Daggerford.   Posted by Narrator.Group: 0
Narrator
 GM, 8 posts
Tue 30 Jan 2018
at 19:27
Daggerford
The castle town of Daggerford was the capital of the Duchy of Daggerford and the largest settlement on the Trade Way between Baldur's Gate and Waterdeep. Situated upon the crossing of the Trade Way and the River Delimbiyr (also called the River Shining), the walled town served as an important way station for both major trade coasters and river barges carrying goods from the northern uplands to the major cities of the Sword Coast.

Daggerford, a modern town, owed its name to a mythologized incident dating back 400 years where the first Duke of Daggerford fended off an entire raiding party of lizardfolk with only a found dagger. The history of the town's foundations extend much further, however, as the numerous ruins and the now rebuilt Kingsbridge can attest.

The population numbered approximately 900, with a number of outlying hamlets, farms and estates bringing that number to over 2,000. The town was strategically placed along the High Road and fortified by the local duke's dwarven-crafted castle. It was primarily a farming community, but a desire to grow and be seen as an alternative to the northern city Waterdeep caused the town to actively seek craftsmen and artisans.

Surrounding Region and Landmarks

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Notable Locations:

The Dragonback inn

The Dragonback inn was a large building with fieldstone walls to chest height and wooden walls above, supported by thick timbers. The windows were made from dark-green, leaded glass, and above the door there hung a wooden sign. A dragon skull hung over the fireplace in the main room, and the walls were decorated with banners and shields. The inn was owned by a red nosed dwarf with more white in his beard than any other color.

The Lady Luck Tavern



Lady Luck was owned by Glenys Orcslayer, the great-grandaughter of the famed adventurer Darryl Orcslayer. The center of the taproom was a massive stone pillar bearing the weight of the ceiling. Any toast given in the tavern must include a salute to the pillar and the words: "To those who have fallen before us." Those who brings in the relics of a fallen comrade are given a free drink of whatever they want.

The Lady Luck tavern was named for the goddess Tymora, patron of adventurers, and despite the memorial pillar, the expressed mood of patrons was always an enthusiastic "Dare everything!" and "Let’s be adventuring, then!" The entire northeast wall of the taproom was covered by a huge, splendid color map of the Realms from Calimshan to the Spine of the World, and the Moonshaes to Raurin. News and rumors of treasure finds, dragon sightings, and possible treasures were always eagerly discussed, as were tidings of war from anywhere in Faerűn.

The two-story former warehouse turned tavern catered to soldiers and adventurers. Both levels of the warehouse had been opened up into a single lofty room, with balconies all around it at varying levels. Each balcony contained a booth for patrons and was linked to at least two other balconies by broad flights of stairs. The tipsy were advised to get down to street level before they became too drunk to safely do so. Every night someone fell or at least stumbled on the stairs.

The walls of the tavern were hung with weapons, armor, banners, spitted beast heads, and similar trophies of battle brought in by various patrons. The most striking of these was the huge, mummified wing of a black dragon slain in a volcano. The heat baked and dried its outstretched wing, and when an adventurer-the lone survivor of the party that slew it-dared to return to the lair nine years later, he recovered not only the dragon’s treasure hoard, but the wing. It now hung over the taproom like a soft black canopy, suspended from the ceiling on eight stout chains.

Barracks & Drill Field:

After the long ago invasion from Dragonspear Castle, the Council of Guilds decided the town needed a central place for on-duty troops and militia to stay, as well as a headquarters for the troops stationed in the town by Waterdeep.

Daggerford was so important to the Trade Way which was the lifeblood of Waterdeep they kept a contingent of well trained soldiers in town to assist with defense of its walls. They did not partake of the typical militia duty, but they did patrol the surrounding areas and were quick to aid the town in any need.

The barracks was a two-story construction with a drill field 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.

The drill field contained a small list for lance and joust training, pell dummies for rudimentary blade training and finally hay bale archery targets facing west against the wall to protect anyone from stray shots.

THE GARMENT EMPORIUM (Homebrew)
Latest fashions from Waterdeep
Owers: Halfling Twin Brothers, Biff and Boff Prop


The Garment Emporium is located on Tanner's Way. Tanner's Way was a street of leather workers and other small clothing manufacturers and sellers.

The brothers make fantastic, custom tailored clothing for the discerning shopper, if one can deal with their bickering.

Maps:



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Around 1280 DR, a town charter was granted by Duke Conan, leading to the Council of Guilds controlling the town.[7]

In the 14th century DR, the duke was Pwyll Daggerford, who was often called by the nickname Pwyll Greatshout because of a powerful voice bestowed upon him by a potion.[7]

In addition to the Duke, there was a town militia as well as the Duke's personal guard at the castle to maintain order in Daggerford.[8] After the establishment of guilds, each type of guild was maintained by a Guildmaster, even if it was only a single town representative, to ease trade between cities, eventually forming into the Council of Guilds, many amalgamating into fewer categories by 1485 DR.[9]

Duke Maldwyn Daggerford received his title before the year 1485 DR because of the tradition of primogeniture (with the title passed to the eldest male child), despite clear town opinion being that his elder sister would be more suited to the role.[10]

The Duchess of Daggerford as of 1486 DR was Lady Morwen Daggerford, inheriting the title from her younger brother Maldwyn when the practice of primogeniture was suspended in the town of Daggerford.[9] She visibly looked as though she was in her 20s, but was just shy of middle-aged.[10]

Although there was an active Duke or Duchess, most day-to-day issues were handled by the Council of Guilds. The council felt they had more power than they truly did, meeting in concealing robes with faces covered to emulate the meetings of the Lords of Waterdeep despite their faces being publicly known.[6]

Daggerford

Initial Adventure? e:\documents\D&D\Books\2.0\TSR D&D Products (Basic and Advanced Dungeons and Dragons)\AD&D 1st Edition\Modules\N Series\TSR 9212 N5 Under Illefarn.pdf

From 5E Sword Coast Adventurer's Guide

Built against the side of a low hill on the floodplains of
the Delimbiyr, this small, walled town is dominated by
the keep of the local duchess, Lady Morwen Daggerford.
Counting the town itself and the nearby hamlets
and farms that look to it for protection and guidance,
some twelve hundred people call the area home. Lady
Morwen is the sister of the previous duke, Maldwyn
Daggerford, and she seems a capable and charismatic
leader. The Daggerford family's authority over the area
dates back to the ancient Kingdom of'Man that succeeded
Phalorm in the region. Though that realm has
been dust for centuries, there are those that see Daggerford
as the last bastion of a better time of peace, wealth,
and influence- a time that, given the right leadership,
has the smallest of chances of being restored.
Daggerford is a pastoral haven. Wide, sprawling hills
nearby offer peaceful vistas, but are sometimes overrun
by raiding ores or goblins. The frequent caravans heading
north to Waterdeep or south to Baldur's Gate need
escort or guarding, and can offer news of both of those
cities (and the settlements between them). Several inns
stand ready to accept visitors, except in the busiest of
trade or festival periods, when they fill swiftly, and many
locals open up their homes to lodgers. Warriors in need
of coin can help their purses by offering their services as
trainers for the local militia, or accompanying the town
guard on its patrols.
Daily rulership is in the hands of the Council of
Guilds, composed of the heads of the town's informal
trade groups. These guildmasters believe themselves
more powerful and influential than they truly are,
imitating the Lords ofWaterdeep by going robed and
masked to council meetings. This charade, in the eyes
of most, borders on farce, as everyone in Daggerford
knows precisely who the council members are, and no
magic disguises the forms, voices, or mannerisms of the
guild leaders, and a trained spy can learn which guildmaster
is which after only an evening or two of proper
observation.
The largest and oldest building in Daggerford is the
ducal castle, a three-level keep enclosed by a two-story
wall that contains its own smithy, a wide parade ground,
and stabling for a large number of animals. The dukes of
Daggerford have always kept a well-stocked larder, capable
of feeding the castle's inhabitants and any citizens
that might shelter inside during a siege.
Three gates lead into the town of Daggerford: River
Gate, which provides access to the river, and through
which shipping cargo is carted into the town proper;
Caravan Gate, which handles most landgoing traffic,
including land-based trade; and Farmers' Gate, which
remains open at nearly all times, but is wide enough
only to let one wagon or cart pass at a time.
A militia guards Daggerford. Militia service is mandatory
for all able-bodied adults, and lasts for twenty years.
All citizens living within the town receive instruction
from the duchess's own soldiers in the use of spears and
other weapons, and must spend at least one day a month
in defense of the town, standing sentry on its walls or
patrolling the nearby roads. Their training means that
the common citizens of Daggerford aren't easily cowed
by armed folk demanding goods, coin, or passage, and
are slightly more likely to take up work as mercenaries,
caravan guards, or adventurers.
Although she is less amiable than her brother was,
Lady Morwen is acknowledged as more capable of
ruling Daggerford than Duke Maldwyn had been. She
is well liked by the people, who understand that she has
an honorable heart, and wishes what is best for Daggerford.
She regularly trains with the militia, and is seen in
the town wearing armor just as often as she is adorned
in the finery befitting her station. She often visits the
local shrine to Tempus, which only enhances her reputation
as a pious woman. Lady Morwen's features are
only now starting to age, as though catching up with her
white hair.
Most folk of Daggerford know one another, at least
casually, by sight. Strangers are usually welcome,
especially if they have coin to spend, unless such folk
come armed and belligerent through the town. Guards
stationed at each gate make note of new faces, but don't
take action against those they don't recognize unless
they are given reason to do so.
The largest of the town's inns, the River Shining
Tavern, is the second biggest building in Daggerford,
and the site of many local celebrations and gatherings.
Here, the wealthy come to eat and relax. The inn is
old- many locals claim it to be older even than the ducal
castle- and to many, is the very soul of Daggerford. The
Silver Flood Inn and Lizard's Gizzard also offer rooms,
though the latter has no food to provide its guests,
only beds.
One of Daggerford's most unusual businesses is the
Sword Coast Traders' Bank, which accepts deposits
from traveling merchants and enables them to receive
these funds at a similar location in either Waterdeep
or Baldur's Gate. Lady Belinda Anteos (of the Waterdeep
noble house) promises that her business is secure
and that the bank's magical means of communicating
precise amounts of currency between cities can't be
tampered with.

Members of local guilds that do business outside the
town don't entirely trust the Traders' Bank, preferring
instead to borrow coin from the Hardcheese family of
halfiings that run the Happy Cow tavern. The Alliance
officially has no preference, but I find Lady Anteos trustworthy
enough to be an alternative to carrying large
sums on the road. It's easier to part with a small portion
of one's purse than to lose everything to a band of brigands
during a journey through the wilds.
Visitors to Daggerford are advised both to avoid the
tannery to the west and to swiftly cross Tyndal's Bridge
when approaching from the south. The tannery's location,
up on the hill, does little to contain the stink of the
process, and the Watermen's Guild dumps the city's
waste over the side of the bridge. On hot days, the scents
exuded from both sites can be overwhelming, which is
why I have again asked the Alliance to assign a different
agent to visit on next summer's rounds.
Tyndal's Bridge is a low stone structure over which
travelers pass when approaching from the west, where
a local boy named Tyndal held off a number of lizardfolk
with only a dagger. He grew to manhood, married
the local ruler's daughter, named himself duke, and
built Daggerford atop the ruins of an older castle. This
story, and most of the area's history, is happily related
to any who ask by Sir Darfin Floshin, an elf older than
Daggerford itself. He longs to see a rise in cooperation
between humans, dwarves, and elves in the region, such
as was once embodied in the realm of Phalorm. Darfin
has been advisor to many dukes of Daggerford through
the yea.rs. Though he was rebuffed by Duke Maldwyn
during his reign, there are signs that Lady Morwen may
be more receptive to the advice of a gold elf who has witnessed
the fall of the human kingdom of Delimbiyran,
the founding of Daggerford, and all the days since.

Dragonspear Castle

Then came the S econd Dragonspear War, more than
a century ago, during which a s trange cloak of mist
settled over the castle, and the forces of Waterdeep
and Baldur's Gate once more attacked. This time, they
defeated the devils, leaving the castle ruined and s till
cloaked in mis ts. At least one other time since then,
the devils have punched back through, amassing other
fe ll creatures to attack the nearby settlements (notably
Daggerford), but they have been fou ght off by adventurers
each time. The mos t recent s tories tell of heroes
confronting Red Wizards of Thay and other devilry. I
pray that this will be the last time s uch efforts are necessary,
but somehow, I think not.

Dragonspear Castle:

This famous ruined fortress dominates the
long, lonely run of the Trade Way south from Daggerford (past the
High Moor), The once-mighty castle of the adventurer Daeros
Dragonspear has become home, over the centuries, to a succession of
fell beasts and monsters, from orc armies to dragons and dark
fiends. Scoured out repeatedly by intrepid adventuring bands, its
crumbling, plundered halls are taken as a lair by brigands or monsters,
only to be cleansed again.
A decade ago, armies from Waterdeep and the other trading
towns of the west mustered to purge Dragonspear of fiends who had
slipped into Faerun via a portal in the castle's lower levels. Priests of
Tempus erected a shrine within the castle walls to keep a lid on
Dragonspear's monstrous emigrants, but the shrine exists in a state
of perpetual siege against bugbears, chitines, devils, drow, orcs, quaggoths,
and other beings that find a way into Dragonspear through
the Underdark. Adventurers who visit Dragonspear to assist the
Tempuran defenders will be gratefully received and allowed any
plunder they can wrest from the castle's unwelcome denizens.

The Lords' Alliance

The Lords' Alliance is a confederation among the rulers
of various northern settlements. The number of members
on the Council of Lords, the group's governing
body, shifts depending on the changing status of member
cities and political tensions in the region. Currently,
the Lords' Alliance counts these individuals as council
members:
• Laeral Silverhand, the Open Lord of Waterdeep
• Dagult Neverember, Lord Protector of Neverwinter
• Taern Hornblade, High Mage of Silverymoon
Ulder Ravengard, Grand Duke of Baldur's Gate and
Marshal of the Flaming Fist
• Morwen Daggerford, Duchess of Daggerford
• Selin Ramur, Marchion of Mirabar
Dowell Harpell of Longsaddle
Dagnabbet Waybeard, Queen of Mithra! Hall
• Lord Dauner Ilzimmer of Amphail
• Nestra Ruthiol, Waterbaron ofYartar

The Lords' Alliance includes the strongest mercantile
powers of the North. In addition to providing military
support and a forum for the peaceful airing of differences,
the Alliance has always acted under the principle
that communities with common cause that engage in
trade are less likely to go to war with one another. By
maintaining strong trade ties within the alliance as well
as outside it, the Lords' Alliance helps to keep the peace.

TSR 1031 Forgotten Realms Campaign Setting 1st Edition.pdf

AT A GLANCE: Situated in the floodplains
of the Delimbiyr River, Daggerford
is a small, walled, community of 40
stone buildings, dominated by the small
caslte of the “Duke” of Daggerford. The
town is situated on the south side of the
ford.
ELMINSTER’S NOTES: Daggerford is a
sparsely inhabited but strategic junction
where the Trade Way (the main
route from Waterdeep to the South)
crosses the Delimbiyr River (which is
also known as the River Shining). Daggerford
gained its name in from a
reputed incident of 400 years ago: A
merchant traveling through this region
searching for a safe crossing sent his
son ahead of the family wagons to look
for a safe passage across the Shining.
The boy found the ford in the dark, but
was set upon by a raiding party of lizard
men. Defending himself with his
sole weapon, an old dagger, the lad slew
six of the creatures before aid arrived
from the wagons and drove the creatures
off. The story spread along the
merchant-ways over the years, so that
the ford, and later the town that grew
up on its banks was known as Daggerford.
This may just be local legend,
though there may be a grain of truth in
the old tale. The current so-called Duke
of Daggerford claims to be a descendent
of this merchant lad.
For more information on Daggerford
and the areas of the Realms that surround
it, see N5, Under Illefarn.

THE LAUGHING HOLLOW

AT A GLANCE: The Laughing Hollow is a
constriction in the flow of the River Shining,
bordered by cliffs on either side.

Plant and animal life is plentiful on the
valley floor, and the walls bear traces of
having once been worked for stone.
ELMINSTER‘S NOTES: Located upriver
from Daggerford, the hollow is an
ancient dwarven quarry, now overgrown
and green with the passage of
centuries. The area is considered a fey
and treacherous place by mortals, but
is the home to tribes of wild (copper)
elves, pixies, and other fairy creatures.
The quarry was once the home to the
Dwarves of the Fallen Kingdom, and
rumors persist as to the ancient treasure
that may be found here.

WATERDEEP

AT A GLANCE: Waterdeep is the most
important and influential city of the
North, and perhaps of all Faerun.
Waterdeep is located on the Sword
Coast, 150 miles north of Daggerford
and is reached by paved, well-patrolled
roads. It is the hub of trading from the
mineral-rich lands to the north, the
Merchant kingdoms of Amn and Calimshan
to the south, the kingdoms of the
Inner Sea to the west, and the sea kingdoms
and traders to the west.

D&D 3E - Forgotten Realms - Campaign Setting (OCR).pdf

Lizard Marsh:

Instead of flowing freely into the Sea of Swords,
the River Delimbiyr dissolves into a morass of waterways threading
beneath cold-weather cypress trees festooned with hanging moss.
Humans avoid the five hundred-plus square miles of the marsh,
unless they intend to tangle with the lizardfolk, dinosaurs, and black
dragons that lurk in its shallow waters. Few of the dinosaurs grow to
great size, since they are fiercely hunted by the lizardfolk who give
the marsh its name.
Under their current chief, a warrior named Redeye (CE male
lizardfolk Bbn11/Chm5 of Talos), the lizardfolk have succeeded in
driving all other intelligent denizens out of the marsh. They view
the river waters south of Daggerford as their own hunting ground.
Skirmishes with caravans and patrols from Daggerford usually go
against the lizardfolk, but not so often that they avoid such fights.
Thanks in part to the proximity of the sea, the Lizard Marsh
never fully freezes over, though its waters grow slushy in the deep
winter. The lizardfolk hate the slush and "go to ground" during the
cold spells, building lairs in the giant cypresses until the water
returns to normal.

Daggerford (Village, 891):

Four hundred years ago, a merchant's
son armed only with a dagger stood in a shallow spot in the Delimbiyr
River and fought off a lizardfolk raiding party, slaying six
before his family and the rest of the caravan arrived to drive the
lizardfolk off and retake the ford. Now the proud community of
Daggerford, a walled settlement of nearly forty small stone buildings
and a small castle, sits on the south shore of the ford, keeping
it clear for caravans and travelers moving along the Trade Way or
headed east to Secomber and Loudwater.
Pwyll Greatshout (LG male human Ftr5) presently styles himself
as the duke of Daggerford. He is served by a small militia, supplemented
by hired adventurers who patrdl the local farms and hamlets.
Thanks to the constant traffic along the Trade Way,
Daggerford has more than its normal share of shrines, temples, and
powerful priests, including full temples to Chauntea, Lathander,
Shaundakul, Tempus, and Tymora.
Daggerford operates in Waterdeep's long shadow. In Waterdeep,
the expression "gone to Daggerford" is taken to mean "lying low
outside the city." Daggerford occasionally flirts with plans to expand
its harbor and secure a portion of Waterdeep's trade for itself. This
plan is popular with the town's Council of Guilds, an organization
whose members go masked like the Lords of Waterdeep (but lack
the magical protections that keep their identities secret from determined
magicians). Privately, Pwyll Greatshout believes that the
council overestimates his town's capabilities.

MOUNT ILLEFARN

Under the hills east of Daggerford are the ruins of a sprawling
dwarfhold that encompassed a labyrinth of living quarters,
halls, workshops, mines, secret doors, and tunnels. The dwarves
left behind a number of magic items that manipulate earth and
water when this dwarfhold was abandoned.
The upper levels of the complex have been reclaimed by the
dwarves of Clan Ironeater. The lower levels are home to tribes of
goblins, orcs, ogres, and trolls that follow an undead necromancer
named Kelthas the Dread (CE male human mohrg necromancer
10). After his death at the hands of adventurers more than a
decade ago, Kelthas returned to plague the dwarves as a mohrg.
He and his followers worship Myrkul in a profaned shrine of
Moradin that has been rededicated to the dead god.
The mechanical pumps that the ancient dwarves built to
empty water from the lower sections of the mines long ago ceased
functioning, so the lowest sections of the mine tunnels are fi lled
with freezing cold, fouled water.

947 DR Year of the Advancing Wind

The realm of Calandor is ravaged by the battle between the silver dragon
Teskulladar “Manytalons” and the white dragon Cortulorrulagalargath. In
his death throes, the great white wyrm falls from the sky onto the remnants
of Delimbiyran, slaying the Duke of Calandor and his retinue. Tyndal, his
son-in-law, is proclaimed duke and relocates the ducal seat to the site of the
old Barony of the Steeping Falls (403). Construction of Castle Daggerford atop
the ruined remnants of Morlin Castle (931) begins immediately.

1363 DR Year of the Wyvern

Zhentarim forces cause the disappearance of Bron, Lord of Iriaebor, in the
cold, stormy previous autumn, and openly replace Bron in mid-Hammer of
this year with their own puppet ruler, “Lord Cutter” (an ambitious female
Zhentarim wizard using a male guise). Her rule over Iriaebor is harsh but
shaky, and daring adventurers bring about her downfall by mid-Marpenoth;
the imprisoned Bron is then restored to lordship over the city.
— The Battle of Daggerford: Devils entering Toril through portals in
Dragonspear Castle assemble an army of ogres, hobgoblins, orcs, bugbears,
goblins, and kobolds, bolstered by a black dragon. These “Hordes of Dragonspear”
overwhelm and destroy the Way Inn and then attack Daggerford, but
are defeated by a hastily assembled force of dwarves, elves from the Misty
Forest, paladins of Ilmater, mercenaries, local militia, and a troop of the
City Guard of Waterdeep.


TSR 9460 Volo's Guide to the Sword Coast.pdf


Daggerford

This self-styled city is really a town of about 300 folk that stands in the shadow of the castle of the Duke of Daggerford. Daggerford is named for a brave boy, Tyndal, sent ahead of his family wagon to find a place to ford the Shining River one evening some 400 summers ago. He was set upon by lizard men, and-armed only with a dagger-slew six of them and held off the rest until reinforcements arrived. The dukes of Daggerford claim direct descent from Tyndal, and their arms display a bloody silver dagger on a deep blue field.

The dukes of Daggerford claim all the lands from the estate of Floshin, south as far as the Dragonspear fields (the lands of Dragonspear Castle), east to the edge of the Misty Forest, and west to the verges of Lizard Marsh and the coast. They actually control far less-from about a halfday 's ride north of Daggerford, where their forces meet up with road patrols from Waterdeep at a little pond called Waypost Water, east to the hills around the Laughing Hollow, and south to the hamlet of Bowshot. These lands take in about 20 farming hamlets. The ducal lands are home to about 1,000 folk in all.

The walled town is the largest stop on the Trade Way between Waterdeep and Soubar. Its largely wooden buildings huddle in the lee of a hill crowned by Daggerford Castle, which is surrounded by a grassy commons and guards a bridge across the Shining River. (The old ford's still there, beside the bridge.) It is home to human craftfolk, a few halflings, and a handful of folk of other races.

The townsfolk have a charter from the duke that allows their own Council of Guilds, a masked council styled after the Lords of Waterdeep, to govern the town. All able-bodied townsfolk must serve in the militia, although only a small number are normally on duty. They spend most of their time on road patrols, though a close watch is kept on Lizard Marsh.

Daggerford has temples to Chauntea and Lathander, and shrines to Tempus and Tyrnora. Chauntea's temple is called the Harvest House, and it is governed by Lady Priestess Merovyna.ll The temple of Lathander, Morninglow Tower, is under the supervision of Lightlord Liam Sunmist.

The Ford is a busy trading town, doing a lot of trade in horses, cattle, and repacking for merchants and drovers who don't wish to enter Waterdeep. Caravans are allowed to camp across the road from the town (next to the aromatic tannery), and most merchants going into town to escape the smells will find the town ordinary indeed. The most splendid building in town is undoubtedly the Guildmasters' Hall. It is surrounded by the no-nonsense homes and shops of folk who work hard every day Few seem to look for more in life than the next silver piece!

Carpenters work busily making chests and crates from lumber brought in from Bowshot, and no less than three smiths turn out everything from intricate locks to broad axes. There are several jewelers in town who can't hope to compete with the great cutters of Waterdeep, but will eagerly buy any decent stones they can get from passing merchants or adventurers.

The local militia, under the stonefaced Sherlen Spearslayer, is always hiring fighting folk, because their best swords are always being hired away by caravan masters, going off to the mercenary hiring fairs of Waterdeep, or trying their hands at adventuring. The militia is always busy patrolling the claimed ducal lands, and many youths and adventurers down on their luck have spent a season fighting brigands, lizard men, and the occasional predatory monster.

Daggerford is also home to a retired adventurer-mage, Delfen Yellowknife, who dwells in a tower on the town wall and always has at least a trio of apprentices. He's content to make a good living tutoring every wealthy Waterdhavian youngster who dreams of becoming a great mage.

The youthful duke, Pwyll Greatshout Daggerford, is seldom seen in town. He's either out hunting or in the castle planning how to defend the land he has and enrich his family and his people by shrewd investments. There are recurring plans to dredge the river and make Daggerford an important harbor, but I suspect the duke, like me, thinks there's no point in trying to compete with nearby Waterdeep.

A lot of travelers will probably stop in Daggerford at one time or another, using it as a base to explore Waterdeep from, so a few mentions of local establishments may prove useful. There's one tavern worthy of a visit, the Lady Luck, dealt with after the rest.

Places of Interest in Daggerford Shops

Derval's Bright Blade

Weaponsmith

This smithy is the best of the three in town. The human smiths Cromach and Wayfel are the others. Cromach does serviceable work, but "as shaky as Wayfel's best" is a common local saying. The master smith at Derval's Bright Blade, Derval Ironeater, is the head of a respected local dwarf family that has done most of the building in stone around town. Derval claims to make the finest swords, axes, and spear blades from Waterdeep to Baldur 's Gate, and his work is popular.

Farrel's Fine Jewels and Apparel

Exotic Fabrics and Jewelry

This shop is the largest store in town. An outlet of a Waterdhavian trading company, it sells cotton, silk, rare furs, and thread imported from Calimshan, the Tashalar, and even more exotic regions-at prices even higher than you'd pay for them in Waterdeep.

Farrel has an eye for matching hues and for resetting jewelry of dubious history. He buys and sells interesting gems and adornments of all sorts. His shop is worth a look if you're too rich to care what things cost.

Korbus's Jewels and Fine Ornaments

Jeweler and Gem Appraiser

The front window of this small shop almost always displays its long-nosed, wheezing owner, the gnome jeweler Korbus Brightjewel, hard at work on small, exquisite pieces of jewelry. As good as any Waterdhavian or Calishite finecrafter, he's regularly visited by passing merchants eager to buy his latest earrings, pectorals, ornamental bracers, dangle garters, and jeweled belts and gloves. Locals say Korbus uses magic to give his work the striking beauty it has. He's expert at identifying gems-even magical ones. The nobles of Waterdeep keep him busy with special orders for their ladies.

Taverns

The Happy Cow

This pleasant tavern stands just inside Daggerford's northern gate, the Farmers' Gate. It features blended beer made by the halfling owner, Fulbar Hardcheese, that tastes like almonds, and excellent sharpcrumble cheese (lovely crumbly white stuff-3 cp per handwheel) made on Fulbar's family farm. The Cow caters to farmers, who sit here nursing tankards at all hours. Locals say Fulbar is a rich and successful adventurer who retired here not long ago. Fulbar says nothing about his past.

River Shining Tavern

This tavern is exclusive indeed, with prices to outstrip most establishments in Waterdeep: Stout is 1 gp per tankard and wine as much as 10 gp per tallglass! The duke and many traveling Waterdhavian nobles have been known to eat here, and the tavern's main hall serves as the meeting room of the Council of Guilds. By choice, some townsfolk only see the inside of the tavern when coming to Council meetings.

Run by the Delimbiyr family this establishment claims to be Daggerford's oldest tavern. It's also the closest thing in town to an inn-for a few noble patrons of the loftiest position and wealth.

Lady Luck Tavern

Tavern

In the center of the taproom is a massive stone pillar bearing the weight of the ceiling. It has a ladder of iron hooks up one side. It is used This two-story former warehouse caters to soldiers and adventurers. Its proprietor, Owenden Orcslayer, is the son of a man who was given the warehouse as a reward for slaying orcs who'd killed the owners of the warehouse in a raid. It is a popular place for taletellers and funseekers alike. The preponderance of weapons in the hands of those who know how to use them makes for a relatively safe drinking spot, not a rough place.

The Place

Both levels of the warehouse have been opened up into a single lofty room, with balconies all around it at varying levels. Each balcony contains a booth for patrons and is linked to at least two other balconies by broad flights of stairs. The tipsy are advised to get down to street level before they become too drunk to safely do so. Every night someone falls or at least stumbles on the stairs. to display the battered shields, personal runes, or other mementos of patrons who've died in battle or disappeared while off adventuring or on a military mission. Any toast given in the tavern must include a salute to the pillar and the words: "To those who have fallen before us." Those who brings in the relics of a fallen comrade are given a free drink of whatever they want.

The walls of the tavern are hung with weapons, armor, banners, spitted beast heads, and similar trophies of battle brought in by various patrons. The most striking of these is the huge, mummified wing of a black dragon slain in a volcano. The heat baked and dried its outstretched wing, and when an adventurer-the lone survivor of the party that slew it-dared to return to the lair nine years later, he recovered not only the dragon's treasure hoard, but the wing. It now hangs over the taproom like a soft black canopy, depending from the ceiling on eight stout chains.

The Prospect

This tavern is named for the goddess Tymora, patron of adventurers, and despite the memorial pillar, the expressed mood of patrons is always an enthusiastic "Dare everything!" and "Let's be adventuring, then!" The entire northeast wall of the taproom is covered by a huge, splendid color map of the Realms from Calimshan to the Spine of the World, and the Moonshaes to Raurin. News and rumors of treasure finds, dragon sightings, and possible treasures are eagerly discussed, as are tidings of war from anywhere in Faerűn.

The Provender

The Lady serves salted nuts, cheese on hardbread,12 and sugared bread-sticks. In winter, there's also stew made of beef, game, parsnips, and fish. It's thick, brown, greasy, and salty. If you're chilled, it warms you up, and that's about all the good I can muster to say of it.

That's all the food one can get, but most patrons come here because they're thirsty, not hungry. Accordingly, the Lady offers bitterroot beer (a smoky, acquired taste), zzar, sherry, and ale.

The Prices All the food is 3 cp per serving and comes on wooden platters. Hungry people will need two servings. Drink is sold by the tankard or tallglass only, at Waterdhavian prices.13 The wine list is meager, but from time to time merchants bring vintages from afar, and Owenden serves these wines as long as his stock holds out. These exotics often include rollrum (a dark, licorice-laced Tashlutan drink, which has a cool, clear, minty aftertaste), a favorite of many Sword Coast sailors.

Travelers' Lore

In the Lady, one drink always sits untouched on the bar. It's for Tymora herself, should she enter. Woe betide the visitor who touches this silver goblet-ejection and a heavy enforced offering at the shrine of Tymora (Fairfortune Hall) are the least penalty. Visitors who object to this are likely to find a yard of steel through their middles in short order. Six people have so died, and more than a dozen have made offerings- but twice in Owenden's time, the goblet has been suddenly and silently wreathed in flame, and the wine within has vanished. Patrons believe Tymora herself drank with them.

At least two wizards have hidden coins or magic somewhere in the Lady and then gone adventuring- never to return. One was said to be an illusionist, and the other was a transmuter. A few people have tried to cast dispel magic on everyday tavern items on the theory that the treasure might be polymorphed or hidden by an illusion, thus far to no avail.

Sir Darfin “Longwalker” Floshin, Lord of House Floshin


Lord Darfin "Longwalker" Floshin (in the middle)

High (gold) elf male fighter/mage, lawfulgood

Lord of House Floshin

Darfin oversees the far-flung holdings of House Floshin in Delimbiyr Vale and keeps a close eye on the lands that surround them

Floshin Estates

The Floshin Estates were a parcel of lightly wooded land located roughly halfway between Ardeep Forest and Daggerford.

HistoryEdit
House Floshin had owned the land for longer than human history had been recorded in the area and they eventually built a manor house on it. After the Retreat was called, the Floshin Estates were one of the few sun elf strongholds left in all of mainland Faerűn.

Under the guardianship of Elorfindar Floshin, the land was mainly used for animal husbandry and was tended by moon elf workers owing to the lack of other sun elves.

Circa 1445 DR, Elorfindar died and the estate was left to his eldest son Darfin. Unlike his father who spent the majority of his time on the estates, Darfin split his time evenly between living here and at his townhouse in Daggerford. Enjoying the company of N'Tel'Quess more than his father did, Darfin hired humans, halflings, and a dwarf to tend his lands in addition to elves. He also took on numerous apprentices, training them at the estates.

Around 1485 DR, the Floshin Estates were attacked by Clotskull orcs under the direction of the Red Wizard Arvik Zaltos, who gained access to an ancient altar to Yan-C-Bin in the family crypts. The manor house was put to the torch and eight servants were abducted by the orcs.

Scant weeks later, the land was taken by a force of gnolls, elementals, and undead. Only one servant had survived to report the attack and when Darfin tried to go there he was overcome with wracking pain. Darfin's sister Shalendra had erected a large antipathy field that affected all members of her family save herself while Red Wizards of Thay used the Estates as a base to reconstruct the damaged portal network in the House of Long Silences.]

Sir Isteval, Purple Knight, Paladin of Amaunator


This message was last edited by the GM at 01:04, Tue 13 Mar 2018.