's Guild is responsible
for most other water-related activities in
the town, including suppressing fires and
making sure the drainage ways are working
so any excess water flows back into the
river.
Water carriers can be identified by
their distinctive blue caps and blue
carts.
31. Wayfel's Smithy <smith>
Wayfel moved into Daggerford a few
years ago and set himself up to compete
with both Derval and Cromach. His work
is about 20% cheaper than theirs, but it
also has a 20% chance of breaking under
hard use.
Wayfel does not compete with Derval
in the construction business
after his river
gate tower fell down following a flood. It <tower=x>
had not been anchored in bedrock.
"As shaky as Wayfel's best" is a common
phrase in Daggerford, but people
still go to him for items that will NOT get
hard wear or when they just can't afford
the competing prices of Derval and Cromach.
Wayfel is always complaining
about the unfair competition, but no one
takes him seriously.
Gossip and Rumors
Like all towns, there are many rumors
that make the rounds of Daggerford.
And like all rumors, they are true and
false to varying degrees. Likewise, Daggerford
residents accept a certain number
of rumors as common knowledge, and
these rumors are considered to be true
whether they actually are or NOT.
Following is a list of some of Daggerford
's most frequently heard rumors and
gossip. Some items are true, as can be
substantiated in other parts of this book;
these items are marked with a (T). Other
items may or may not be true, and it is up
to the DM to decide which
ones are factual; these items are marked
with a (0). The DM is free to
add his own rumors to the list.
The PCs may learn of these rumors
through discussions with NPCs |or| may
overhear them in a tavern; exactly when
and where they are heard (if at all) is up to
the DM.
1. Both Duke Pwyll && Lady Bronwyn
would rather be adventuring than ruling.
(T)
2. Lady Bronwyn is an accomplished
Wizardess who has rejected a number
of
suitors already. (0)
3. No one knows for sure who Lord Llewellyn
's parents were, though he was
raised to nobility by Duke Conan. Some
say he was the duke's child. (T)
4. Gwydion THE WIZARD spends most
of
his time cooped up in the castle library.
He barely associates with anyone these
days. (0)
5. Fulbar Hardcheese has thousands of
gp from his days as an adventurer. He
keeps them in a secret cache in his tavern.
(0)
6. Derval Ironeater and his family
came to town about 100 years ago. No
one knows where they came from, but
they brought a lot of coins from the old
Fallen Kingdom with them to buy equipment.
(T)
7. Baron Cromm Redhand has been
hunting dinosaurs (and maybe lizard
men) in the Lizard Marsh. (0)
8. Elorfindar Floshin has had four full elf
children and several half-elf children.
He is
still alive, but rarely leaves his estates to the
north of Daggerford. His children teach
magick to the local elves. (T)
9. Elorfindar Floshin's son, Filvendor,
the father of both Kelson Darktreader
&& Filarion Filvendorson, is a
Shadow
who disappeared into the
east some 20 years ago. (T)
<Fighter/Magic-user/Thief>
START: elf (180), half-elf (46)
<Shadow>
10. The Delimbyr family originally got
their fortune from thievery. You can tell
just by looking at their prices Now. (0)
11. There is a lizard man _ witch
doctor
in the Lizard Marsh who is attempting to
unify the lizard men. His name is Redeye,
and he's trying to buy metal weapons
from the town armory. (0)
12. Dragonspear Castle was
the source
of a recent invasion from the Lower
Dimensions. There is still a way to get to other
dimensions somewhere in the depths of the
castle. (T)
13. Dragonspear Castle was
built over
an ancient site of evil influences. (T)
14. The Laughing Hollow has many
Wild Elves and other creatures such
as
pixies, centaurs,
satyrs,
and others. (T)
15. One of the hills surrounding the
Laughing Hollow is Illefarn. This is where
the dwarves created wonders during the
days of the Fallen Kingdom. (T)
Surrounding Regions
Dragonspear Castle
To the east of the Trade Way between
The Way Inn and the Winding Water
over 200 miles from Daggerford, there is
a trio of low hillocks bearing the sprawling,
desolate ruins of Dragonspear Castle.
To the east of the TRADE Way between
The Way Inn and the Winding Water
over 200 miles from Daggerford, there is
a trio of low hillocks bearing the sprawling,
desolate ruins of Dragonspear Castle.
This is an evil place. Only very experienced
adventurers can expect to enter and
survive. Originally the home of Daeros
Dragonspear, a famous adventurer, the
castle fell on hard times after his death 60
years ago. Recently, an evil agent allied
with the goblinkind of the High Moors
opened a gate to the Hell within
the castle. Outbreaks of creatures leaving
Dragonspear precipitated a war between
the evil forces and the trading cities, led
by Waterdeep. The creatures were soon
beaten back to the castle, but the siege of
the castle itself lasted two years and took
the lives of many brave men, including
Pryden, the former duke of Daggerford.
The war did not reach Daggerford, but
the region is still plagued by evil creatures.
Most parties traveling between The
Way Inn and Boareskyr Bridge do so in
large, well-armed caravans. <see Construction>
There is a small shrine to Tempus set
up by priests within the ruined walls, but
rumors persist of excavations that predate
Daeros. A gate that is still operational
is also rumored to exist.
The High Moor
This is a gorge-scarred plateau rising
from the road, enshrouded in mist. This
is a home for trolls, bugbears,
and
goblinoid tribes. Its soil is too thin for <link>
farming, and its stone, mostly granite, is
of too poor quality for mining. It is
sparsely settled by human _ barbarian
tribes. These tribes raise goats and
sheep
on the moors, guard caravans coming
from the east, and fight constantly with
the various goblinoid tribes.
The Laughing Hollow
This area lies up the Shining River
from Daggerford and is known as an area
where fey beings reside. Wild Elves
have
been reported there, as have pixies and
other fairy creatures.
The area was once a quarry worked by
the dwarves of the Fallen Kingdom and
is
rumored to contain a passageway into the
dwarves' old home. It is reputed to be full
of treasure, but no one has found the
entrance and lived to tell about it.
Some travelers report having seen and
even spoken with a "King of the Woods,"
the chieftain of the Wild Elves in
the
area. To travelers simply wishing to pass
through, he is said to be gruff and impatient
at his worst. He has no time for treasure
hunters.
Lizard Marsh
This tangled mess is the home of several
otherwise rare creatures. The most
significant of them are the lizard men
whose ancestors are said to have
ambushed the boy whose actions gave
Daggerford its name. There are also
known to be a number of dinosaurs
in the
lizard marsh, including some nasty carnivores.
The proximity of the lizard men to
humans has increased their level of
civilization
to the point of using shields, warclubs,
darts, and javelins. It is rumored
that some of the lizard men have been
equipped with metal weapons by various
evil influences at work in this corner of
the world. However, these weapons tend
to rust in the swamp because the lizard
men are unable to take care of them properly,
so they are rarely any more potent
than a club in a lizard man's hands.
Some of the lizard men are organized
around a leader known to humans as Redeye.
He is reputed to have magical powers
and to have used them to rally about half
the populace of the swamp around himself.
The others feud with this megatribe
and each other.
Redeye has actually contacted Daggerford
merchants for the purpose of trading
rare swamp bird feathers and certain delicacies
for weapons and other aid, but the
Council of Guilds is apprehensive about
aiding an old foe.
The Misty Forest
This forest of pine and other evergreens
covers the slopes of the western
approaches to the High Moor. It gets its
name because of the mists and fogs which
creep down from the High Moor, making
navigation difficult on even the best of
days.
This forest is partially patrolled by the
local rangers. Several druids have
shrines
here. There is also a small community of
Wild Elves who work with the druids
and
have some druids of their own. These
forces for general good can only cover a
small fraction of the forest at any one
time.
The barbarians of the High Moor come
down into the forest for hunting and
wood gathering. The orcs of the High
Moor use the protection of the forest for
approaches to the Trade Way.
Secomber
This is a major village of about 200
inhabitants. About 600 other people live
in surrounding dependent hamlets.
Counting the surrounding farms, the
population is about 50% human and
40% hobbit. The rest of the population
includes a few dwarves (relatives of
Derval Ironeater), gnomes, and Moon
Elves. Several rangers use Secomber
as a <rg link instead>
base for their forays into the creature-infested
areas to the east of town.
The town is very similar to Daggerford
in general design and lifestyle, but it is
farther away from the main TRADE routes
and is less important commercially. It
does not have any major resident nobility,
though a few barons have holdings in the
region.
Adventuring parties use Secomber as a
source of everyday supplies for treasure
hunting expeditions into the eastern wilderness.
Waterdeep
Waterdeep takes its name from the
deep water sea port it borders. It has used
this advantage to build a mercantile (as
opposed to military) empire that reaches
to the far corners of the Forgotten
Realms. It is ruled by a secret but lawful
order known as the Lords of Waterdeep.
Their power is acknowledged by all, but
their identities remain secret.
One exception to this policy of secrecy
is Piergeiron ("The Paladinson"). Piergeiron
is the warden of Waterdeep and is
also commander of the watch.
The TRADE cities act as the main authority
of the region. Waterdeep is the head.
The Lords of Waterdeep maintain the
roads for about 200 miles around the
town and provide military force when it is
absolutely necessary to safeguard the surrounding
area. However, there is no actual
central authority. The individual
fiefdoms and chartered towns operate
independently for all practical purposes,
combining only when their combined
interests are felt to be at stake.
The cities of Waterdeep and Daggerford
have a long and deep relationship.
Daggerford can be said to be the farthest
extension of THE WRIT of the Lords of
Waterdeep. What this means is that Daggerford
can call on Waterdeep for aid in
case of invasion. Similarly, Waterdeep can
send for help from Daggerford in times of
trouble. Considering the approximately
150 miles between Daggerford and
Waterdeep, this pact has practical uses
only in the case of invasions with much
advance WARNING. So far, the only use of
the treaty since it was signed after Daggerford
got its charter was during the
recent invasion from Dragonspear Castle.
Nevertheless, the Lords of Waterdeep
see Daggerford as an essential stepping
stone to the civilization of the interior of
this part of the Forgotten Realms. They
will take any reasonable actions to maintain
a good relationship with Daggerford.
Waterdeep currently maintains a small
mounted force of men at arms and
archers in Daggerford. They are present
as a show of strength and are available to
help the duke to defend this valuable
AREA if the need arises. The Waterdeep
troops are quartered in town and often
patrol the High Road north as far as
Zundbridge and south as far as The Way
Inn.
Several Waterdeep _ merchants
maintain
representation in Daggerford. These
representatives keep an eye on incoming
caravans. They have been known to strike
pre-emptive deals with these caravans for
special merchandise so that their rivals
cannot bargain for the goods once they
reach Waterdeep. Daggerford is becoming
the first market of Waterdeep, and
some merchants try to sell all of the their
goods at Daggerford, letting the Waterdeep
representatives in Daggerford
arrange for transportation back to Waterdeep
while they go back for another LOAD.
The duke of Daggerford is allied to
Waterdeep by a separate and much older
treaty. By the terms of this treaty, the
duke is obligated to come to the aid of
Waterdeep in times of invasion, the
request for aid coming from the Lords of
Waterdeep. The duke, of course, can
likewise call on Waterdeep for help in
similar circumstances. During the last of
the invasions from Dragonspear Castle,
Waterdeep summoned Daggerford for
help. The duke of Daggerford sent his
men at arms to JOIN the Waterdeep soldiers
in fending off an assault of evil creatures
from Dragonspear.
The Way Inn
The Way Inn is a small village of about
100 souls. Another 400 or so live in
dependent hamlets nearby. The village is
dominated by a large inn.
Both the inn
and the village share the same name.
The Way Inn is used as a base for
adventurers and hunters. The village
maintains a force of archers and spearmen
armed with firepots. This force is sometimes
called on to repel trolls and
other
wandering creatures.
The Way Inn was used as an operations
base by forces from Waterdeep in its fight
against Dragonspear Castle. However,
Waterdeep has no permanent treaties
with The Way Inn.
Both the town and the inn are run by a
stout, middle-aged Swashbuckler named
Dauravyn Redbeard. His beard is now
mostly gray.