Daggerford
На склоне холма, в пойме реки Делимбийр, стоит окруженный стенами город Даггерфорд, над которым возвышается трехэтажная крепость управляемая герцогиней Морвен Даггерфорд. За стенами Даггерфорда раскинулись десятки ферм и несколько мелких поселений - все они под защитой герцогини и Альянса Лордов.
Даггерфорд - край пасторальных картин. С простирающихся кругом холмов открываются умиротворяющие виды, но иногда их портят отряды орков или гоблинов - грабителей. Часто следующим через Даггерфорд караванам, идущим на север, к Глубоководью, или к югу, к Вратам Балдура, нередко требуется помощь с охраной, за которой они могут обратиться в Даггерфорд и заодно поведать новости об обоих этих городах и поселениях между ними. В городе есть несколько гостиниц которые могут предложить ночлег за исключением периодов наиболее оживленной торговли или праздников, когда они быстро заполняются, и когда местные жители начинают принимать приезжих на постой к себе в дома. Воины в поисках заработка могут найти его, предложив свои услуги по обучению местного ополчения или участвуя в патрулях вместе со стражей города.
Повседневное управление городом находится в руках Совета Гильдий, состоящего из глав неформальных торговых групп города. Эти участники Совета мнят себя более влиятельными, чем они есть на самом деле, имитируя Лордов Глубоководья, приходя на собрания Совета в масках и робах. Это циркачество в глазах многих граничит с фарсом, потому что в Даггерфорде всем прекрасно известно, кто на самом деле является членом Совета, и их го¬лоса и манеры не скрывает никакая магия, так что нормальный шпион может понять, кто из них есть кто, за один-два вечера внимательного наблюдения.
Крупнейшее и старейшее здание в городе - герцогский замок, трехуровневая крепость, окруженная двухэтажной стеной, которая вмещает в себя просторный плац кузницу и конюшню для большого количества верховых животных. Правители Даггерфорда всегда поддерживают приличные запасы провизии, которыми можно будет прокормить обитателей замка и горожан, укрывшихся в нем в случае осады.
В Даггерфорд ведет трое ворот: Речные Ворота, которые выходят к реке, и через которые перевозимые по ней грузы попадают на территорию города; Караванные Ворота, через которые происходит большая часть сухопутного трафика, включая сухо¬путную торговлю; и Фермерские Ворота, которые открыты почти что все время, но по ширине в них может проехать не более одной телеги за раз.
Даггерфорд охраняет ополчение, служба в которой обязательна для всех годных по здоровью взрослых горожан. Срок службы составляет двадцать лет.
Все горожане проходят инструктаж личных воинов герцогини по использованию копий и прочего воин¬ского снаряжения, и обязаны посвящать минимум один день в месяц защите города, стоя на страже на стенах или патрулируя окрестные дороги. Такие тренировки означают, что в случае необходимости любой простой горожанин не уступит так легко запугиванию с целью получения от него предметов, денег или права прохода в город, и может с немно¬го большей вероятностью пойти работать наем¬ником, охранником каравана или стать искателем приключений.
Хотя и не такая дружелюбная, как был ее брат, Леди Морвен заслужила репутацию более успешного правителя, чем Герцог Молдвин. Она нравится народу, который понимает, что у нее чистое сердце, и что она желает блага для города. Она регулярно тренируется вместе с ополчением, а носящей броню ее можно увидеть так же часто, как носящей более изысканные наряды, подходящие ее статусу. Она регулярно посещает храм Темпуса, что только усили¬вает ее репутацию праведной женщины. Ее черты только сейчас начинают проявлять следы возраста, как бы догоняя ее белоснежные волосы.
Большинство людей в Даггерфорде знакомы хотя бы поверхностно, в лицо. К чужеземцам они отно¬сятся гостеприимно, особенно если те готовы по¬тратить в городе определенную сумму, если только чужаки не разгуливают по городу, агрессивно разма¬хивая оружием по поводу и без. Стража, охраняю¬щая каждые ворота, отмечает вновь прибывших, но не предпринимает активных действий против тех, кого они не узнают, без причины.
Крупнейшая из гостиниц в городе, Таверна Сия¬ющая Река, - второе во величине здание в Даггерфорде и место проведения большого количества местных празднований и собраний. Богачи прихо¬дят сюда расслабиться и поесть. Гостиница очень старая, говорят, она даже старше герцогского замка, и для многих она - душа Даггерфорда. Постоялый Двор Серебряный Паводок и гостиница Брюхо Ящера также предлагают свои комнаты, хотя последняя не предлагает еды - только ночлег.
Одно из самых необычных предприятий Даггер¬форда - Торговый Банк Побережья Меча, который предоставляет торговцам возможность сделать де¬позит в местном отделении и получить ту же сумму в отделении в Глубоководье или Вратах Балдура. Леди Белинла Антеос (из одного из благородных до¬мов Глубоководья) гарантирует, что ее бизнес соблю¬дает стандарты безопасности и магический способ передачи между городами информации о точных суммах денег не может подвергнуться внешнему воздействию мошенников.
Члены местных гильдий, ведущих бизнес вне города, не доверяют полностью Торговому Банку, предпочитая занимать деньги у халфлингского се¬мейства Хардчиз, владеющего таверной Счастливая Корова. Официально Альянс не отдает предпочте¬ния одной из этих финансовых организаций, но я лично нахожу Леди Антеос заслуживающей доверия в достаточной степени, чтобы считать ее хорошей альтернативой тому, чтобы брать крупные суммы с собой в дорогу. Легче расстаться с небольшой ча¬стью денег в качестве комиссии, чем отдать их все при встрече с бандой грабителей при путешествии через дикие места.
Посетителям Даггерфорда советуется избегать сыромятни на западе от него и как можно быстрее миновать Мост Тиндала при приближении к городу с юга. Сыромятня расположена на холме, в резуль¬тате чего вонь, источаемая ей в процессе работы, распространяется далеко вокруг, а местная Гильдия Водоносов сбрасывает городские нечистоты прямо в реку через край моста. В жаркие дни запах от обоих мест просто убийственный, поэтому я запро¬сил Альянс назначить другого агента для посещения Даггерфорда в следующие летние периоды.
Мост Тиндала - низенькая каменная конструкция, по которой путешественники подходят к городу с запада, и где местный мальчик по имени Тиндал одержал победу над несколькими напавшими лю- доящерами, будучи вооруженным одним кинжалом. Потом он повзрослел, женился на дочери местного правителя, объявил себя герцогом, и построил Даг- герфорд поверх руин старого замка. Эту легенду и многие другие эпизоды из истории Даггерфорда с удовольствием может рассказать Сэр Дарфин Фло- шин, эльф, который старше самого города. Он бы хотел увидеть более тесное сотрудничество людей, дварфов и эльфов, которое когда-то раньше было в королевстве Фалорм. Дарфин был советником мно¬гих
Daggerford, a relic of an earlier age, stands beside the Delimbiyr River. The walled village with its central keep reflects its origin as the feudal seat of a lord within a much larger kingdom. Its customs and laws are holdovers from that time.
Rule is hereditary, and dukedom goes to the firstborn male. Anyone living in the lands claimed by Daggerford pays taxes to the duke in coin and goods. All able-bodied people also serve turns in the duke’s army and must be ready to answer his call to arms, unless they pay scutage, buying their way out of service. Scutage, in turn, grants the duke funds to pay for full-time soldiers and guards, whom the duke uses to enforce law and custom. Those customs and laws include the GUILDS that control day-to-day affairs through a council of self-important busybodies.
Despite its small size, Daggerford is an important hub for trade. The Delimbiyr River becomes shallow at Daggerford (thus the “ford” in its name), so boat traffic from the east has to stop. This traffic meets with caravans traveling north or south on the Trade Way. Thus goods, business, and taxes enrich what might otherwise be considered a petty, rural fiefdom.
Living in Daggerford/h]
Daggerford: History and Political Structure
During the era of Delimbiyran, the Daggerford region was known as the Duchy of Calandor, and encompassed the rich heartlands of the Kingdom of Man. In the Year of the Triton’s Horn (697 DR), worshipers of Shar rioted throughout the Sword Coast as the machinations of Lalondra, the Dark Mother, sweep away the power of the Dark Goddess clergy overnight. King Davyd of the Kingdom of Man died in the tumult without an heir, and several kingdoms—including Calandor, Scathril, and Loravatha—broke away. The royal seat of Delimibiyran retained its independence, but was closely allied with the duchy of Calandor, which encircled it. In the Year of the Clutching Death (702 DR), orc raiders from the High Forest inflicted heavy losses on the splinter kingdoms of Delimbiyran that were formerly part of the Kingdom of Man. Many of these lesser realms were destroyed before the armies of the Duke of Calandor finally defeated the orcs. In the Year of Doom (714 DR), during the Battle of Two Gates’ Fall in the Weeping War, the city of Delimbiyran and much of the lower Delimbiyr Vale were devastated by a magical explosion resulting from the destruction of the Warrior’s Gate—a portal in Myth Drannor. Many of Delimbiyran’s remaining splinter kingdoms began to sink into decline. Although the duke of Calendor claimed Delimbiyran as his ducal seat and promised to rebuild, this also began a precipitous decline in the fortunes of the Duchy of Calandor that have never been reversed. In the Year of the Curse (882 DR), Moon elf refugees from Eaerlann resettled Ardeep and rebuilt the realm. A brief alliance with the Humans dwelling along the Delimbiyr, including the Duchy of Calandor, and the Dwarves of Dardath foundered because of lingering suspicions about the role of Humans in the fall of Ascalhorn. Like Phalorm, this alliance was dubbed the Fallen Kingdom, much to the confusion of later historians. In the Year of the Hurled Axe (928 DR), the reigning duke of Calandor attempted to reestablish the Kingdom of Man and have himself crowned King of Delimbiyran, but his efforts were undermined by the unwillingness of the surrounding realms to bend to his rule. One small benefit of this effort was the establishment of the Council of Man, a deliberative body composed of the local noble rulers and chaired by the Duke of Calandor to address and resolve disputes amongst the lordlings of the lower Delimbiyr Vale. In the Year of the Penitent Rogue (931 DR), a wagon master from Baldur’s Gate sent his son, named Tyndal, ahead of the family wagon one evening to locate a safe passage across the River Delimbiyr. The boy, named Tyndal located the ford, but was surprised and attacked by a party of lizardfolk. The lad slew six of the creatures with his only weapon, a dagger, and held off the rest until reinforcements from the merchant caravan arrived. Unbeknownst to his father, Tyndal discovered a king’s tear, depicting Morlin Castle at its height, and a sack of ancient coins in a sack carried by the leader of the lizardfolk, suggesting they were returning from an expedition into the ruins. After the caravan reached Waterdeep, Tyndal returned to explore the ruins with some of his companions. After repeated forays into the ruins, Tyndal emerged a rich man and a hero among the people. With his newfound wealth, he quickly came to own large swaths of land and numerous caravan companies in Calandor. By the Year of the Foolish Bridegroom (945 DR), Tyndal, who adopted the surname “Daggerford,” sought and received permission to marry the aging duke of Calandor’s only child and heir, Eleesa, leaving him well positioned to control the ducal throne when tragedy struck two years later. In the Year of the Advancing Wind (947 DR), the realm of Calandor was ravaged by the battle between the silver dragon Teskulladar “Manytalons” and the white dragon Cortulorrulagalargath. In his death throes, the great white wyrm fell from the sky onto the remnants of Delimbiyran, slaying the reigning duke of Calandor and his retinue. Tyndal, his son-in-law, was proclaimed duke and relocated the ducal seat to the baronial seat of the old Barony of the Steeping Falls. Construction of Daggerford Castle atop the ruined remnants of Morlin Castle began immediately. In the Year of the Black Horde (1235 DR), much of the town and Castle Daggerford were burned to the crown during a prolonged siege by an army of orcs. After this attack, the duke’s subjects began building their shops and homes outside the castle proper, closer to the River Delimbiyr. A berm was required to separate the spreading town from the frequent spring floods, which in time led to a wall that encircled both town and castle. The modern era has seen three dukes of Daggerford. Duke Conan Daggerford assumed the ducal throne in the Year of Thunder (1306 DR), several years after his marriage to Lady Sonja Loravatha, daughter of the reigning high knight of Loravtha at that time. In the Year of the Mace (1307 DR), shortly after his ascension to the ducal throne, Duke Conan granted the town of Daggerford its own charter, which his heirs have not seen fit to withdraw. The union of Duke Conan and Duchess Sonja produced one son, Pryden Daggerford, in the Year of the Starfall (1300 DR). Unbeknownst to all, Duke Conan was secretly in love with Della Longhand, a commoner, who bore him an illegitimate son, Llewellyn Longhand, in the Year of The Griffon (1312 DR). Duke Conan’s legitimate son, then known as Lord Pryden Daggerford, married Lady Analinda Talmost of Waterdeep, who bore him three heirs: Merovy Daggerford (1326 DR), Bronwyn Daggerford (1328 DR), and Pwyll Daggerford (1332 DR). Duke Conan died in the Year of the Lion (1340 DR), and Duke Pryden Daggerford acceded to the ducal throne. Duke Pryden’s reign was marked by tragedy. His wife, Duchess Analinda, died of a wasting sickness in the Year of the Bloodbird (1346 DR). His eldest son and heir, Lord Merovy, died adventuring along the Unicorn Run in the Year of the Bow (1354 DR). The duke himself died in battle during the Dragonspear War in the Year of the Worm (1356 DR), leaving his youngest son to ascend the ducal throne on the field of battle. The Dragonspear War (1356 DR) devastated the local economy, cutting off all trade from the south and leaving Daggerford on the front lines of a diabolic invasion. Fortunately the main fighting did not reach as far north as River Delimbiyr, allowing the duchy to begin recovering relatively quickly. 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 six 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 of 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 of Daggerford still controlled the town, but it was given its own charter by Duke Conan 50 years ago. The town itself is run by the Council of GUILDS. In a self-conscious imitation of the Lords of Waterdeep, the members of the Council of GUILDS attend meetings in 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.Living in Daggerford/h]
Population
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 and 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.
Gossip and Rumors around Daggerford
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 Dungeon Master to decide which ones are factual; these items are marked with a . The Dungeon Master 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.
2. Lady Bronwyn is an accomplished magic-user who has rejected a number of suitors already.
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.
5. Fulbar Hardcheese has thousands of gp from his days as an adventurer. He keeps them in a secret cache in his tavern.
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.
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 magic to the local Elves. (T)
9. Elorfindar Floshin’s son, Filvendor, the father of both Kelson Darktreader and Filarion Filvendorson, is a magician/ fighter/thief who disappeared into the east some 20 years ago. (T)
10. The Delimbyr family originally got their fortune from thievery. You can tell just by looking at their prices now.
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.
12. Dragonspear Castle was the source of a recent invasion from the Lower Planes. There is still a way to get to other planes 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)
Life and Culture
The Duchy of Daggerford now is a bustling if mostly poor (by Whaterdhavian standards) region dominated by river and caravan trade. For a small town, the city of Daggerford is surprisingly metropolitan, with a huge influx of temporary residents that sweep in with the caravans and river barges each spring and summer and then flow back outward with the last harvest festival. These foreign merchants and transients bring with them exotic customs and Trade goods that add a curious level of sophistication for a frontier town.
Additionally, the duchy is heavily influenced by the presence of (relatively) recent and stable non-human peers and neighbors, including the powerful and ancient gold and Moon Elves of the Floshin Estates, the stalwart refugee Shield Dwarves of the Ironeater clan, the scattered Rock gnomes of the legendary under city of Dolblunde, and the extensive clans of halfling farmer families that dot the Shining Vale. By tradition, the collective assembly of Humans, Elves, Dwarves, Halflings, and Gnomes of the region are referred to as the Lawkeeper races, for reasons that have mostly disappeared into history.
Prominent among the cultural touchstones of the region is a strong belief in, and fear of, the dangers of the many ancient ruins that dot the land. In many cases, these fears are well founded. The ruined keeps, dolmens, barrows, crypts, and dungeons of the Fallen Lands are legion, and many provide the perfect lair for everything from the ancient dead to wandering raiding parties of orcs or Goblins from the High Moor. This wariness does not often translate to wandering adventuring companies, however, who often use the duchy as a convenient launching point for their exploration of the North.
Daggerford Locations
Daggerford’s outer wall surrounds the ducal castle, an open green called the Commons, and the buildings of the town proper. Most of the buildings in town are made of wood and thatch. However, dwarven stone¬masons living in the town replaced all the wood in the castle and rebuilt several wooden homes lost to fires, so stone buildings are a common sight.
The Ducal Castle
The castle was based on the first building in Dagger¬ford, but it has changed a great deal since the old days. For a while, it was the only building, a simple wooden structure surrounded by a palisade fence. After it burned down in an ore raid from the High Moor, the duke built a three-story stone keep on the hillside and surrounded it with a two-story stone wall. After the ore 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. The larder is well-stocked with preserved food, enough for a year’s siege.
About 50 people live in the castle, including guards and servants. For a duke, Maldwyn and his forebears keep a very small household.
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 two-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.
This is a section of wooden buildings, mostly hotels and 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 Halflings, who are not attached to major merchant families like those of Derval and Korbus.
However, for reasons shown later, several 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 / Harvest House
Chauntea’s temple (area 4), known locally as Harvest House, is a large building with an open courtyard in the middle, lush with plants. Its chief priest, the human female Hadeshah, has three young assistants to help her in the tasks of blessing fields and animal husbandry. Hadeshah grew up in the small hamlet of Gillian’s Hill, and she was accustomed to following her faith at family farms. She’s never taken well to speaking before large crowds or to daily life in town. When not far afield helping a farmer through lambing or joining a communal wheat harvest, she spends her time in the relative quiet of the temple garden.
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.
River Quarter
People who make their living from the river are the main inhabitants of this section of town, including fishers and some merchants who make regular runs up the river to Secomber and back.
Derval’s Smithy
Derval Ironeater is a dwarf with the largest smithy in Daggerford. He is highly regarded as a skilled smith, a savvy member of the Council of GUILDS, and a fair guildmaster to the handful of other smiths in town. His three children are stonemasons, much occupied with building proj¬ects around the town.
Derval himself 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 com¬pared to the other weaponsmiths in town.
Shrine of Tempus (Table of the Sword)
A shrine to Tempus, Table of the Sword (area 26) stands next to Daggerford’s barracks (area 1). Both were built after the last Dragonspear War, but only the barracks has been maintained over the years. Priests of Tempus have come and gone. The shrine, an open-sided hall of thick wood pillars, is in need of repair.
Nearly everyone around Daggerford trains for battle, but the need for that training is mercifully rare. The Lady Luck Tavern also serves as an alternative place to honor the fallen. To many in Daggerford, this Tempus shrine seems superfluous and overly grim.
Darrondar Gweth leads the worship of Tempus at the long table in the shrine each midday, when he raises a horn of mead in honor of fallen warriors. At sunset, he leads a handful of the faithful in song. Darrondar used to be a soldier in Waterdeep, and he came to Daggerford after an ill-fated skirmish left most of his company dead. Although many priests of Tempus are interested in stirring up war, Gweth is more devoted to honoring the slain and giving warriors courage in battle. His home adjacent to the drill field gives him many opportunities to interact with soldiers, and he’s slowly winning people over.
Located right next to the town barracks, this shrine to the god of war serves an audience of men-at-arms, a few mem¬bers of the militia, and occasional adventurers. The shrine is a ramshackle wooden building decorated with war trophies donated by parishioners.
Darrondar Gweth eads the worship of Tempus in the shrine, which largely consists of observing a solitary Feast of Heroes at midday every day, where he raises a glass in honor of fallen warriors, and leading a handful of the faithful in the Song for the Fallen each sunset.
Money Quarter
The wealthiest people in Daggerford live in the Money Quarter, directly below the ducal castle. It is a district of larger houses surrounded by little yards. Wealthy merchants who can afford a home apart from their place of business live here, and a few minor nobles from Waterdeep have small townhouses here as well.
Darfin “Longwalker” Floshin’s Townhouse
Darfin Floshin inherited the Floshin Estate north of town upon his father’s death, and he maintains a home in town as well. That’s partly because he enjoys human society more than his father did, and partly because the lands outside of town are more dan¬gerous than they used to be, and the town walls offer more protection than the estate can provide.
Caravan Quarter
The Caravan Quarter entails a handful of wooden buildings, mostly hotels and shops, with a largely transient population. During the winter when the car-avans aren’t moving, the quarter is virtually deserted. The permanent population of the quarter includes a number of Halflings and a scattering of Dwarves.
Lady Luck Tavern
This two-story structure was once a warehouse for a trading concern which was wiped out by an ore raid. Darryl Orcslayer, an adventurer who helped destroy the ores, was given the warehouse as a reward by the survivors of the trading family.
Darryl died many years ago, but the tavern remains in his family, now run by his great-granddaughter, Glenys. As her family before her did, Glenys encourages the patronage of soldiers and adventurers. The walls are decorated with weapons, armor, and trophies various patrons have brought back from their battles, to rival those in the shrine of Tempus.
One interesting feature of the tavern 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.”
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.
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 Lady Luck 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 Faerûn.
The Lady Luck 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 Lady Luck 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.
The Lady Luck 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.
The Lady Luck History
Owenden Orcslayer managed the Lady Luck Tavern around 1370 DR, which he inherited from his father, the famed adventurer Darryl Orcslayer. Owenden was also a cleric of Tymora.
The shops and homes of the inhabitants of Daggerford are listed below in numerical order. Refer to the right side of the Daggerford poster map for a breakdown of these locations by type. On this map, for example, all clothing shops are bundled together, as are all weapon and armor smiths.
Shrine of Tymora
After the shrine was damaged by fire, dwarven stonemasons replaced its wooden walls with sturdy stone ones. Continuing a long tradition, the local priest of Tymora is a halfling named Curran Corvallin. Though not a cleric, Curran merrily blesses those who come to the shrine in hope of good fortune, and he is much beloved in the town. Each year on Midsummer, he throws himself into the midst of wild revels in the goddess’s honor, spending lavishly to provide the townsfolk with a party that each year seems to outdo the previous year’s. It is said that he inherited a fortune from an adventuring uncle.
Chauntea’s Temple
A large building with an open courtyard in the middle, lush with plants, is the center of Chauntea’s worship in Daggerford. Its chief priest, Hadeshah (see page 137), has three young assistants to help her in the frequent tasks of blessing plowed fields, growing crops, and rich harvests. These assistants are found more often in the fields north of town than in the temple proper, while Hadeshah rarely leaves the temple. Farmers coming in from the fields in the eve¬ning offer prayers in the direction of the setting sun and receive Hadeshah’s blessing, and she leads the fes¬tivities at the spring festival of Greengrass. Her most solemn duties are leading the annual High Prayers of the Harvest each autumn, celebrating Chauntea’s bounty for the year.
Cromach’s Smithy
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Cromach is a human blacksmith who 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 and other ironwork are treasured for their fine beauty as much as for their utility.
Established by a human black-smith named Cromach over a century ago, this smithy is now owned and run by a dwarf named Tholvar Cragjaw, a distant cousin of Derval Ironeater (see page 136). Named for his jaw, broken in battle years ago and never properly healed, Tholvar finds it difficult to speak and so is even more taciturn than Derval.
Happy Cow Tavern
This pleasant tavern serves a clientele of farmers and townsfolk. It is also a favorite
walls with sturdy stone ones. Continuing a long tradi¬tion, the local priest of Tymora is a halfling named Curran Corvallin. Though not a cleric, Curran merrily blesses those who come to the shrine in hope of good fortune, and he is much beloved in the town. Each year on Midsummer, he throws himself into the midst of wild revels in the goddess’s honor, spending lavishly to provide the townsfolk with a party that each year seems to outdo the previous year’s. It is said that he inherited a fortune from an adventuring uncle.
Farmers’ Quarter
Farmers who till the soil to the north occupy most of this section of town. Some of them have small herds of cattle and sheep kept in small pens, and others have chickens in their yards. This quarter is noisy and smells strongly of manure.
watering hole for the town’s halflings-perhaps because the tavern was first founded by a halfling who retired from adventuring.
Jerdan’s Smithy
Jerdan Went, Daggerford’s only human blacksmith, strives to compete with Tholvar Cragjaw by offering inferior goods at lower prices.
This business strategy earns him enough to support himself, but it certainly helps that he has no family depending on him.
The Marketplace
This large open area is the site of the market, which takes place every five days, six times a month. Farmers and small merchants bring their goods to the market and sell them from ram¬shackle booths.
River Shining Tavern
This is the main entertain-ment center for the nobility of the surrounding lands and the major notables of Daggerford. The duke and his sister have been known to eat here on occasion, and the main hall of the tavern doubles as the meeting room for the Council of GUILDS.
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.
This is the main entertainment center for the nobility of the surrounding lands and the major notables of Daggerford. The duke and 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 name 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 first 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 day.
The Commons
This area, which takes up almost half of the area enclosed by the town walls, is kept purposely clear as an emergency pasture for the farmers’ cattle and sheep. When no trouble threatens the town, the duke’s horses pasture here. As part of the town charter, this land is owned by the duke and leased to the town.
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.
Delfen’s Tower
When Delfen the wizard first came to Daggerford, this 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 did to the best of anyone’s reckoning, until his disappearance during the Spellplague.
During Delfen’s century-long absence from the town, the duke’s guards reclaimed the tower, loading all of the wizard’s goods into crates they stored on the ground floor. Soldiers on duty in the tower frequently complained of unexplained sounds and weird noises that suggested hauntings or some other lingering effects of the wizard’s magic, but no evil incidents beyond that were ever reported. Now that Delfen has returned from his mysterious sojourn, he has paid another large sum to the duke and reclaimed his tower.
Stables
This is a general livery stable available to the entire town. Militia horses and the water carri¬ers’ horses are kept here, along with personal horses belonging to people living in the money quarter.
Temple of Lathander (Morninglow Tower )
Morninglow Tower was Daggerford’s temple of Amaunator and a beautifully gilded structure. Standing over the rest of the town, it shone proudly on the hill next to the outer walls of the ducal castle. The cylindrical temple was the largest in town, and the only temple to sahre the hillside with the castle. The stone side that faced the town was decorated with rosy stones and glittering quartz, creating the image of a shining sun in homage to Amaunator. That side was a facade, since the eastern wall was open to the rising sun, and to the arrows of defenders if the tower was ever taken during a siege)
Self-important and blustery Luc Sunbright leads worship in the tower. The ducal family worshiped at this temple, and Luc considers the duke’s favor to be a mark of distinction he had somehow earned, despite the fact that dukes of Daggerford have worshiped here since long before he was born. The priest was very class conscious, so farmers and merchants who come to rites at this temple often found themselves brushed aside in favor of wealthier folk.
21. Named Streets
While the town has many anonymous alleyways, certain streets are broader and 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 and 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 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.
27. Towers
The towers of Daggerford are all of stone and firmly set in the local bedrock. They are all about 30 feet tall. The wall towers are split up into three stories plus the roof on which watchers keep their lookout. Most of the area in the tower is used for storage of war gear. Off duty militiamen often rest in the towers.
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.
3.Farmers’ Gate
This is the most commonly used of the city's three gates as it's the closest to the fields outside of town. It's left open, even at night, unless times are troublesome. The gate is built into a broad tower and has just enough room for one farm cart to enter at a time. The gate is about 10 feet tall.
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9.Mikitan Shipyards
Being right near the River Gate, this shop is able to make larger watercraft than its competitor, Dekoran Boatwright, who's landlocked on a narrow lane. This has done nothing except make Mikitan (CG hm F4) a very rich and powerful man.
10.Mariners’ Alliance
This two-story building contains meeting rooms, archives of sailors' journals, nautical charts and maps, and bunk rooms for visiting guildsmen. If one wants to find a job on a riverboat or on the high seas, this is the best place in town to find one, but one must become a guild member first.
11.Kaulbach’s Residence
Kaulbach (LG hf P2 [Tyr]) is an "apprentice priest" of Tyr and is looking for a higher-level priest to follow and
learn from. She doesn't seem to realize she's well on her way to gaining apprentices herself. She's looking for a way to establish a shrine, and eventually a church, in Daggerford.
12.Olin’s Residence
Olin (LE hm T2) had no luck whatsoever in his earliest years of adventuring. One day, though, he and his com¬pany came upon a cache of a lifetime. Together, he and his adventuring companions found over 45,000 pieces of gold, splitting it seven ways, donating two portions to the wife of one member and the orphaned son of a sec¬ond. Olin retired immediately after the split, and Dag¬gerford just happened to be the first place he came across. In the three years he's lived here, Olin has spent about half of his stash.
13.Soumet’s Residence
Soumet (NG hf F3) is an unusual women. She married an adventurer, attracted to his danger-loving, free spirit. She went with him on an adventure and promptly di¬vorced him for another adventurer in the company who loved the adrenaline of life-threatening situations more than her former husband. Within a matter of two years, she ended up marrying five of her first husband's six com¬pany members. Soumet's fifth husband dumped her in Daggerford after the six company members sat down and discussed her effect on their morale. To this day, she's still legally married to her fifth husband but is looking for another to take his place.
14.Pauldine’s Residence
Pauldine (NG hef P1 [Chauntea]) is a traveling priest who plans to spend the next couple of years in Dagger¬ford. She has a collection of scrolls containing spells of up to 5th level that she is holding onto in the hopes of being able to use them one day.
15.Nanteuil’s Residence
Nanteuil (NG dm P3) was a priest of Muamman Duathal but fell from favor when he took to drinking wine to excess and murdered a fragile young half-elf woman. He didn't remember his crimes, but he was told of his actions by several witnesses. He was taken into custody and served 85 years of hard labor (converting very big rocks into pebbles) for his crimes.
To this day, he remains unmarried with no children and refuses to drink (in fact, he's very much against the consumption of alcohol). The Daggerford constabulary
keeps an eye on this gruff dwarf since he's the prime suspect in the attempted arson of one of the local tav¬erns. Each year he tries to convince the duke to ban the use, sale, and Possession of alcoholic substances, but each year he fails (the duke enjoys a draught every now and again).
16.Watermen’s Circle
This is the home of the Watermen's Guild who are re¬sponsible for providing most of the water used in town. While there are several wells in Daggerford, most are capped so they're available in case of siege. The water carriers' carts go several hundred yards upstream of the town to get the purest possible water for their customers.
Everyone pays a tax to support the guild. The Water¬men's Guild is responsible for other water-related activi¬ties in the town, including suppressing fires and making sure that drainage ways are working so all excess water flows back into the river. Guild members can be identi¬fied by their distinctive blue caps and blue carts.
17.Maranta’s Residence
Maranta (LG hf C5) keeps to herself. No one knows who she worships—all they know is that she is, or at least used to be, a priest of a good or nature-loving deity. She has not spoken for the seven years she's been a resident.
Maranta's voice was robbed from her by a powerful curse from, Alustriel believes, the avatar of Malar. Maranta has been unwilling to speak of the matter to any who have been made aware of the curse through Alustriel, including Khelben "Blackstaff" Arunsun and at least two of the fabled Seven Sisters.
18.Weichert’s Residence
Weichert (CN hm M2), to this day, is still trying to learn the language. He speaks a language unused in this stretch of Faerun. He's picked up bits and pieces of the local dialect — generally misusing it to the amusement of the locals.
19.Delisle’s Residence
Delisle (CG gf M4) hails from the lands of the Ice Peak, complaining day in and day out about the heat and the humidity of the area. Several locals have been trying to convince her to move back home so they don't have to listen to her griping mouth any longer, but she doesn't want anything to do with the Luskar pirate SHIPS that harbor in her hometown —so here she stays, protesting all the way.
20.Trommen’s Residence
Trommen (LG hm F5) was lazy, spending his whole life slothing about. After 32 years of adventuring, he made it only to 5 th level. To his credit, however, he spent five years in Silverymoon studying the priesthood of lizardkind (but no one knows why). A stint as the mayor of a tiny, tiny hamlet in the Neverwinter Woods took away three years, and a cavernous adventure that led to the prison grotto of a dark-elf community took about 15 years. Now 67 years old, Trommen lives off the riches he took from the Elves who incarcerated he and his two companions.
21.Ramusio’s Residence
Ramusio (CG hem F4) never had an exciting life. He went on adventures but never really ran into anything fun or too terribly dangerous and eventually moved to Daggerford. He found that cleaning the streets was far more exciting and rewarding, especially after finding a magical ring. He can't figure out what it is, but he's too paranoid to have someone look at it.
22.Archiloque’s Residence
Archiloque (NG gf F4/M2) is small, even for a gnome. He tried his hands at spellcasting, but an insufferable
bout of arthritis and a congenital disease that twisted the knuckles and joints of his fingers kept him from being able to cast spells higher than 1st level.
Being good friends with Ransaran, Archiloque was able to convince his weaponsmith ally to construct a special set of short swords just for him. Each sword con¬sists of a series of straps, safety catches, and a breakaway scabbard. These, along with an intricate set of swivel knuckles, allow Archiloque to protect himself. When he's swinging his swords in battle, one can't help but make a comparison to the chefs from Kara-Tur who slice, dice, and mince food as it flies in midair.
23.Janssen’s Residence
A retired bard, Janssen (NG hm F5) never could get the lust of the adoring crowds out of his blood. He's the first to lift his tankard and start a round of song at the Lady Luck. He's a good source of information about the High Forest region.
24.Zaluski’s Residence
Zaluski (LE gf F2) was a fishmonger in the Ice Lakes re¬gion west of Mirabar, but he hated the intervention from Luskan. She left the region when reports of
Luskarn "misconduct" circulated in the area. She didn't want to be associated with Luskan and immedi¬ately set her toes south to safer ground. Since then, she's married and produced three wonderfully obedient and beautiful children.
25.Valmiki’s Residence
Valmiki (NE hf B1) is a relatively unknown and mediocre poet who's trying to break into the fame and fortune of the bardic fraternity. Her poetry is unmemo¬rable, usually culled — or stolen—from the works of more creative individuals. She's looking for a company of ad¬venturers to tag along in hopes of finding a spark to ig¬nite her lagging creativity.
26.The Flying Fish
This is a popular, moderately priced marketplace of fish, clams, shellfish, and seaweed. The owner, Carrl (CN hem T3), is every bit as offensive as the fish sold in his roofed marketplace, but his personality is one of kind¬ness and sobriety. All the townsfolk and many visitors come here to shop for fish. It's also the place where ex¬porters inspect fish to buy and transport to more inland areas of the North.
27.Tempus’ Shrine (Table of the Sword)
Baergon Bluesword (CG hem F7 / C7) came to town with the Waterdeep troops fighting the Dragonspear inva¬sion. He found many fighters ripe for worship of the Lord of Battles and established a shrine near the Farmers' Gate. With the construction of the new barracks, he moved his establishment, the Table of the Sword, next to that building.
Most of the Waterdeep troops are his parishioners, as are a number of men-at-arms, a few militia, and some ad¬venturers. The shrine is a ramshackle wooden building decorated with recent trophies donated by parishioners from the Dragonspear invasion and other campaigns.
In the years that Baergon has been in Daggerford, he's finally managed to get a grudging acceptance from the local populace —although many farmers still feel he's trying to get their sons killed in foolhardy battles far from home. It's been mentioned to the old priest many times that he should go out and find a battle of his own to die in instead of providing directions for others.
28.Heralds’ and Runners’ Union
Anyone who needs a herald or messenger must contact this guild. Their building is three stories tall with a plat¬
form built on the roof to make it even taller, and there's a bird coup next to the platform for trained messenger birds. The guild uses only the first and third stories —the second floor remains vacant, sometimes housing vagabonds, poor adventurers, and the occasional doppleganger.
29.Barracks
After an invasion from Dragonspear Castle, the Council of GUILDS decided the town needed a central place for on-duty troops to stay as well as a headquarters for the 3rd-Company troops stationed by Waterdeep. The bar¬racks is a two-story construction with a new drill field now used by the militia, much to the relief of the trades¬men who were tired of having to tear down their stalls in the marketplace so the militia could practice.
30.Tenison’s Residence
Tenison (NG hm M5) loves fire. His earliest memory is when he was three, taking a smoldering stick to the grain in his father's silo and watching the whole sum¬mer's harvest burn, taking the barns, the fences, most of the cattle herd, and his home with it. He's an ele- mentalist, specializing in the use of fire, the para-ele- mentals of magma and smoke, and the quasi-elemen- tals of ash and radiance.
31.Dekoran Boatwright
This huge, five-story building houses a shipyard that specializes in the construction of rafts, fishing vessels, small sea-worthy craft, and canoes. Dekoran (CG hm F7) wants to be able to make larger vessels, which is why he bought this huge buildings, but he can't man¬age to get the behemoths down narrow Hill Road. This leaves the larger ship construction to the conveniently placed Mikitan Shipwrighting business that's closer to the River Gate.
32.Youmans’s Residence
Youmans (CG df F2) retired from adventuring after a particularly bad evening. Her company of eight was set upon by a tarnish of rust monsters that sufficiently weak¬ened them so the rust monsters' masters, a tribe of 12 orc-gnoll hybrids, could attack her party without armor blocking their blows. Youmans and one other survived the assault, but the rewards of death, at the time, seemed sweeter than life's. Youmans fell in battle when a well- gleamed blade separated her left calf from the thigh. De¬spite her best efforts, she was unable to stop the infec¬tion that consumed her companion.
Youmans still wakes up at night sobbing or screaming; Baergon Bluesword thinks the ghosts of Youmans's past are going to haunt her for the rest of her sleeping life. She now sits about sloppy-minded and drunk, living off what coins remain from her adventure, carting water for the Watermen's Guild when her eyes can focus.
33.Cromach’s Residence
Cromach (NG hm F3) owns Cromach's Smithy. He makes a fairly good living, and his house is relatively lav¬ish, with plush furniture, expensive tapestries along the walls to ward the winter's chill, and opulent carpeting that feels soft on the bare foot.
34.Jail
This one-story building is constructed of stone and iron. Only eight cells are available, and if overcrowding be¬comes a problem, there is no problem: The convicts are just crowded in, regardless of the number per cell (two people can fit into a cell comfortably).
During the day, the criminals are ankle-shackled and sent to work —cleaning the streets of debris and waste, sent into the fields as free laborers, or sent to the docks to dredge and clean the beaches. At night, they're put back into their cells with a meal.
A jail term in Daggerford is not an experience one would want to live through twice. It's not designed to be a learning experience; it's punishment, plain and simple.
36.Constable
The constable and his entourage of seven deputies use this one-story building as their headquarters. All of the deputies are also members of the city's militia, but their fist order of business is to break up fights on the streets and to make sure that deaths, stabbings, and general ri¬otous activities in the town's taverns are kept to a mini¬mum. They also concentrate on making sure that the black market and "red light" activities are curbed as much as possible.
The constable changes every three months, when a new one is elected from members of the militia. Once elected, the new constable picks his seven deputies and begins work. Killing the constable or his deputies is an offense rewarded with death.
37.Black Stone Inn
The Black Stone Inn is a recent arrival, being the build¬ing that once held a grand ballroom for visiting digni¬taries. A group of Zhent agents infiltrated the establish¬
ment and successfully poisoned the punch, the water, and eventually initialized a virulent poisonous gas cloud that killed upwards of 30 people. No one dared enter the ballroom again, and the owner sold the building to a lone traveler named Gildamesh (LE hm F12/M8), who converted the place into a dangerous, low-rent inn. Gildamesh is believed by more than a few people to be a Zhent agent. He sleeps on the fifth and top floor of the building in a magically protected, heavily trapped — and unduly locked — room.
38.Pleaders’ Consortium
This building is the guildhall and offices of the Pleaders, the lawyers and attorneys of Daggerford. No one but the guildmaster — whose services are the most expensive and most revered — lives here permanently. The building's interior is opulently decorated, with several rooms specifically dedicated to making wealthy clients feel at home. Current documents and standard legal texts are kept here, while the rest are stored in Kryptgarden Scrolls.
39.Blacksmiths’ Guildhouse
This wooden structure is studded with black metal rivets and cast-iron window panes. The first floor is a large meeting hall with a stage against the back wall and a wet bar to the left of it. The upper floor is used for training apprentice blacksmiths and artificers and the daily affairs of the guild.
Mostly just a tavern, only the local blacksmiths and visiting metal workers are allowed to enter. They often share techniques and compare prices, but — most impor¬tantly — they created their guild in order to have a com¬mon front when dealing with the town council.
40.Derval Ironeater’s Residence
Derval (LN dm F6), highly regarded in Daggerford as a skilled smith, savvy councilman, and fair guildmaster, heads a large, family blacksmithing business. He came to Daggerford with his two brothers, Derwin and Korin, and their families about a century ago. Korin disap¬peared with several family members about 20 years ago, and no one wants to discuss where he has gone. He is usually closed-mouthed, but as he works at his forge, people have heard him say things like, "Perhaps not as good as they made under Illefarn, but good enough, good enough. . ." If he notices anyone is listening, he self-con¬sciously shuts up.
Derval is the level-headed and tireless forge-hammer of the Ironeater clan. He adventured in his youth, and owns plate mail +1; a battle axe +3; a hammer +3, dwarven thrower; and a ring of telekinesis (100 pounds maximum weight). Derval usually wears a pair of trews, a black¬smith's apron, and a pair of leather gloves, dressing up in robe and mask for Council meetings. Derval is a source of Equipment and occasional sage advice.
41.Duneden’s Residence
The oldest apothecary in town, working exclusively out of Harvest House, Duneden (N hm C3) is also the most trusted pharmaceutical expert in Daggerford.
42.Moneylenders’ Coalition
This fraternity of money sharks loans just about anyone money because they've got an almost perfect method of regaining their investments: They either pace a geas on the individual who's borrowing the money, or they give them an unremovable magical ring that forces the per¬son to return (through the use of a curse that can only be removed by means of a wish) to the shop within one month. They moneylenders charge 20% interest per month on ail loans to adventurers and a 10% rate to those wanting to start a business. When the loan is paid off, the geas is automatically negated or the ring is re-moved (by mentally stating the command word while pulling the ring off the finger or toe).
43.River Shining Tavern
This is the main entertainment center for the nobility of the surrounding lands and the major notables of Dagger- ford. The duke and 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. By choice, some townsfolk only see the inside when coming to council meetings.
The Delimbiyr family took their name 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 first Delimbiyr was a half-elf known as Kelven. He married a human woman and their children were human. Still, the family treasures its elven heritage and uses a forest motif throughout the tavern.
This tavern is exclusive indeed, with prices to outstrip most establishments in Waterdeep. Only the most suc¬
cessful adventurers with too much gold to spend are wel-comed at the River Shining Tavern, though no one is turned away as long as they have the gold for their drinks and meals (Meals: 1-5 gp, stout: 1 gp/tankard, wine: 10 gp/tall glass). The guest rooms in this two-story structure are generally available only to the most noble and influ¬ential patrons. The normal price for a room is 5 gp per day.
44.The Clean Chin
Garick Honestone (CN dm F3/C3) runs a combination barber shop and undertaker's service from this two-story building. The first floor, split into to equal halves, serves his two businesses; the top floor is his living quarters which he shares with his wife and newborn girl.
When Garick first entered Daggerford, he set up his cadaverous business which he called The Fallen Man, but business wasn't all that good. Being dwarven, he found the human desire to be clean shaven a mystery and fasci¬nating, so he decided to try shaving one of the cadavers. He found a peculiar delight in it, and decided to open a shop shaving the faces and skulls of Humans and Gnomes (his involvement with the Garl Glittergold faith de¬manded a full-length beard so he couldn't shave his own face). His skill with the straight razor is legendary.
45.Darfin Longwalker’s Residence
Darfin (LG em F7/M6), the eldest of Sir Elorfindar's four children, is the heir to his wealth and property.
47.Chateau Elite Inn
This is the highest-rent place to stay in Daggerford. It caters to the financially adventuresome, the noble, and those that like to be pampered beyond belief. If the pa¬tron desires it, they never have to step foot on the plush carpeted floors, for a wheeler can place them in a chair, wheel them about, pick them up, set them on the bed, remove their clothing, bathe them, feed them, etc. At¬tendants are everywhere one looks and all employees are very patient and accommodating. A stay at Papa Blekandssen's (LN hm T1) Chateau Elite costs 200 times that of standard inns (around 400 gp/night).
48.Bjorn’s Tenements
This sizable structure was once a grand, private residence but has since been subdivided and transformed into low- rent housing. The building is owned by Bjorn (LE hm F4), a nobleman from Waterdeep, who sends hired guards to collect the rent each month.
49.Korbus’s Jewelry and Fine Ornaments
The front window of this small, one-story shop displays its long-nosed, wheezing owner, the jeweler Korbus Brightjewel (CN gm Ill7), hard at work on small, exquis¬ite pieces of jewelry. He could have a much higher class of customer in Waterdeep but prefers the small-town life of Daggerford. As good as any Waterdhavian or Cal- ishite craftsman, he's regularly visited by representatives of the great trading companies of Waterdeep eager to buy his latest earrings, ornamental bracers, dangle garters, and jeweled belts and gloves.
Locals say Korbus uses magic to give his work its strik¬ing beauty. He's an expert at identifying gems —even magical ones. The nobles of Waterdeep keep him busy with special orders for their ladies. As Gnomes prefer, the family quarters are in the basement.
50.Farrel’s Fine Jewelry and Apparel
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, Tashalar, and more exotic regions at prices even higher than you'd pay for them in Waterdeep. Farrel (LN hm F1) has an eye for matching hues and for resetting jew¬elry of dubious history. He acts as a middleman for in¬teresting jewelry pieces coming through town, includ¬ing magical ones (which are always sold for double the price given in the ENCYCLOPEDIA MAGICA™ tomes). His shop is always worth a look if the buyer's too rich to care what things cost.
52.Nartan’s Fine Foods
Nartan (LE dm F9) runs an expensive market and dry goods shop. He caters to merchants, visiting nobles, and rich Daggerford citizens who send their servants and ap¬prentices to shop here. A short, portly man, Nartan keeps many rare or imported items, including spices and dried fruits from Chult, snowberries from the Ice Moun¬tains, and preserves from Calimshan in stock. The prices are high, but the items are top quality. A ward cast inside the walls of this shop keeps everything from spoiling, meaning perishable items can literally be kept in stock for years or even decades.
53.Lady Luck Tavern
This two-story former warehouse for a trading concern caters to soldiers and adventurers. Darryl Orcslayer was given the warehouse as a reward by the survivors of the trading family for slaying orcs who'd killed the owners in
a raid. Darryl died some years ago, but his son, Owenden (CG hm P3 [Tymoral), presides over the tavern. It's a popular place for taletellers, soldiers, adventurers, and fun-seekers alike. The preponderance of weapons in the hands of those who know how to use them makes this a relatively safe drinking spot.
The entire northeast wall of the taproom is covered by a huge, splendid color map of Faerun, from Calim¬shan to the Spine of the World and from the Moonshaes to Raurin. News and rumors of treasure finds, dragon sightings, and possible treasures are eagerly discussed, as are tidings of war.
Both levels have been opened 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.
In the center of the taproom is a massive stone pillar bearing the weight of the ceiling that has a ladder of iron hooks up one side. The pillar is used to display the bat¬tered shields, personal Runes, and other mementos of pa¬trons who've died in battle or disappeared while off ad¬venturing or on military missions. 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 bring the relics of fallen comrades are given a free drink.
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 strik¬ing 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 tap¬room like a soft black canopy, suspended from the ceil¬ing on eight chains.
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 forced offering at the shrine of Tymora 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 her-self 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, the other 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.
54.Merchants’ Guild
This two-story building contains a first floor cut out like a basement, creating a two-story-tall meeting hall with a second floor above. The meeting hall is decorated with wares from the merchants who are members. Silk hang¬ings clash jarringly with nearby pottery, while wood carvings and sculptures are placed next to each other without regard for style, consistency, or taste.
Many meetings take place in this hall, but little is ac-complished because of merchant rivalry. The guild was originally conceived to give the merchants power to wield over the council and the duke as the merchants saw fit, but luckily, their petty complaints and price feuds keep them impotent.
55.Jewelers’ Congress
This structure is home to both the Jeweler's and the Whitesmiths' Guild. It's a massive, four-story building that looks like a bank vault. The doors and windows are reinforced, and the area is constantly patrolled by the militia and the constabulary.
The guild has reason to be so careful. The guildhouse is a central depository for jewels and precious metals. A guild member who wants to store something can do so for a small fee, which varies based on the value of the item.
56.Derval’s Bright Blade
This smithy is the best and largest of the four in town. The back area is full of construction tools created for the building projects he and his family have worked on over the years.
The master smith at Derval's Bright Blade, Derval Ironeater (LN dm F6), 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. Derval leaves most of the con¬struction business to his family. He's 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.
57.Kryptgarden Scrolls
This is the town's only library, and all documents, as writ¬ten by local scribes, are kept in this three-story building. Whenever merchants come through town, the scribes are usually the first ones to approach them, asking to see all the books, scrolls, and tablets the merchant may be carry¬ing. Anything that the scribes don't already have are bought and hoarded away in their tight little building. Re¬cent rumors, supposedly from an inside source, says the li¬brary houses over 20,000 books and scrolls to date.
Guild scribes spend their days looking up documents for adventurers and sages and their evenings copying, archiving, organizing, and storing the books under their care. Only guildsmen, though, are allowed past the foyer. There is a ward on the whole building, making it and everything inside immune to fire and lighting of both magical and mundane origin.
58.Tailors’ Federation
This three-story building is somewhat dilapidated. The guild, being rather poor, doesn't want to spend the money to have it fixed up, even though the Carpenters' Guild promises to give below-market rates.
The first floor is the shop of the guildmaster, a time- honored tradition in the guild. Noblemen and the wealthy shop here because the guildmaster is the best tailor, but he's also the most expensive. The interior of the first floor is a sharp contrast to the outside; it's ex¬quisitely decorated with fine art objects.
59.Tanners’ Council
This odorous building provides all the cured leather for the Daggerford area. Several vats of boiling water are normally used in the curing, but for those who want the authentically cured leathers, vats of urea and cattle guano are used —and these are the vats that cause the stink so many people complain of.
60.Thinkers’ Fraternity
The Thinkers' Fraternity is a place of shared ideas, pro¬posed magic theorems, and theological discussions. To become a part of the fraternity, a test must first be passed (requiring an Intelligence of 17 or greater). All members of the Thinkers' Fraternity are able to use Kryptgarden Scrolls without charge and can shop the Scribes' Friend¬ship at discounted prices (75% off).
61.Youatt’s Residence
A veterinarian of some quality, Youatt (CN hf F1) spe¬cializes in "pet" animals that include small mammals and reptiles. He works out of his residence providing adop¬tion services, temporary housing, and medical and pre¬ventative medicines.
62.Wayfel’s Residence
Wayfel (CN hm F3) moved to Daggerford to set up shop He's single but actively seeking a lifetime mate —and he's not particularly picky about the specific characteris¬tics of his future partner.
63.Physicians’ Order
This guild hall is home to apothecaries, physicians, em- balmers, and healing clerics, which are, unfortunately, often linked in the minds of most Daggerford citizens. The hall is the closest thing to a hospital in Daggerford and is thus centrally located.
Fees for embalming are cheap, while apothecary and herbal techniques are more expensive. Physician and surgical work is inexpensive for the removal of warts and other simple surgeries, yet expensive for more daring techniques — and magical cures are outra¬geous. The close proximity to The Clean Chin, a com¬bination barber shop and undertaker service, is proba¬bly no coincidence.
64.Taverners’ Confederation
The Taverners' Confederation is a local guild for tavern owners and their employees. The guild is designed to make the government aware of the needs and desires of the tavern owner, to ensure relatively even prices throughout the city, and to make sure the tavern doesn't rip off its employees. All the taverns in the city are char¬ter members.
65.Owenden’s Residence
Owenden (CG hm P3) is the owner and manager of the Lady Luck Tavern. He inherited the establishment from his father, Darryl Orcslayer, who died some years back.
66.Garrick’s Residence
A priest of Tymora, Garrick (NE gm C4) decided to break off from the temple in Daggerford and is planning on traveling the countryside to see the true powers of his deity.
67.Cromach’s Smithy
Cromach (NG hm F3) is a human blacksmith who spe¬cializes in household and animal-care Equipment. He's not the weaponsmith Derval is and knows it, and he doesn't try to compete. He has a nice trade and is very comfortable with his work, being something of an artist. His pots and other ironwork are treasured for their fine beauty as much as for their utility.
69.Oleg’s Weaponforge
Oleg (LN hom F4) is an unmarried half-orc smith spe¬cializing in weapons, armor, and cavalry gear. He does surprisingly good work, but unfortunately few patrons enter his shop, and it's not uncommon for citizens of Daggerford to throw vegetable and eggs at his business. In spite of the fact that he's a "monster" by everyone's terms, he's probably the most humane, patient, and calm individual in town. He's yet to get angry at the townsfolk for their reaction, which he understands.
He's been getting a steady clientele from the adven¬turing community who appreciate his specialty in long and bastard swords that gain a temporary nonmagical +1 attack bonus for the first 20 successful strikes, yet he sells them at standard prices.
70.Quarenghi’s Residence
Quarenghi (NE hef P3) is a priest of the Cult of Ao. He's been trying to get people to follow him in his adoration, but thus far, he's had no luck.
71.Garth’s Residence
Garth (NG hm F4) is a son of the Delimbiyr family. His family sent him off with Maelwyn and company to keep him away from the wine cellars, afraid he would drink the family's profits away. After returning successfully from adventuring, Garth bought this house and has little to do with the family business.
72.Kira’s Residence
Kira (LG ef M5), the great-granddaughter of Elorfindar, has both gold and Moon elf in her heredity. She's proba¬bly the reason that Maelwyn's adventuring company sur¬vived its years in the wilderness. Her spells snatched more than one battle from the clutches of some hideous beast, and she has developed into a respected wizard.
73.Tymora’s Shrine (Fairfortune Hall)
Located just off of the drill field, Fairfortune Hall is a minor shrine dedicated to the worship of Lady Luck. The keeper of the shrine is Bando the Lame (CG hfm P7 [Tymora]), an old halfling depending on a crutch to get around, a lasting memory of a nasty battle with three lizardmen. To this day, Bando has an intense hatred for all lizardkind.
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.
74.Oleg’s Residence
Oleg (LN hom F4) is the owner of Oleg's Weaponforge.
75.Leatherworkers’ Conglomerate
This is the best place in town to buy leatherworks for armor and barding. The second and top floor have three apartments for apprentices (currently vacant), and the conglomerate also serves as a meeting place for all leatherworkers within a three-days' ride from Dagger- ford.
76.Farrel’s Residence
Farrel (LN hm F1) is the owner of Farrel's Fine Jewelry and Apparel.
77.Baergon Bluesword’s Residence
Baergon (CN hem F7/C7) came to Daggerford riding with Waterdeep fighters during the Dragonspear incur¬sion. He found Daggerford a place with many true wor¬shippers of Tempus — though most of them didn't know it—so Baergon set out to enlighten them.
Baergon is not necessarily well-liked among the gen¬eral populace, for he follows his patron god very seri¬ously, continually trying to recruit young militiamen whose parents would rather they stuck with the soil and followed Chauntea's faith, or at least worshipped Lady Tymora, a known entity. Still, Baergon continues his missionary work and preaches to the professional fight¬ers, many of whom are glad to have a god they under¬stand to worship. He's the head priest at Tempus' Shrine, otherwise known as Table of the Sword.
He owns a broadsword +1 named Tempusfugue (AL N, Int 12 Ego 2) with the ability to detect magic (twice per day). He also has chain mail +1, a shield, a ring of regener-
ation, and a medallion of ESP. He can cast: 1st Level: bless, cure light wounds (x2), detect evil, remove fear; 2nd Level: aid, detect charm, find traps, hold person, slow poi¬son; 3rd Level: continual light, remove paralysis.
78.Delfen’s Residence
This is Delfen's secondary residence (his primary resi¬dence is his tower). It's currently for sale, but no one has made an offer. Delfen's hoping someone buys it soon so he can afford some exotic spell components.
79.Emser’s Residence
Not much is known of Emser (NG gm T3), though rumor has it that he's a champion illusionist of ines¬timable talent and power. No one knows where the rumor comes from, but everyone in the city gives him a wide berth when he walks down the street. He seems to enjoy the awe.
80.Ines’s Residence
Ines (LG hf T4), is a second-rate thief who has an in¬credible ability with locks and doors of all kinds (open locks and find/remove traps), but he's a bumbling idiot when it comes to anything else in the rogue arena (pick pockets, move silently, hide in shadows, detect noise, climb walls, and read languages). He's the perfect example of a specialist. If one needs a pocket picked, don't come here.
81.Bohle’s Residence
The exact opposite of Ines, Bohle (CN hem T5) is a master where Ines is deficient (move silently, hide in shadows, detect noise, climb walls, and read languages), but by the same token, he's wanting in pick pockets, open locks, and find/re¬move traps. He makes a wonderful information gatherer.
82.Scribes’ Friendship
This guildhouse is also the workshop (along with the Kryptgarden Scrolls) of Daggerford scribes. The entry for Kryptgarden Scrolls explains the fee structure for scribe work.
83.Yarth Stowage
This company, owned by a natural pack rat, Yarth of Berun (LN gm T12), is truly the safest place in the North to store items. Yarth owns the five-story building and has partitioned every floor into small, 10x10x10- foot cubes with locking doors and thick metal sides. No one is allowed into the building unless they're getting something out of storage, placing something into stor¬
age, paying the monthly fee, or asking information about the facility.
Yarth has so much pride in his business, he claims that no one can break into his vaults. He may very well be right, considering the whole building is blanketed in a powerful ward that keeps everyone who enters the building from being able to carry out an evil task —this even includes deeds where the end justifies the means, for instance, stealing a holy relic from Yarth Stowage to return to Chauntea's Temple. Yarth has taken residence in the uppermost floor of the building in order to keep a closer eye on his business.
85.Oryv’s Cloth Emporium
Oryv (NE hem T7), a shrewd Daggerford merchant, spe-cializes in fine imported cloth but always sells domestic products. He always has an ear to the ground through an extensive network of caravan masters and boat captains. He doesn't hesitate to organize a trade mission anywhere in Faerun where he thinks he can get a bargain.
86.Sorceller’s Encapsulate
This is the local spellcasters' guild. Mages and wizards, as well as priests and clerics, are allowed entry into the guild. The guild limits the amount of spell trading, mak¬ing sure that those of equal level trade with those of equal level only. This keeps the lesser spellcasters from blowing themselves and the guildhouse apart.
88.Derfs Skin Art
Derf (CN hm F3) runs a very clean shop where he and his two apprentices (one of whom is 15 years older than he) tattoo pictures and expressions on the bodies of sailors, merchants, and adventurers. Derf is extremely talented in his work, but takes 50% longer with a design than his initial estimate. The eldest of his apprentices, Sniden Elkslodge (CN hm F2), is famous for tattooing a map on the back of a dwarf. The other apprentice, Zare- bor the Piercer (CN fm F1), has a wonderfully rougher style that's considered "vividly unpleasant" by Water- deep nobles. Zarebor has been working on scarification and branding, hoping to become the forefront artist in this new "beautification" technique.
89.Fences’ Syndicate
This "guildhouse" serves more as a spotting station for the black market and those that want to buy or sell into the illegal marketplace. The people who greet the new¬comer to the shop run a complete background check on
the individual using some of the many magical items and spells at their disposal. If the person checks out, they're introduced to a person who can serve their needs — usu¬ally in a highly expensive way.
90.Schlegel’s Residence
Schlegel (LG hf M1) wants to be an adventurer, but no one has allowed her to go with them thus far. She could prove to be a loyal accomplice if given the chance, and she wouldn't forget the company who adopted her when she finally becomes a powerful spellcaster.
91.Daggerford Inn
This is a down-and-dirty place to get a guaranteed restful night's sleep. The walls are thick and covered with ta¬pestries and wall rugs to blanket and absorb sounds. Each room has a small potbellied stove with a quarter-cord of wood and a bucket of coal which gives the place its dirty and oily look. The tavern is owned by Demetira Land¬scraper (LN df F2) who is fabled to have dug a 1,000- foot path through solid rock in less than one year with her fingernails and bare hands. She, however, lives else¬where, preferring cleaner sleeping conditions.
92.Kelson Darktreader’s Residence
The 73-year-old Kelson (NG hem R7) is only beginning to get some silver hairs among the gold that have adorned his head since his youth. The Huntmaster is taciturn and closed-mouthed, never using two words where one suffices. He has elven chain +3, a longbow +1 with arrows +1 (10) and arrows +3 (3), a khopesh sword +2, a dagger +3, and a medallion of ESP.
Kelson's grandfather is Sir Elorfindar, and his father was Elorfindar's full-elf son. His mother was a human woodsman's daughter whom the son, Filvendor, met while hunting in the Misty Forest. Kelson was raised by woodsmen and then rangers. He became Master of the Hunt to Duke Pryden, and he has continued in that po¬sition with Pwyll. They say no one in Daggerford knows the Misty Forest and High Moor better than Kelson.
Anyone with a desire to learn the bow should meet Kelson Darktreader. He's a good source of otherwise privileged information about the Misty Forest, Laughing Hollow, and other local haunts that beginning charac¬ters might not have any other way to know.
93.Llewellyn Longhand’s Residence
Lord Llewellyn (NG hm F9 [Cavalier]), the 60-year-old duke's Master-at-Arms, has been a retainer of the Dukes
of Daggerford since the time of Duke Conan, who ruled before the unlucky Pryden.
Duke Pryden made the faithful Llewellyn Master-at- Arms for the duchy, an office he has dutifully fulfilled for 30 years. As such, he has both led the duke's followers in the field and defended the castle while the duke was away. He currently enjoys his high status as a Banneret by having earned it with repeated use of his knightly sword. Sir Llewellyn was knighted at an early age by Duke Conan.
Sir Llewellyn carries field plate +2, a lance +2, and a broad sword +3. He's one resident of the castle that any¬one who wants to gain proficiency with the sword and riding should try to meet.
94.Liam Sunmist’s Residence
Liam (LG hm C10; W 16) has served Lathander's temple, also known as Moonglow Tower, for many years. He took the name Sunmist when he reached priestly level, and most people call him by that name. As priest of the god of new beginnings, Liam is loved throughout town, and the temple is well-attended, even by those who also worship Tymora, Tempus, or Chauntea.
Liam owns a mace +2, scale mail +2, and a ring of mind shielding. He typically memorizes the following spells: 1st Level: bless, command, cure light wounds (x2), detect evil, protection from evil; 2nd Level: chant, enthrall, hold person (x2), resist fire, silence 15' radius; 3rd Level: dispel magic, flame walk, remove curse; 4th Level: cure serious wounds, divination; 5th Level: cure critical wounds, raise dead.
95.Chauntea’s Shrine (Harvest House)
Maerovyna (LG hf D9) presides over this large, stone es-tablishment which is also known as Harvest House. Not far from the Farmers' Gate, she administers 14 priests and about 30 lay brothers between 2nd and 5th level. This shrine to the Great Mother is of great importance to all the farmers and ranchers of the Daggerford area, as the priests spend their time fulfilling the needs of the commu¬nity, including blessing fields and researching new plants. The oldest apothecary in town is Duneden (LN hm C3). He has the ingredients for most common spells, but he de¬pends on caravans for more exotic ingredients.
96.Ransaran’s Sergeant-at-Arms
Ransaran (LN hm F13) lives and works here, crafting exquisite and expensive armor and weapons for nobles and wealthy adventurers. His wares are expensive, but there's a chance that they may have a natural, nonmagi-
cal bonus due to the quality of their construction. Ransaran's armor, shields, and weapons, cost three times normal price. When purchased, roll 1d6. If a six is rolled, the item grants a nonmagical, +1 bonus for two years (if properly cared for).
97.Ruckert’s Residence
A member of the Cult of Ghaunadar (the god of slugs, oozes, slimes, and jellies), Ruckert (CE hm C5) keeps his membership a secret from all who know him. No one sees him practice any rituals, and when asked what deity he venerates, he proclaims he's in the service of Ibrandul, the patron of underground-venturing adven¬turers.
98.Wiston Apothecary
This three-story building is used for selling medicinal items, training, and as sleeping quarters for apprentice physicians. Most potions and herbal remedies in Dagger- ford are invented by the master apothecary, Wiston of Yartar (CN hm M8), in his shop, but apprentices in the guild occasionally stumble upon something new (which Wiston takes full credit for).
99.Filvendor Lightfoot’s Residence
Filvendor (CG em M4/F3/T4), one of the four children of Sir Elorfindar, is the youngest and, quite possibly, the most like their father. He's spirited and untamed, preferring a little stress and adrenaline in his daily diet of life, and thus he is shunned a bit by his siblings. Filvendor's father has spent a great deal of time trying to guide and assist the young elf, but he knows his efforts are fruitless. Filvendor's in control of his destiny, and Elorfindar knows that his son has to find his own path in life.
100.Korbus Brightjewel’s Residence
Court Jeweler to the Duke of Daggerford; this is an honor he did not seek but accepts as his due. Korbus (CN gm Ill7) prefers the relative peace of Daggerford to the bustle, crowding, and intrigue of Waterdeep, and he refuses all inducements to relocate. Some noble families have offered to sponsor him for life if they can have the exquisite creations of his skilled hands. Representatives of the Lords come to Daggerford expressly to order spe¬cial work from Korbus and his family.
Korbus is especially fond of crafting detailed insects, birds, and lizards from gems, gold, and silver, particularly
into pins that perch on the shoulder of a lady or hold her cloak together. There are those who say he uses magic to enhance his work, but the known final products do not react to a detect magic spell.
Korbus identifies and values jewelry for nominal fees (10 gp per piece) He offers to purchase especially rare or fine pieces and has coins aplenty to do so. Korbus uses his detect magic ability to examine for magic, and he fully and honestly reports what he finds. Korbus teaches the arts of the illusionist only to Gnomes, de¬testing adventuring.
Korbus has treasure cached in places and substantial investments in Waterdeep and Elturel. He is known to possess a ring of protection +3, a wand of metal and mineral detection, and a robe of scintillating colors. He typically has the following spells memorized: 1st Level: audible glamer, burning hands, color spray, Nystul's magic aura, phantasmal force; 2nd Level: levitate, mirror image, whispering wind; 3rd Level: illusionary script, item, spectral force.
101.Uilkens’s Residence
Uilkens (NE dm T1) is a pitiful excuse for a rogue, giv¬ing evidence that not all races are designed for the intri¬cate dexterity involved in this line of work. Any adven¬turing party who hires this work-seeking thief is in for a miserable surprise.
102.Pascal’s Tenements
This undistinguished four-story building houses several freelance thieves who occasionally cooperate to avoid the close attention of the Daggerford militia. The first floor contains seven flats for rent, while the remaining three floors have eight rooms each. Currently, Pascal's Tenements has three vacancies, all on the second floor.
Each flat contains a bedroom with a small bed, a front room for entertaining guests, a small kitchenette with a wood-burning stove that also heats the flat, and a privy that's nothing more than a closet with a hand pump and a seat with a drain pipe that empties into the town's sewers (containing, generally, an awful scent). Pascal (NE hm T4) supposedly lives outside Daggerford's walls, but this is in doubt, since he's never seen leaving or coming in.
103.Xylander’s Residence
Xylander (NG dm P4) is a priest of Selune.
104.Shalendra Dare-all’s Residence
Shalendra (LG ef F7 [Cavalier]), one of the four chil¬dren of Sir Elorfindar, is a cavalier of some respect, but as
of yet hasn't been accepted into the house of the ducal lord of Daggerford. Meanwhile, she serves a local barony from Waterdeep. Still, she hopes to be honored and serve for her hometown.
105.Maerovyna’s Residence
Maerovyna (LG hf D9; W 17) is a grandmotherly woman of nearly 70 years who's led worship for many years at Chauntea's Shrine, or Harvest House. She owns a variety of magical items, including a staff of striking (12 charges), a ring of truth, and a mace +3.
She normally has the following spells memorized: 1st Level: bless, cure light wounds (x2), detect magic, entangle, faerie fire; 2nd Level: aid, augury, dust devil, heat metal, slow poison, speak with animals; 3rd Level: call lightning, meld into stone, starshine; 4th Level: cure serious wounds, speak with plants; 5th Level: transmute rock to mud.
106.Farmers’ Society
This guildhouse is more than just a meeting place for farmers. They congregate here to discuss crop rotation techniques, decide who's going to plant what, how much crops should be sold for, how big of a crop should be grown (so as not to flood the market), and other agricul¬tural and business concerns. The farmers are a very tight bunch of hard workers, and they band together as if they were one big family. To hurt or kill a farmer is to bring the wrath of every one of the 200+ farmers left alive.
108. The Grand Playhouse
This is one of the largest structures in all of Daggerford, and it's also one of the least used. Originally designed to bring culture and civility to the small town, a maestro named Samous the Rapturous Songster (NG hm B12) — a title he gave himself — purchased the land and had the huge structure built. When the building was completed, he hired a platoon of actors and aria-carting divas and tried bringing the plays made famous in the largest of cities to Daggerford. To say no one came to see the act¬ing and singing is incorrect, but to say the seats were vir¬tually empty is true. To say the least, Samous lost his shorts in the venture and had to close the theater doors. He moved on to better pastures, probably trying again but in a larger town.
The building has a unique ward that deadens all sound, allowing no noise whatsoever to be heard outside the walls. Even with open windows and doors, nothing can be heard until the cubical effect of the ward is en¬tered. Samous was afraid that the citizens would refuse to
purchase seats to see and hear the play, so he wanted to make sure no one got anything they didn't pay for. To this day, the building stands vacant. Blood smears on the floor and walls suggests assassins are using the silencing ward to their benefit.
110.The Happy Cow
This pleasant tavern stands just inside Daggerford's north¬ern gate. It features blended beer made by the owner, Ful- bar Hardcheese (CN hem T12), that tastes like almonds and excellent sharpcrumble cheese made on Fulbar's fam¬ily farm. The Cow caters to farmers, who sit nursing tankards at all hours. Locals say Fulbar is a rich and suc¬cessful adventurer who retired here not long ago.
Fulbar says nothing about his past. He disdains ad-venturers 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 adventure¬some past.
111.Vix the Chandler
Vix the Chandler (CG dm F1) not only sells lamps, lanterns, torches, and similar items, he's also responsible for lighting the lamps along Duke's Way and Hill Road for night celebrations. He makes a good living, as lamps and torches are always in demand from the vast number of adventurers who use this town as home base for their exploratory missions into the deep north. Vix lives above his shop with his three apprentices, wife, and two teenage daughters.
112.Fulbar Hardcheese’s Residence
Fulbar (CN hem T12), owner of the Happy Cow, is a for¬mer adventurer who wants to forget his adventuring ca¬reer. The owner of studded leather armor, a ring of cha¬meleon power and one of featherfalling, Fulbar also cher¬ishes his magical blade, Quietstrike, a short sword +3 (AL N, Int 13, Ego 15) with the ability to detect shifting walls and rooms and detect secret doors. He keeps the blade on the wall in his private quarters. Some say that he teaches thieving skills to Halflings, but no one has ever con¬firmed this.
He owns a dairy farm just outside of town that is run by his son, Dickon. Fulbar is also becoming a landlord of considerable holdings in both Neverwinter and Baldur's Gate, though he's at some pains to keep this as quiet as possible. He's always good for a loan to his friends, and so can call on a lot of stalwart farmers and folk of Dag- gerford for swift aid if need be. Fulbar sees himself as a
quiet power in the North, working behind the scenes. He would be shocked to learn just how close a watch the Lords' Alliance, the Harpers, and, more recently, the Zhentarim keep on him.
Fulbar is an ex-adventurer who settled down in Dag- gerford and set out to just be a happy farmer/taverner. The populace knows he has been an adventurer but gets no de¬tails from him. He never talks about it, and he actively discourages adventurers from using his tavern. He prefers the company of the region's farmers and merchants.
Some speculate that he is ashamed of his previous life as a thief, but one reason Fulbar wants to keep so quiet about his deeds of daring is to avoid the attention of the Zhentarim and Cult of the Dragon.
He has most of a dragon's hoard gained somewhere in the backlands of the Sword Coast buried deep under his tavern, and so he never runs short of funds. When he needs cash, he simply digs up some. In this way, he's been able to keep the Cow cheap and cheerful and to buy out most of the poorer farmers, letting them work their former land as tenants.
113.Sherlen Spearslayer’s Residence
Sherlen (LN hf F9) came to Daggerford a few years back with her husband, another adventurer. While she was having their child, he went off on another adventure and hasn't returned. After her child was born, she joined the militia and quickly rose to command it. She's a stem taskmaster, making "rare as a smile on Sherlen's face" a common saying in Daggerford, since the time her hus¬band was supposed to return passed. She's extremely fair, however, taking delight in militia troops who do well. She's full of good advice, and has no inclination to ad¬venture until she knows for sure what's happened to her husband. She carries chain mail +2, a shield, a spear +2, a ring of jumping, and boots of levitation.
114.Maelwyn’s Residence
Maelwyn (LG hm F4 [Cavalier]) is the son of a local baron who has served in the militia for more than 15 years. Maelwyn has had some luck as an adventurer, al¬though he prefers the quiet court life.
115.Animal Handlers’ Affiliation
This small, impotent guild consists of ranchers, animals trainers, veterinarians, and other animal lovers. This is a good place to get your pet, mount, or animal companion cared for in case of illness, disease, or injury.
116.MacClure’s Residence
MacClure (CN gm T1) is a master at reading languages and detecting noise. His other abilities are pretty much standard for his level. He's looking for a good adventur¬ing company to team up with, though he has no inten¬tion of leaving Daggerford permanently, preferring to ad¬venture close to home.
117.Cadogan’s Residence
Cadogan (CG hm T2) was a member of Her Majesty's Reconnaissance Team, named after a slightly crazed no-blewoman of elven blood who hired a group of 17 ad¬venturers to regain family heirlooms from fallen Netheril. She has since died, and the company kept the profits they acquired.
When she died, a curse overcame the company, and the members started dying off—one per year. After 14 years, there are only three left, leaving Cadogan more than slightly paranoid.
118.Dragonback Inn
This three-story inn is most suited for those who till the land or live for months at a time in the wilds. The build¬
ing is rustic with open ceiling beams, rough-hewn walls, nonexistent bellhops, and flame-broiled foods. Its prices compare to the mid-range inns in Waterdeep, but the food, if outdoor-tasting food sits well with the pallet, is the best around. Alian (NG dm F9), the ex-adventurer who owns the establishment, lives on the second floor with his life-long girlfriend and a pet dire wolf hybrid named Sheeba.
120.Kyrie’s Residence
Kyrie (NG hef T2) has never adventured, but if offered an equal share of the take, she'd probably join. Nobles from Waterdeep often hire her, so she spends much of her time traveling. When she's in town, she remains for 1d4 weeks, but when on a job, she's gone for 1d20 days, often travel¬ing as far as Ascore or Calimshan to retrieve property or personal belongings (if the price is right).
The first time the DM determines if Kyrie is home, roll 1d10. If the result is 3 or less, she's home. If gone, she returns in 1d20 days.
121.Aswansea’s Residence
Aswansea (LG ef P4 [Tyr]) always wanted to be a ranger, but she fell behind on training hikes. She's good friends with Maelwyn, having adventured with him many years ago. She still serves the town militia, leading patrols both around the city and out into the countryside.
122.Cork’s Residence
Cork (NG hm F5) is the adventuring son of a shepherd, another of the members of Maelwyn's band of treasure- seekers. He's somewhat involved with Aswansea, though he's having problems accepting the fact that she doesn't want to get married to "short-lived" Humans.
123.Jesse’s Residence
Once a guard for Amphail, Jesse (CG hf F5) is well known and well liked in that city. She retired after suf¬fering a disabling blow to her shield hand, but she's still a dangerous adversary. Recently she's been involved with Daggerford's constabulary, helping the constable set up perimeter watches and training him and his posse for in-city combat.
124.Filarion Filvendorson’s Residence
Filarion (CN em T11), like Kelson Darktreader, is a grandson of Sir Elorfindar and son of Filvendor. His mother is a Moon elf, which makes him Kelson's half brother, but the two are barely cordial to each other.
Filarion was trained as a thief somewhere to the east but constrained his activities to adventuring, so he's re¬garded highly and looked up to by much of the populace. He is rumored by many to be the guildmaster of the thieves in Daggerford, but when questioned about it, he simply writes it off to "idle human gossip."
He has a short sword of sharpness, elven chain mail +1, rings of shocking grasp and chameleon power, and a wand of secret door and trap location (27 charges).
125.Thieves’ Brotherhood
Headquarters of the thieves' guild, this stone house stands two stories tall. It has a single, low doorway with two shallow steps and a few small, barred windows. Un¬known to the general public, the guild makes use of all three of the "vacant" buildings in the Farmer's Quarter (Locations 119, 131, and 139). They plan to continue using several of the floors for nefarious guild purposes until they're sold.
126.Czszudleaux’s Residence
Czszudleaux (CN gm Ill7) is a master of his craft. Every year, he creates an elaborate display of illusions for the inhabitants of Daggerford, a show that the residents are willing to pay 2 sp each for.
127.Hadrion’s Residence
Hadrion (NG hem T3), who recently changed his name from Hadiron, is rumored to have dwarven blood cours¬ing through his veins. He had hoped to stop the rumors by changing his name to remove the "iron" reference, but so far it has not proved effective.
128.Paine’s Residence
Paine (N hf T4) was an executioner for the Zhent before escaping to the North. Constantly looking over her shoulder, she distrusts anyone new, refusing to admit to who she is —often flat-out lying—until she feels they can be trusted.
In truth, the Zhentarim are looking for her. They plan on poisoning her to keep her from voicing secrets she might know.
129.Falconer’s Residence
A dwarf who worships Chauntea, Falconer (LG df T5) is a dwarf at peace with nature. He has such an affinity with birds of prey that they roost on his roof, light on his eaves, wing through his open windows, and nest in his rafters. He's able to communicate innately with them, and on occasion, he's been seen hunting rabbits and small mammals with the help of his avian predators.
130.Guildmasters’ Hall
This imposing, two-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 caravans. There was some dissatisfaction when the hall was built because several farmers' homes had to be torn down to accom¬modate it, forcing the residents to move to the Caravan Quarter. Many objected to having demihumans for new neighbors.
The GUILDS of Daggerford are not as formal as those of larger cities. The chief priests of the town's four main re¬ligions (Chauntea, Lathander, Tempus, and Tymora) are also members of the Council of GUILDS. By the wording of the town charter, the duke is not a member. The head of the militia, who happens to be the duke's master-at- arms, is a member.
The owner of the River Shining Tavern has been complaining ever since the Guildmasters' Hall was con-structed, because it's feared that the guildmaster might not use the tavern for their meeting place, choosing the new hall instead. The constabulary is keeping a close eye on both places, making sure that no one tries to burn down the place.
132.Nicomantis’s Residence
Nicomantis (LG hm C6) has a strange combination of powers given him by the deities. He has a strange power over all predacious insects (those with six legs, not more) and he has an all-encompassing interest in plants, whether dead or alive.
Some believe that Nicomantis can communicate with plants, and that they tell him whenever someone evil passes by. Others believe that he can make the plants come to life, wrapping their vines around intrud¬ers. Whatever the truth behind the tales, few can dis¬pute Nicomantis's green thumb. Plant life thrives in his house.
Additionally, Nicomantis demonstrated his mastery over insects a few years ago. When confronted by an angry adventurer who demanded healing, the old priest began humming. As the adventure approached with steel drawn, insects came flying and crawling toward him. Their bites and stings sent the adventurer scream¬ing from town.
133.Bando the Lame’s Residence
Bando (NG hfm P7 [Tymora]; W 18) was a thief/adven- turer when his party went into the High Moor in search of treasure. All they found were trolls who ate the entire party except for Bando. He was crippled by the experi¬ence and now gets around with a crutch. He's never be¬grudged his lameness, considering the fate of his com¬panions. Instead, this was a religious experience for Bando, who has now abandoned the thieving way for worship of Tymora, goddess of luck.
Bando is now the custodian of the shrine of Tymora in Daggerford. He has leather armor +3, shield +1, a ring of invisibility, a mace +1, sling bullets +2 (5), and a luckstone. He typically has the following spells memorized: 1st Level: cure light wounds (x2), bless, light, protection from evil; 2nd Level: aid, find traps, know alignment, silence 15' radius, slow poison; 3rd Level: continual light, dispel magic, remove curse.
134.Demetira Landscraper’s Residence
Owner of the Daggerford Inn, Demetira (LN df F2) began her life as a miner in Citadel Adbar. When the threats of Hellgate Keep raged too close for comfort, she moved here and attempted to begin anew. Rumors state that she's digging a cavernous expanse under her house, hoping to open it soon as an underground and com¬pletely secure inn for weary travelers.
135.Potter’s Wheel
Marcus (NG hem P3) is an unremarkable man who makes unremarkable pottery. His two-story hop has three apartments that occupy the second floor.
In reality, Marcus is far more remarkable than initial appearances might suggest. He keeps an eye on subver¬sive activities in the Farmers' Quarter for the Duke of Daggerford, occasionally carrying important messages and documents concealed in his uninteresting, unre¬markable pots.
Marcus was a priest of Chauntea, but an argument with the high priest in Secomber got him stripped of his abilities and station. While he'd like to frame the Church of Chauntea for a crime worthy enough to get them chased out of town, he hasn't been able to get past his moral objections to the plans he's come up with.
136.Wayfel’s Smithy
Wayfel (CN hm F3) moved here a few years ago and set himself up to compete with both Derval and Cromach. His work is 20% cheaper than theirs, but it has a 20% chance of breaking under hard use. Wayfel doesn't com¬pete with Derval in the construction business after his river gate tower collapsed following a flood. The tower had not been anchored in bedrock.
138. Lamet’s Residence
Lamet (CN hm F3) was once on the wrong side of the law, stealing a bottle of evermist wine. He was captured by the Port Llast constabulary and sentenced to five years of hard labor. After four years and good behavior, he was released, and he and his family were banished from the city for three generations. Since his kin were thrown from their homes and expelled from their businesses, Lamet has been ex-communicated from the household. He sees none of his family and has no idea how they're doing.
Here in Daggerford, Lamet is planning to open a blade-sharpening, honing, and derusting shop in his home. He already has a small clientele, and word of mouth is already expanding his business.
140.Carpenters’ League
This guildhouse offers many services throughout its four floors. The first floor features wagon making and wheel-wrights; the second floor specializes in furniture making; the third has door and stair makers; the fourth floor makes specialized items like axles, windmill blades, dow¬els, and the like.
The guild's headquarters and meeting rooms are in the building's small basement. Often suffering from flooding and mildew, the guild's meeting hall is reflective of the guild itself; ineffective and frequently brushed aside or ignored by the Daggerford council.
141.Zeno’s Residence
Zeno (N hem F6) was a mercenary who fought on the side that paid the most, often choosing the underdog if the pay was the same. He's been unemployed for three years, and is thirsting for the "good life" again.
142.Behring’s Residence
Behring (CN dm M3) is one of those rare individuals that people speak often about, both a dwarf and a wizard. Alustriel of Silverymoon believes he has human descent in his blood which gives him the power to wield magic, though Behring denies this. He has no love for under¬ground locales and prefers the openness of wilderness over the dark, damp, and cold fissures of his people's homeland.
143.Marketplace Storage
Even though the booths are becoming more permanent, the merchants here still don't keep their wares out in the open. Fear of losing their goods to both thieves and the elements has created the need for an elaborate — and se¬cure — storage space.
The dilemma was overcome when the town council provided a large stone and wood shed for the merchants. Guarded continuously by the town militia, very few thieves have managed to steal anything from within its walls.
144.Caravan Gate
This is the largest of the city's three gates and is usually kept shut, opening only when a merchant caravan or company of entertainers 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.
This large, empty area is the site of the market which takes place every fiveday and tenday of each ride. Farm¬ers 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 in¬stallation of the drill field near the southern wall. Many of these booths would take a full day to dismantle.
On a given day, the number of vendors changes; roll on Table 1 to determine the number of vendors present. For each vendor available, roll on the Table 2 to deter¬mine the wares they're selling. Note that competition can be stiff for these vendors, so on some days, many sell¬ers are selling the same type of item, and those are the days that PCs find the best deals.
Table 1: Vendors
% Roll# of Vendors
1-21
3-62
7-103
11-154
16-205
21-306
31-457
46-608
61-759
76-9010
91-0011
Table 2:Wares Available
RollWares for Sale
1-10Armor
11-20Barding and pet supplies
21-30Fire-roasted meats
31-40Fruits and vegetables
41-50Jerky and trail foodstuffs
51-60Religious items
61-70Shields
71-80Thieves' contraband*
81-90Weapons
91-00Spell components
* These items are not visible in a merchant's booth. In¬stead, characters with the observation or similar profi¬ciency notice that several deals occur behind closed drapes. Much of the Equipment listed in the Complete Thief s Handbook can be purchased, assuming the mer¬chant and buyer can come to agreeable terms.
146.Drill Field
The drill field is the open area just south of the Caravan Quarter. Soldiers, militia members, and the constabulary can be seen training here nearly every day. When multi¬ple caravans enter the town, they often station here, since the marketplace is normally too small to accom¬modate them. Thefts here are almost unheard of, espe¬cially since the militia and constabulary patrol the area heavily.
147.Commons
This area, which takes up almost half the town, is kept purposely clear as an emergency pasture for cattle and sheep. Otherwise, the horses of the duke and the militia pasture here. The only buildings in this area are the duke's castle, Lathander's temple, the town stables, and the cisterns. By agreement with the duke, this is consid¬ered ducal property.
[2-day’s west] Elorfindar’s Residence
There are few Elves living in Daggerford, but some Moon Elves work as foresters and hunters in the nearby terri¬tory. Sir Elorfindar Floshin (NG em F12/M15) of the House of Long Silences, is a rare exception in the terri¬tory. He's a gold elf with a friendly interest in Humans who decided to stay when most of the Fallen Kingdom moved 1,000 years ago.
Elorfindar's estate is between Waterdeep and Dagger- ford. His gold elf wife stayed with him in his self-im¬posed exile but died 200 years ago after presenting him with four children over six centuries. He has since taken three human wives from the Nobility of Waterdeep and had several more children. Since taking residence among Humans, Elorfindar has employed Moon Elves in his retinue who have both bred among themselves and with Humans. Many of both Elorfindar's and his follow¬ers' children have stayed with the noble elf, but others have made their own way in the area as adventurers, sol¬diers, and even farmers and craftsmen.
Elorfindar owns elven chain mail +4, shield +2, long sword of dancing, long sword +5 defender named Elfhost (see below), longbow +3, sheaf arrows +1 (10), sheaf ar¬rows +3 (3), arrows of slaying goblinoids (2), ring of protec¬tion +2, ring of wizardry (levels 4-5), a huge collection of ioun stones (one of each stone), a staff of the magi (14 charges), and a luckstone.
Sir Floshin typically memorizes the following spells: 1st Level: color spray, detect undead, hold portal, magic missile, sleep; 2nd Level: detect invisibility, invisibility,
mirror image, web, wizard lock; 3rd Level: fireball, haste, hold person, nondetection, slow; 4th Level: dimension door, Evard's black tentacles, fire shield, ice storm, im¬proved invisibility, minor globe of invulnerability, poly¬morph other, Rary's mnemonic enhancer, stoneskin, wizard eye; 5th Level: Bigby's interposing hand, cloudkill, cone of cold, demishadow monsters, hold monster, monster sum¬moning III, telekinesis, teleport, transmute rock to mud, wall of force; 6th Level: globe of invulnerability, guards and wards; 7th Level: reverse gravity.
Elfhost: Longsword, +5 Defender
This long sword has been in Elorfindar's hands for as long as any human can remember. Goblins, orcs, and other enemies of the Elves gave it the name of Elfhost hundreds of years ago. Its blade is made of Mithral that never dulls or rusts, and a large ruby is set into its pom¬mel. Elfhost is an intelligent weapon with a neutral good alignment (Int 17, Ego 22) that possesses the abilities of detect secret doors, detect gems, locate object (120-foot ra¬dius), heal (1/day), and teleport without error.
Elfhost was created to defeat all enemies of the Elves. To this end, it inflicts double damage upon all goblinoid creatures. The blade speaks common, elfish, orcish, pixie, and can also communicate via telepathy.
[2-day’s east] Elorshin’s Residence
Elorshin (NG em M7/P6 [Tyr]), one of the four children of Sir Elorfindar, is a priest serving the Mosque of Tyr.
[2-day’s east] Mosque of Tyr
The Mosque of Tyr is a small fortification east of Daggerford. Elorshin maintains this temple, even though the parsonage is limited to travelers along the road headed for Waterdeep.
[1-day northeast] Black Helm Tower
This is home and headquarters of Ghelimar Firefrostarr (NG hm F11). Additional information on Ghelimar can be found in Code of the Harpers.
Cromach is a human blacksmith who 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 and other ironwork are treasured for their fine beauty as much as for their utility.
9.Mikitan Shipyards
Being right near the River Gate, this shop is able to make larger watercraft than its competitor, Dekoran Boatwright, who's landlocked on a narrow lane. This has done nothing except make Mikitan (CG hm F4) a very rich and powerful man.
10.Mariners’ Alliance
This two-story building contains meeting rooms, archives of sailors' journals, nautical charts and maps, and bunk rooms for visiting guildsmen. If one wants to find a job on a riverboat or on the high seas, this is the best place in town to find one, but one must become a guild member first.
11.Kaulbach’s Residence
Kaulbach (LG hf P2 [Tyr]) is an "apprentice priest" of Tyr and is looking for a higher-level priest to follow and
learn from. She doesn't seem to realize she's well on her way to gaining apprentices herself. She's looking for a way to establish a shrine, and eventually a church, in Daggerford.
12.Olin’s Residence
Olin (LE hm T2) had no luck whatsoever in his earliest years of adventuring. One day, though, he and his com¬pany came upon a cache of a lifetime. Together, he and his adventuring companions found over 45,000 pieces of gold, splitting it seven ways, donating two portions to the wife of one member and the orphaned son of a sec¬ond. Olin retired immediately after the split, and Dag¬gerford just happened to be the first place he came across. In the three years he's lived here, Olin has spent about half of his stash.
13.Soumet’s Residence
Soumet (NG hf F3) is an unusual women. She married an adventurer, attracted to his danger-loving, free spirit. She went with him on an adventure and promptly di¬vorced him for another adventurer in the company who loved the adrenaline of life-threatening situations more than her former husband. Within a matter of two years, she ended up marrying five of her first husband's six com¬pany members. Soumet's fifth husband dumped her in Daggerford after the six company members sat down and discussed her effect on their morale. To this day, she's still legally married to her fifth husband but is looking for another to take his place.
14.Pauldine’s Residence
Pauldine (NG hef P1 [Chauntea]) is a traveling priest who plans to spend the next couple of years in Dagger¬ford. She has a collection of scrolls containing spells of up to 5th level that she is holding onto in the hopes of being able to use them one day.
15.Nanteuil’s Residence
Nanteuil (NG dm P3) was a priest of Muamman Duathal but fell from favor when he took to drinking wine to excess and murdered a fragile young half-elf woman. He didn't remember his crimes, but he was told of his actions by several witnesses. He was taken into custody and served 85 years of hard labor (converting very big rocks into pebbles) for his crimes.
To this day, he remains unmarried with no children and refuses to drink (in fact, he's very much against the consumption of alcohol). The Daggerford constabulary
keeps an eye on this gruff dwarf since he's the prime suspect in the attempted arson of one of the local tav¬erns. Each year he tries to convince the duke to ban the use, sale, and Possession of alcoholic substances, but each year he fails (the duke enjoys a draught every now and again).
16.Watermen’s Circle
This is the home of the Watermen's Guild who are re¬sponsible for providing most of the water used in town. While there are several wells in Daggerford, most are capped so they're available in case of siege. The water carriers' carts go several hundred yards upstream of the town to get the purest possible water for their customers.
Everyone pays a tax to support the guild. The Water¬men's Guild is responsible for other water-related activi¬ties in the town, including suppressing fires and making sure that drainage ways are working so all excess water flows back into the river. Guild members can be identi¬fied by their distinctive blue caps and blue carts.
17.Maranta’s Residence
Maranta (LG hf C5) keeps to herself. No one knows who she worships—all they know is that she is, or at least used to be, a priest of a good or nature-loving deity. She has not spoken for the seven years she's been a resident.
Maranta's voice was robbed from her by a powerful curse from, Alustriel believes, the avatar of Malar. Maranta has been unwilling to speak of the matter to any who have been made aware of the curse through Alustriel, including Khelben "Blackstaff" Arunsun and at least two of the fabled Seven Sisters.
18.Weichert’s Residence
Weichert (CN hm M2), to this day, is still trying to learn the language. He speaks a language unused in this stretch of Faerun. He's picked up bits and pieces of the local dialect — generally misusing it to the amusement of the locals.
19.Delisle’s Residence
Delisle (CG gf M4) hails from the lands of the Ice Peak, complaining day in and day out about the heat and the humidity of the area. Several locals have been trying to convince her to move back home so they don't have to listen to her griping mouth any longer, but she doesn't want anything to do with the Luskar pirate SHIPS that harbor in her hometown —so here she stays, protesting all the way.
20.Trommen’s Residence
Trommen (LG hm F5) was lazy, spending his whole life slothing about. After 32 years of adventuring, he made it only to 5 th level. To his credit, however, he spent five years in Silverymoon studying the priesthood of lizardkind (but no one knows why). A stint as the mayor of a tiny, tiny hamlet in the Neverwinter Woods took away three years, and a cavernous adventure that led to the prison grotto of a dark-elf community took about 15 years. Now 67 years old, Trommen lives off the riches he took from the Elves who incarcerated he and his two companions.
21.Ramusio’s Residence
Ramusio (CG hem F4) never had an exciting life. He went on adventures but never really ran into anything fun or too terribly dangerous and eventually moved to Daggerford. He found that cleaning the streets was far more exciting and rewarding, especially after finding a magical ring. He can't figure out what it is, but he's too paranoid to have someone look at it.
22.Archiloque’s Residence
Archiloque (NG gf F4/M2) is small, even for a gnome. He tried his hands at spellcasting, but an insufferable
bout of arthritis and a congenital disease that twisted the knuckles and joints of his fingers kept him from being able to cast spells higher than 1st level.
Being good friends with Ransaran, Archiloque was able to convince his weaponsmith ally to construct a special set of short swords just for him. Each sword con¬sists of a series of straps, safety catches, and a breakaway scabbard. These, along with an intricate set of swivel knuckles, allow Archiloque to protect himself. When he's swinging his swords in battle, one can't help but make a comparison to the chefs from Kara-Tur who slice, dice, and mince food as it flies in midair.
23.Janssen’s Residence
A retired bard, Janssen (NG hm F5) never could get the lust of the adoring crowds out of his blood. He's the first to lift his tankard and start a round of song at the Lady Luck. He's a good source of information about the High Forest region.
24.Zaluski’s Residence
Zaluski (LE gf F2) was a fishmonger in the Ice Lakes re¬gion west of Mirabar, but he hated the intervention from Luskan. She left the region when reports of
Luskarn "misconduct" circulated in the area. She didn't want to be associated with Luskan and immedi¬ately set her toes south to safer ground. Since then, she's married and produced three wonderfully obedient and beautiful children.
25.Valmiki’s Residence
Valmiki (NE hf B1) is a relatively unknown and mediocre poet who's trying to break into the fame and fortune of the bardic fraternity. Her poetry is unmemo¬rable, usually culled — or stolen—from the works of more creative individuals. She's looking for a company of ad¬venturers to tag along in hopes of finding a spark to ig¬nite her lagging creativity.
26.The Flying Fish
This is a popular, moderately priced marketplace of fish, clams, shellfish, and seaweed. The owner, Carrl (CN hem T3), is every bit as offensive as the fish sold in his roofed marketplace, but his personality is one of kind¬ness and sobriety. All the townsfolk and many visitors come here to shop for fish. It's also the place where ex¬porters inspect fish to buy and transport to more inland areas of the North.
27.Tempus’ Shrine (Table of the Sword)
Baergon Bluesword (CG hem F7 / C7) came to town with the Waterdeep troops fighting the Dragonspear inva¬sion. He found many fighters ripe for worship of the Lord of Battles and established a shrine near the Farmers' Gate. With the construction of the new barracks, he moved his establishment, the Table of the Sword, next to that building.
Most of the Waterdeep troops are his parishioners, as are a number of men-at-arms, a few militia, and some ad¬venturers. The shrine is a ramshackle wooden building decorated with recent trophies donated by parishioners from the Dragonspear invasion and other campaigns.
In the years that Baergon has been in Daggerford, he's finally managed to get a grudging acceptance from the local populace —although many farmers still feel he's trying to get their sons killed in foolhardy battles far from home. It's been mentioned to the old priest many times that he should go out and find a battle of his own to die in instead of providing directions for others.
28.Heralds’ and Runners’ Union
Anyone who needs a herald or messenger must contact this guild. Their building is three stories tall with a plat¬
form built on the roof to make it even taller, and there's a bird coup next to the platform for trained messenger birds. The guild uses only the first and third stories —the second floor remains vacant, sometimes housing vagabonds, poor adventurers, and the occasional doppleganger.
29.Barracks
After an invasion from Dragonspear Castle, the Council of GUILDS decided the town needed a central place for on-duty troops to stay as well as a headquarters for the 3rd-Company troops stationed by Waterdeep. The bar¬racks is a two-story construction with a new drill field now used by the militia, much to the relief of the trades¬men who were tired of having to tear down their stalls in the marketplace so the militia could practice.
30.Tenison’s Residence
Tenison (NG hm M5) loves fire. His earliest memory is when he was three, taking a smoldering stick to the grain in his father's silo and watching the whole sum¬mer's harvest burn, taking the barns, the fences, most of the cattle herd, and his home with it. He's an ele- mentalist, specializing in the use of fire, the para-ele- mentals of magma and smoke, and the quasi-elemen- tals of ash and radiance.
31.Dekoran Boatwright
This huge, five-story building houses a shipyard that specializes in the construction of rafts, fishing vessels, small sea-worthy craft, and canoes. Dekoran (CG hm F7) wants to be able to make larger vessels, which is why he bought this huge buildings, but he can't man¬age to get the behemoths down narrow Hill Road. This leaves the larger ship construction to the conveniently placed Mikitan Shipwrighting business that's closer to the River Gate.
32.Youmans’s Residence
Youmans (CG df F2) retired from adventuring after a particularly bad evening. Her company of eight was set upon by a tarnish of rust monsters that sufficiently weak¬ened them so the rust monsters' masters, a tribe of 12 orc-gnoll hybrids, could attack her party without armor blocking their blows. Youmans and one other survived the assault, but the rewards of death, at the time, seemed sweeter than life's. Youmans fell in battle when a well- gleamed blade separated her left calf from the thigh. De¬spite her best efforts, she was unable to stop the infec¬tion that consumed her companion.
Youmans still wakes up at night sobbing or screaming; Baergon Bluesword thinks the ghosts of Youmans's past are going to haunt her for the rest of her sleeping life. She now sits about sloppy-minded and drunk, living off what coins remain from her adventure, carting water for the Watermen's Guild when her eyes can focus.
33.Cromach’s Residence
Cromach (NG hm F3) owns Cromach's Smithy. He makes a fairly good living, and his house is relatively lav¬ish, with plush furniture, expensive tapestries along the walls to ward the winter's chill, and opulent carpeting that feels soft on the bare foot.
34.Jail
This one-story building is constructed of stone and iron. Only eight cells are available, and if overcrowding be¬comes a problem, there is no problem: The convicts are just crowded in, regardless of the number per cell (two people can fit into a cell comfortably).
During the day, the criminals are ankle-shackled and sent to work —cleaning the streets of debris and waste, sent into the fields as free laborers, or sent to the docks to dredge and clean the beaches. At night, they're put back into their cells with a meal.
A jail term in Daggerford is not an experience one would want to live through twice. It's not designed to be a learning experience; it's punishment, plain and simple.
36.Constable
The constable and his entourage of seven deputies use this one-story building as their headquarters. All of the deputies are also members of the city's militia, but their fist order of business is to break up fights on the streets and to make sure that deaths, stabbings, and general ri¬otous activities in the town's taverns are kept to a mini¬mum. They also concentrate on making sure that the black market and "red light" activities are curbed as much as possible.
The constable changes every three months, when a new one is elected from members of the militia. Once elected, the new constable picks his seven deputies and begins work. Killing the constable or his deputies is an offense rewarded with death.
37.Black Stone Inn
The Black Stone Inn is a recent arrival, being the build¬ing that once held a grand ballroom for visiting digni¬taries. A group of Zhent agents infiltrated the establish¬
ment and successfully poisoned the punch, the water, and eventually initialized a virulent poisonous gas cloud that killed upwards of 30 people. No one dared enter the ballroom again, and the owner sold the building to a lone traveler named Gildamesh (LE hm F12/M8), who converted the place into a dangerous, low-rent inn. Gildamesh is believed by more than a few people to be a Zhent agent. He sleeps on the fifth and top floor of the building in a magically protected, heavily trapped — and unduly locked — room.
38.Pleaders’ Consortium
This building is the guildhall and offices of the Pleaders, the lawyers and attorneys of Daggerford. No one but the guildmaster — whose services are the most expensive and most revered — lives here permanently. The building's interior is opulently decorated, with several rooms specifically dedicated to making wealthy clients feel at home. Current documents and standard legal texts are kept here, while the rest are stored in Kryptgarden Scrolls.
39.Blacksmiths’ Guildhouse
This wooden structure is studded with black metal rivets and cast-iron window panes. The first floor is a large meeting hall with a stage against the back wall and a wet bar to the left of it. The upper floor is used for training apprentice blacksmiths and artificers and the daily affairs of the guild.
Mostly just a tavern, only the local blacksmiths and visiting metal workers are allowed to enter. They often share techniques and compare prices, but — most impor¬tantly — they created their guild in order to have a com¬mon front when dealing with the town council.
40.Derval Ironeater’s Residence
Derval (LN dm F6), highly regarded in Daggerford as a skilled smith, savvy councilman, and fair guildmaster, heads a large, family blacksmithing business. He came to Daggerford with his two brothers, Derwin and Korin, and their families about a century ago. Korin disap¬peared with several family members about 20 years ago, and no one wants to discuss where he has gone. He is usually closed-mouthed, but as he works at his forge, people have heard him say things like, "Perhaps not as good as they made under Illefarn, but good enough, good enough. . ." If he notices anyone is listening, he self-con¬sciously shuts up.
Derval is the level-headed and tireless forge-hammer of the Ironeater clan. He adventured in his youth, and owns plate mail +1; a battle axe +3; a hammer +3, dwarven thrower; and a ring of telekinesis (100 pounds maximum weight). Derval usually wears a pair of trews, a black¬smith's apron, and a pair of leather gloves, dressing up in robe and mask for Council meetings. Derval is a source of Equipment and occasional sage advice.
41.Duneden’s Residence
The oldest apothecary in town, working exclusively out of Harvest House, Duneden (N hm C3) is also the most trusted pharmaceutical expert in Daggerford.
42.Moneylenders’ Coalition
This fraternity of money sharks loans just about anyone money because they've got an almost perfect method of regaining their investments: They either pace a geas on the individual who's borrowing the money, or they give them an unremovable magical ring that forces the per¬son to return (through the use of a curse that can only be removed by means of a wish) to the shop within one month. They moneylenders charge 20% interest per month on ail loans to adventurers and a 10% rate to those wanting to start a business. When the loan is paid off, the geas is automatically negated or the ring is re-moved (by mentally stating the command word while pulling the ring off the finger or toe).
43.River Shining Tavern
This is the main entertainment center for the nobility of the surrounding lands and the major notables of Dagger- ford. The duke and 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. By choice, some townsfolk only see the inside when coming to council meetings.
The Delimbiyr family took their name 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 first Delimbiyr was a half-elf known as Kelven. He married a human woman and their children were human. Still, the family treasures its elven heritage and uses a forest motif throughout the tavern.
This tavern is exclusive indeed, with prices to outstrip most establishments in Waterdeep. Only the most suc¬
cessful adventurers with too much gold to spend are wel-comed at the River Shining Tavern, though no one is turned away as long as they have the gold for their drinks and meals (Meals: 1-5 gp, stout: 1 gp/tankard, wine: 10 gp/tall glass). The guest rooms in this two-story structure are generally available only to the most noble and influ¬ential patrons. The normal price for a room is 5 gp per day.
44.The Clean Chin
Garick Honestone (CN dm F3/C3) runs a combination barber shop and undertaker's service from this two-story building. The first floor, split into to equal halves, serves his two businesses; the top floor is his living quarters which he shares with his wife and newborn girl.
When Garick first entered Daggerford, he set up his cadaverous business which he called The Fallen Man, but business wasn't all that good. Being dwarven, he found the human desire to be clean shaven a mystery and fasci¬nating, so he decided to try shaving one of the cadavers. He found a peculiar delight in it, and decided to open a shop shaving the faces and skulls of Humans and Gnomes (his involvement with the Garl Glittergold faith de¬manded a full-length beard so he couldn't shave his own face). His skill with the straight razor is legendary.
45.Darfin Longwalker’s Residence
Darfin (LG em F7/M6), the eldest of Sir Elorfindar's four children, is the heir to his wealth and property.
47.Chateau Elite Inn
This is the highest-rent place to stay in Daggerford. It caters to the financially adventuresome, the noble, and those that like to be pampered beyond belief. If the pa¬tron desires it, they never have to step foot on the plush carpeted floors, for a wheeler can place them in a chair, wheel them about, pick them up, set them on the bed, remove their clothing, bathe them, feed them, etc. At¬tendants are everywhere one looks and all employees are very patient and accommodating. A stay at Papa Blekandssen's (LN hm T1) Chateau Elite costs 200 times that of standard inns (around 400 gp/night).
48.Bjorn’s Tenements
This sizable structure was once a grand, private residence but has since been subdivided and transformed into low- rent housing. The building is owned by Bjorn (LE hm F4), a nobleman from Waterdeep, who sends hired guards to collect the rent each month.
49.Korbus’s Jewelry and Fine Ornaments
The front window of this small, one-story shop displays its long-nosed, wheezing owner, the jeweler Korbus Brightjewel (CN gm Ill7), hard at work on small, exquis¬ite pieces of jewelry. He could have a much higher class of customer in Waterdeep but prefers the small-town life of Daggerford. As good as any Waterdhavian or Cal- ishite craftsman, he's regularly visited by representatives of the great trading companies of Waterdeep eager to buy his latest earrings, ornamental bracers, dangle garters, and jeweled belts and gloves.
Locals say Korbus uses magic to give his work its strik¬ing beauty. He's an expert at identifying gems —even magical ones. The nobles of Waterdeep keep him busy with special orders for their ladies. As Gnomes prefer, the family quarters are in the basement.
50.Farrel’s Fine Jewelry and Apparel
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, Tashalar, and more exotic regions at prices even higher than you'd pay for them in Waterdeep. Farrel (LN hm F1) has an eye for matching hues and for resetting jew¬elry of dubious history. He acts as a middleman for in¬teresting jewelry pieces coming through town, includ¬ing magical ones (which are always sold for double the price given in the ENCYCLOPEDIA MAGICA™ tomes). His shop is always worth a look if the buyer's too rich to care what things cost.
52.Nartan’s Fine Foods
Nartan (LE dm F9) runs an expensive market and dry goods shop. He caters to merchants, visiting nobles, and rich Daggerford citizens who send their servants and ap¬prentices to shop here. A short, portly man, Nartan keeps many rare or imported items, including spices and dried fruits from Chult, snowberries from the Ice Moun¬tains, and preserves from Calimshan in stock. The prices are high, but the items are top quality. A ward cast inside the walls of this shop keeps everything from spoiling, meaning perishable items can literally be kept in stock for years or even decades.
53.Lady Luck Tavern
This two-story former warehouse for a trading concern caters to soldiers and adventurers. Darryl Orcslayer was given the warehouse as a reward by the survivors of the trading family for slaying orcs who'd killed the owners in
a raid. Darryl died some years ago, but his son, Owenden (CG hm P3 [Tymoral), presides over the tavern. It's a popular place for taletellers, soldiers, adventurers, and fun-seekers alike. The preponderance of weapons in the hands of those who know how to use them makes this a relatively safe drinking spot.
The entire northeast wall of the taproom is covered by a huge, splendid color map of Faerun, from Calim¬shan to the Spine of the World and from the Moonshaes to Raurin. News and rumors of treasure finds, dragon sightings, and possible treasures are eagerly discussed, as are tidings of war.
Both levels have been opened 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.
In the center of the taproom is a massive stone pillar bearing the weight of the ceiling that has a ladder of iron hooks up one side. The pillar is used to display the bat¬tered shields, personal Runes, and other mementos of pa¬trons who've died in battle or disappeared while off ad¬venturing or on military missions. 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 bring the relics of fallen comrades are given a free drink.
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 strik¬ing 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 tap¬room like a soft black canopy, suspended from the ceil¬ing on eight chains.
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 forced offering at the shrine of Tymora 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 her-self 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, the other 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.
54.Merchants’ Guild
This two-story building contains a first floor cut out like a basement, creating a two-story-tall meeting hall with a second floor above. The meeting hall is decorated with wares from the merchants who are members. Silk hang¬ings clash jarringly with nearby pottery, while wood carvings and sculptures are placed next to each other without regard for style, consistency, or taste.
Many meetings take place in this hall, but little is ac-complished because of merchant rivalry. The guild was originally conceived to give the merchants power to wield over the council and the duke as the merchants saw fit, but luckily, their petty complaints and price feuds keep them impotent.
55.Jewelers’ Congress
This structure is home to both the Jeweler's and the Whitesmiths' Guild. It's a massive, four-story building that looks like a bank vault. The doors and windows are reinforced, and the area is constantly patrolled by the militia and the constabulary.
The guild has reason to be so careful. The guildhouse is a central depository for jewels and precious metals. A guild member who wants to store something can do so for a small fee, which varies based on the value of the item.
56.Derval’s Bright Blade
This smithy is the best and largest of the four in town. The back area is full of construction tools created for the building projects he and his family have worked on over the years.
The master smith at Derval's Bright Blade, Derval Ironeater (LN dm F6), 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. Derval leaves most of the con¬struction business to his family. He's 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.
57.Kryptgarden Scrolls
This is the town's only library, and all documents, as writ¬ten by local scribes, are kept in this three-story building. Whenever merchants come through town, the scribes are usually the first ones to approach them, asking to see all the books, scrolls, and tablets the merchant may be carry¬ing. Anything that the scribes don't already have are bought and hoarded away in their tight little building. Re¬cent rumors, supposedly from an inside source, says the li¬brary houses over 20,000 books and scrolls to date.
Guild scribes spend their days looking up documents for adventurers and sages and their evenings copying, archiving, organizing, and storing the books under their care. Only guildsmen, though, are allowed past the foyer. There is a ward on the whole building, making it and everything inside immune to fire and lighting of both magical and mundane origin.
58.Tailors’ Federation
This three-story building is somewhat dilapidated. The guild, being rather poor, doesn't want to spend the money to have it fixed up, even though the Carpenters' Guild promises to give below-market rates.
The first floor is the shop of the guildmaster, a time- honored tradition in the guild. Noblemen and the wealthy shop here because the guildmaster is the best tailor, but he's also the most expensive. The interior of the first floor is a sharp contrast to the outside; it's ex¬quisitely decorated with fine art objects.
59.Tanners’ Council
This odorous building provides all the cured leather for the Daggerford area. Several vats of boiling water are normally used in the curing, but for those who want the authentically cured leathers, vats of urea and cattle guano are used —and these are the vats that cause the stink so many people complain of.
60.Thinkers’ Fraternity
The Thinkers' Fraternity is a place of shared ideas, pro¬posed magic theorems, and theological discussions. To become a part of the fraternity, a test must first be passed (requiring an Intelligence of 17 or greater). All members of the Thinkers' Fraternity are able to use Kryptgarden Scrolls without charge and can shop the Scribes' Friend¬ship at discounted prices (75% off).
61.Youatt’s Residence
A veterinarian of some quality, Youatt (CN hf F1) spe¬cializes in "pet" animals that include small mammals and reptiles. He works out of his residence providing adop¬tion services, temporary housing, and medical and pre¬ventative medicines.
62.Wayfel’s Residence
Wayfel (CN hm F3) moved to Daggerford to set up shop He's single but actively seeking a lifetime mate —and he's not particularly picky about the specific characteris¬tics of his future partner.
63.Physicians’ Order
This guild hall is home to apothecaries, physicians, em- balmers, and healing clerics, which are, unfortunately, often linked in the minds of most Daggerford citizens. The hall is the closest thing to a hospital in Daggerford and is thus centrally located.
Fees for embalming are cheap, while apothecary and herbal techniques are more expensive. Physician and surgical work is inexpensive for the removal of warts and other simple surgeries, yet expensive for more daring techniques — and magical cures are outra¬geous. The close proximity to The Clean Chin, a com¬bination barber shop and undertaker service, is proba¬bly no coincidence.
64.Taverners’ Confederation
The Taverners' Confederation is a local guild for tavern owners and their employees. The guild is designed to make the government aware of the needs and desires of the tavern owner, to ensure relatively even prices throughout the city, and to make sure the tavern doesn't rip off its employees. All the taverns in the city are char¬ter members.
65.Owenden’s Residence
Owenden (CG hm P3) is the owner and manager of the Lady Luck Tavern. He inherited the establishment from his father, Darryl Orcslayer, who died some years back.
66.Garrick’s Residence
A priest of Tymora, Garrick (NE gm C4) decided to break off from the temple in Daggerford and is planning on traveling the countryside to see the true powers of his deity.
67.Cromach’s Smithy
Cromach (NG hm F3) is a human blacksmith who spe¬cializes in household and animal-care Equipment. He's not the weaponsmith Derval is and knows it, and he doesn't try to compete. He has a nice trade and is very comfortable with his work, being something of an artist. His pots and other ironwork are treasured for their fine beauty as much as for their utility.
69.Oleg’s Weaponforge
Oleg (LN hom F4) is an unmarried half-orc smith spe¬cializing in weapons, armor, and cavalry gear. He does surprisingly good work, but unfortunately few patrons enter his shop, and it's not uncommon for citizens of Daggerford to throw vegetable and eggs at his business. In spite of the fact that he's a "monster" by everyone's terms, he's probably the most humane, patient, and calm individual in town. He's yet to get angry at the townsfolk for their reaction, which he understands.
He's been getting a steady clientele from the adven¬turing community who appreciate his specialty in long and bastard swords that gain a temporary nonmagical +1 attack bonus for the first 20 successful strikes, yet he sells them at standard prices.
70.Quarenghi’s Residence
Quarenghi (NE hef P3) is a priest of the Cult of Ao. He's been trying to get people to follow him in his adoration, but thus far, he's had no luck.
71.Garth’s Residence
Garth (NG hm F4) is a son of the Delimbiyr family. His family sent him off with Maelwyn and company to keep him away from the wine cellars, afraid he would drink the family's profits away. After returning successfully from adventuring, Garth bought this house and has little to do with the family business.
72.Kira’s Residence
Kira (LG ef M5), the great-granddaughter of Elorfindar, has both gold and Moon elf in her heredity. She's proba¬bly the reason that Maelwyn's adventuring company sur¬vived its years in the wilderness. Her spells snatched more than one battle from the clutches of some hideous beast, and she has developed into a respected wizard.
73.Tymora’s Shrine (Fairfortune Hall)
Located just off of the drill field, Fairfortune Hall is a minor shrine dedicated to the worship of Lady Luck. The keeper of the shrine is Bando the Lame (CG hfm P7 [Tymora]), an old halfling depending on a crutch to get around, a lasting memory of a nasty battle with three lizardmen. To this day, Bando has an intense hatred for all lizardkind.
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.
74.Oleg’s Residence
Oleg (LN hom F4) is the owner of Oleg's Weaponforge.
75.Leatherworkers’ Conglomerate
This is the best place in town to buy leatherworks for armor and barding. The second and top floor have three apartments for apprentices (currently vacant), and the conglomerate also serves as a meeting place for all leatherworkers within a three-days' ride from Dagger- ford.
76.Farrel’s Residence
Farrel (LN hm F1) is the owner of Farrel's Fine Jewelry and Apparel.
77.Baergon Bluesword’s Residence
Baergon (CN hem F7/C7) came to Daggerford riding with Waterdeep fighters during the Dragonspear incur¬sion. He found Daggerford a place with many true wor¬shippers of Tempus — though most of them didn't know it—so Baergon set out to enlighten them.
Baergon is not necessarily well-liked among the gen¬eral populace, for he follows his patron god very seri¬ously, continually trying to recruit young militiamen whose parents would rather they stuck with the soil and followed Chauntea's faith, or at least worshipped Lady Tymora, a known entity. Still, Baergon continues his missionary work and preaches to the professional fight¬ers, many of whom are glad to have a god they under¬stand to worship. He's the head priest at Tempus' Shrine, otherwise known as Table of the Sword.
He owns a broadsword +1 named Tempusfugue (AL N, Int 12 Ego 2) with the ability to detect magic (twice per day). He also has chain mail +1, a shield, a ring of regener-
ation, and a medallion of ESP. He can cast: 1st Level: bless, cure light wounds (x2), detect evil, remove fear; 2nd Level: aid, detect charm, find traps, hold person, slow poi¬son; 3rd Level: continual light, remove paralysis.
78.Delfen’s Residence
This is Delfen's secondary residence (his primary resi¬dence is his tower). It's currently for sale, but no one has made an offer. Delfen's hoping someone buys it soon so he can afford some exotic spell components.
79.Emser’s Residence
Not much is known of Emser (NG gm T3), though rumor has it that he's a champion illusionist of ines¬timable talent and power. No one knows where the rumor comes from, but everyone in the city gives him a wide berth when he walks down the street. He seems to enjoy the awe.
80.Ines’s Residence
Ines (LG hf T4), is a second-rate thief who has an in¬credible ability with locks and doors of all kinds (open locks and find/remove traps), but he's a bumbling idiot when it comes to anything else in the rogue arena (pick pockets, move silently, hide in shadows, detect noise, climb walls, and read languages). He's the perfect example of a specialist. If one needs a pocket picked, don't come here.
81.Bohle’s Residence
The exact opposite of Ines, Bohle (CN hem T5) is a master where Ines is deficient (move silently, hide in shadows, detect noise, climb walls, and read languages), but by the same token, he's wanting in pick pockets, open locks, and find/re¬move traps. He makes a wonderful information gatherer.
82.Scribes’ Friendship
This guildhouse is also the workshop (along with the Kryptgarden Scrolls) of Daggerford scribes. The entry for Kryptgarden Scrolls explains the fee structure for scribe work.
83.Yarth Stowage
This company, owned by a natural pack rat, Yarth of Berun (LN gm T12), is truly the safest place in the North to store items. Yarth owns the five-story building and has partitioned every floor into small, 10x10x10- foot cubes with locking doors and thick metal sides. No one is allowed into the building unless they're getting something out of storage, placing something into stor¬
age, paying the monthly fee, or asking information about the facility.
Yarth has so much pride in his business, he claims that no one can break into his vaults. He may very well be right, considering the whole building is blanketed in a powerful ward that keeps everyone who enters the building from being able to carry out an evil task —this even includes deeds where the end justifies the means, for instance, stealing a holy relic from Yarth Stowage to return to Chauntea's Temple. Yarth has taken residence in the uppermost floor of the building in order to keep a closer eye on his business.
85.Oryv’s Cloth Emporium
Oryv (NE hem T7), a shrewd Daggerford merchant, spe-cializes in fine imported cloth but always sells domestic products. He always has an ear to the ground through an extensive network of caravan masters and boat captains. He doesn't hesitate to organize a trade mission anywhere in Faerun where he thinks he can get a bargain.
86.Sorceller’s Encapsulate
This is the local spellcasters' guild. Mages and wizards, as well as priests and clerics, are allowed entry into the guild. The guild limits the amount of spell trading, mak¬ing sure that those of equal level trade with those of equal level only. This keeps the lesser spellcasters from blowing themselves and the guildhouse apart.
88.Derfs Skin Art
Derf (CN hm F3) runs a very clean shop where he and his two apprentices (one of whom is 15 years older than he) tattoo pictures and expressions on the bodies of sailors, merchants, and adventurers. Derf is extremely talented in his work, but takes 50% longer with a design than his initial estimate. The eldest of his apprentices, Sniden Elkslodge (CN hm F2), is famous for tattooing a map on the back of a dwarf. The other apprentice, Zare- bor the Piercer (CN fm F1), has a wonderfully rougher style that's considered "vividly unpleasant" by Water- deep nobles. Zarebor has been working on scarification and branding, hoping to become the forefront artist in this new "beautification" technique.
89.Fences’ Syndicate
This "guildhouse" serves more as a spotting station for the black market and those that want to buy or sell into the illegal marketplace. The people who greet the new¬comer to the shop run a complete background check on
the individual using some of the many magical items and spells at their disposal. If the person checks out, they're introduced to a person who can serve their needs — usu¬ally in a highly expensive way.
90.Schlegel’s Residence
Schlegel (LG hf M1) wants to be an adventurer, but no one has allowed her to go with them thus far. She could prove to be a loyal accomplice if given the chance, and she wouldn't forget the company who adopted her when she finally becomes a powerful spellcaster.
91.Daggerford Inn
This is a down-and-dirty place to get a guaranteed restful night's sleep. The walls are thick and covered with ta¬pestries and wall rugs to blanket and absorb sounds. Each room has a small potbellied stove with a quarter-cord of wood and a bucket of coal which gives the place its dirty and oily look. The tavern is owned by Demetira Land¬scraper (LN df F2) who is fabled to have dug a 1,000- foot path through solid rock in less than one year with her fingernails and bare hands. She, however, lives else¬where, preferring cleaner sleeping conditions.
92.Kelson Darktreader’s Residence
The 73-year-old Kelson (NG hem R7) is only beginning to get some silver hairs among the gold that have adorned his head since his youth. The Huntmaster is taciturn and closed-mouthed, never using two words where one suffices. He has elven chain +3, a longbow +1 with arrows +1 (10) and arrows +3 (3), a khopesh sword +2, a dagger +3, and a medallion of ESP.
Kelson's grandfather is Sir Elorfindar, and his father was Elorfindar's full-elf son. His mother was a human woodsman's daughter whom the son, Filvendor, met while hunting in the Misty Forest. Kelson was raised by woodsmen and then rangers. He became Master of the Hunt to Duke Pryden, and he has continued in that po¬sition with Pwyll. They say no one in Daggerford knows the Misty Forest and High Moor better than Kelson.
Anyone with a desire to learn the bow should meet Kelson Darktreader. He's a good source of otherwise privileged information about the Misty Forest, Laughing Hollow, and other local haunts that beginning charac¬ters might not have any other way to know.
93.Llewellyn Longhand’s Residence
Lord Llewellyn (NG hm F9 [Cavalier]), the 60-year-old duke's Master-at-Arms, has been a retainer of the Dukes
of Daggerford since the time of Duke Conan, who ruled before the unlucky Pryden.
Duke Pryden made the faithful Llewellyn Master-at- Arms for the duchy, an office he has dutifully fulfilled for 30 years. As such, he has both led the duke's followers in the field and defended the castle while the duke was away. He currently enjoys his high status as a Banneret by having earned it with repeated use of his knightly sword. Sir Llewellyn was knighted at an early age by Duke Conan.
Sir Llewellyn carries field plate +2, a lance +2, and a broad sword +3. He's one resident of the castle that any¬one who wants to gain proficiency with the sword and riding should try to meet.
94.Liam Sunmist’s Residence
Liam (LG hm C10; W 16) has served Lathander's temple, also known as Moonglow Tower, for many years. He took the name Sunmist when he reached priestly level, and most people call him by that name. As priest of the god of new beginnings, Liam is loved throughout town, and the temple is well-attended, even by those who also worship Tymora, Tempus, or Chauntea.
Liam owns a mace +2, scale mail +2, and a ring of mind shielding. He typically memorizes the following spells: 1st Level: bless, command, cure light wounds (x2), detect evil, protection from evil; 2nd Level: chant, enthrall, hold person (x2), resist fire, silence 15' radius; 3rd Level: dispel magic, flame walk, remove curse; 4th Level: cure serious wounds, divination; 5th Level: cure critical wounds, raise dead.
95.Chauntea’s Shrine (Harvest House)
Maerovyna (LG hf D9) presides over this large, stone es-tablishment which is also known as Harvest House. Not far from the Farmers' Gate, she administers 14 priests and about 30 lay brothers between 2nd and 5th level. This shrine to the Great Mother is of great importance to all the farmers and ranchers of the Daggerford area, as the priests spend their time fulfilling the needs of the commu¬nity, including blessing fields and researching new plants. The oldest apothecary in town is Duneden (LN hm C3). He has the ingredients for most common spells, but he de¬pends on caravans for more exotic ingredients.
96.Ransaran’s Sergeant-at-Arms
Ransaran (LN hm F13) lives and works here, crafting exquisite and expensive armor and weapons for nobles and wealthy adventurers. His wares are expensive, but there's a chance that they may have a natural, nonmagi-
cal bonus due to the quality of their construction. Ransaran's armor, shields, and weapons, cost three times normal price. When purchased, roll 1d6. If a six is rolled, the item grants a nonmagical, +1 bonus for two years (if properly cared for).
97.Ruckert’s Residence
A member of the Cult of Ghaunadar (the god of slugs, oozes, slimes, and jellies), Ruckert (CE hm C5) keeps his membership a secret from all who know him. No one sees him practice any rituals, and when asked what deity he venerates, he proclaims he's in the service of Ibrandul, the patron of underground-venturing adven¬turers.
98.Wiston Apothecary
This three-story building is used for selling medicinal items, training, and as sleeping quarters for apprentice physicians. Most potions and herbal remedies in Dagger- ford are invented by the master apothecary, Wiston of Yartar (CN hm M8), in his shop, but apprentices in the guild occasionally stumble upon something new (which Wiston takes full credit for).
99.Filvendor Lightfoot’s Residence
Filvendor (CG em M4/F3/T4), one of the four children of Sir Elorfindar, is the youngest and, quite possibly, the most like their father. He's spirited and untamed, preferring a little stress and adrenaline in his daily diet of life, and thus he is shunned a bit by his siblings. Filvendor's father has spent a great deal of time trying to guide and assist the young elf, but he knows his efforts are fruitless. Filvendor's in control of his destiny, and Elorfindar knows that his son has to find his own path in life.
100.Korbus Brightjewel’s Residence
Court Jeweler to the Duke of Daggerford; this is an honor he did not seek but accepts as his due. Korbus (CN gm Ill7) prefers the relative peace of Daggerford to the bustle, crowding, and intrigue of Waterdeep, and he refuses all inducements to relocate. Some noble families have offered to sponsor him for life if they can have the exquisite creations of his skilled hands. Representatives of the Lords come to Daggerford expressly to order spe¬cial work from Korbus and his family.
Korbus is especially fond of crafting detailed insects, birds, and lizards from gems, gold, and silver, particularly
into pins that perch on the shoulder of a lady or hold her cloak together. There are those who say he uses magic to enhance his work, but the known final products do not react to a detect magic spell.
Korbus identifies and values jewelry for nominal fees (10 gp per piece) He offers to purchase especially rare or fine pieces and has coins aplenty to do so. Korbus uses his detect magic ability to examine for magic, and he fully and honestly reports what he finds. Korbus teaches the arts of the illusionist only to Gnomes, de¬testing adventuring.
Korbus has treasure cached in places and substantial investments in Waterdeep and Elturel. He is known to possess a ring of protection +3, a wand of metal and mineral detection, and a robe of scintillating colors. He typically has the following spells memorized: 1st Level: audible glamer, burning hands, color spray, Nystul's magic aura, phantasmal force; 2nd Level: levitate, mirror image, whispering wind; 3rd Level: illusionary script, item, spectral force.
101.Uilkens’s Residence
Uilkens (NE dm T1) is a pitiful excuse for a rogue, giv¬ing evidence that not all races are designed for the intri¬cate dexterity involved in this line of work. Any adven¬turing party who hires this work-seeking thief is in for a miserable surprise.
102.Pascal’s Tenements
This undistinguished four-story building houses several freelance thieves who occasionally cooperate to avoid the close attention of the Daggerford militia. The first floor contains seven flats for rent, while the remaining three floors have eight rooms each. Currently, Pascal's Tenements has three vacancies, all on the second floor.
Each flat contains a bedroom with a small bed, a front room for entertaining guests, a small kitchenette with a wood-burning stove that also heats the flat, and a privy that's nothing more than a closet with a hand pump and a seat with a drain pipe that empties into the town's sewers (containing, generally, an awful scent). Pascal (NE hm T4) supposedly lives outside Daggerford's walls, but this is in doubt, since he's never seen leaving or coming in.
103.Xylander’s Residence
Xylander (NG dm P4) is a priest of Selune.
104.Shalendra Dare-all’s Residence
Shalendra (LG ef F7 [Cavalier]), one of the four chil¬dren of Sir Elorfindar, is a cavalier of some respect, but as
of yet hasn't been accepted into the house of the ducal lord of Daggerford. Meanwhile, she serves a local barony from Waterdeep. Still, she hopes to be honored and serve for her hometown.
105.Maerovyna’s Residence
Maerovyna (LG hf D9; W 17) is a grandmotherly woman of nearly 70 years who's led worship for many years at Chauntea's Shrine, or Harvest House. She owns a variety of magical items, including a staff of striking (12 charges), a ring of truth, and a mace +3.
She normally has the following spells memorized: 1st Level: bless, cure light wounds (x2), detect magic, entangle, faerie fire; 2nd Level: aid, augury, dust devil, heat metal, slow poison, speak with animals; 3rd Level: call lightning, meld into stone, starshine; 4th Level: cure serious wounds, speak with plants; 5th Level: transmute rock to mud.
106.Farmers’ Society
This guildhouse is more than just a meeting place for farmers. They congregate here to discuss crop rotation techniques, decide who's going to plant what, how much crops should be sold for, how big of a crop should be grown (so as not to flood the market), and other agricul¬tural and business concerns. The farmers are a very tight bunch of hard workers, and they band together as if they were one big family. To hurt or kill a farmer is to bring the wrath of every one of the 200+ farmers left alive.
108. The Grand Playhouse
This is one of the largest structures in all of Daggerford, and it's also one of the least used. Originally designed to bring culture and civility to the small town, a maestro named Samous the Rapturous Songster (NG hm B12) — a title he gave himself — purchased the land and had the huge structure built. When the building was completed, he hired a platoon of actors and aria-carting divas and tried bringing the plays made famous in the largest of cities to Daggerford. To say no one came to see the act¬ing and singing is incorrect, but to say the seats were vir¬tually empty is true. To say the least, Samous lost his shorts in the venture and had to close the theater doors. He moved on to better pastures, probably trying again but in a larger town.
The building has a unique ward that deadens all sound, allowing no noise whatsoever to be heard outside the walls. Even with open windows and doors, nothing can be heard until the cubical effect of the ward is en¬tered. Samous was afraid that the citizens would refuse to
purchase seats to see and hear the play, so he wanted to make sure no one got anything they didn't pay for. To this day, the building stands vacant. Blood smears on the floor and walls suggests assassins are using the silencing ward to their benefit.
110.The Happy Cow
This pleasant tavern stands just inside Daggerford's north¬ern gate. It features blended beer made by the owner, Ful- bar Hardcheese (CN hem T12), that tastes like almonds and excellent sharpcrumble cheese made on Fulbar's fam¬ily farm. The Cow caters to farmers, who sit nursing tankards at all hours. Locals say Fulbar is a rich and suc¬cessful adventurer who retired here not long ago.
Fulbar says nothing about his past. He disdains ad-venturers 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 adventure¬some past.
111.Vix the Chandler
Vix the Chandler (CG dm F1) not only sells lamps, lanterns, torches, and similar items, he's also responsible for lighting the lamps along Duke's Way and Hill Road for night celebrations. He makes a good living, as lamps and torches are always in demand from the vast number of adventurers who use this town as home base for their exploratory missions into the deep north. Vix lives above his shop with his three apprentices, wife, and two teenage daughters.
112.Fulbar Hardcheese’s Residence
Fulbar (CN hem T12), owner of the Happy Cow, is a for¬mer adventurer who wants to forget his adventuring ca¬reer. The owner of studded leather armor, a ring of cha¬meleon power and one of featherfalling, Fulbar also cher¬ishes his magical blade, Quietstrike, a short sword +3 (AL N, Int 13, Ego 15) with the ability to detect shifting walls and rooms and detect secret doors. He keeps the blade on the wall in his private quarters. Some say that he teaches thieving skills to Halflings, but no one has ever con¬firmed this.
He owns a dairy farm just outside of town that is run by his son, Dickon. Fulbar is also becoming a landlord of considerable holdings in both Neverwinter and Baldur's Gate, though he's at some pains to keep this as quiet as possible. He's always good for a loan to his friends, and so can call on a lot of stalwart farmers and folk of Dag- gerford for swift aid if need be. Fulbar sees himself as a
quiet power in the North, working behind the scenes. He would be shocked to learn just how close a watch the Lords' Alliance, the Harpers, and, more recently, the Zhentarim keep on him.
Fulbar is an ex-adventurer who settled down in Dag- gerford and set out to just be a happy farmer/taverner. The populace knows he has been an adventurer but gets no de¬tails from him. He never talks about it, and he actively discourages adventurers from using his tavern. He prefers the company of the region's farmers and merchants.
Some speculate that he is ashamed of his previous life as a thief, but one reason Fulbar wants to keep so quiet about his deeds of daring is to avoid the attention of the Zhentarim and Cult of the Dragon.
He has most of a dragon's hoard gained somewhere in the backlands of the Sword Coast buried deep under his tavern, and so he never runs short of funds. When he needs cash, he simply digs up some. In this way, he's been able to keep the Cow cheap and cheerful and to buy out most of the poorer farmers, letting them work their former land as tenants.
113.Sherlen Spearslayer’s Residence
Sherlen (LN hf F9) came to Daggerford a few years back with her husband, another adventurer. While she was having their child, he went off on another adventure and hasn't returned. After her child was born, she joined the militia and quickly rose to command it. She's a stem taskmaster, making "rare as a smile on Sherlen's face" a common saying in Daggerford, since the time her hus¬band was supposed to return passed. She's extremely fair, however, taking delight in militia troops who do well. She's full of good advice, and has no inclination to ad¬venture until she knows for sure what's happened to her husband. She carries chain mail +2, a shield, a spear +2, a ring of jumping, and boots of levitation.
114.Maelwyn’s Residence
Maelwyn (LG hm F4 [Cavalier]) is the son of a local baron who has served in the militia for more than 15 years. Maelwyn has had some luck as an adventurer, al¬though he prefers the quiet court life.
115.Animal Handlers’ Affiliation
This small, impotent guild consists of ranchers, animals trainers, veterinarians, and other animal lovers. This is a good place to get your pet, mount, or animal companion cared for in case of illness, disease, or injury.
116.MacClure’s Residence
MacClure (CN gm T1) is a master at reading languages and detecting noise. His other abilities are pretty much standard for his level. He's looking for a good adventur¬ing company to team up with, though he has no inten¬tion of leaving Daggerford permanently, preferring to ad¬venture close to home.
117.Cadogan’s Residence
Cadogan (CG hm T2) was a member of Her Majesty's Reconnaissance Team, named after a slightly crazed no-blewoman of elven blood who hired a group of 17 ad¬venturers to regain family heirlooms from fallen Netheril. She has since died, and the company kept the profits they acquired.
When she died, a curse overcame the company, and the members started dying off—one per year. After 14 years, there are only three left, leaving Cadogan more than slightly paranoid.
118.Dragonback Inn
This three-story inn is most suited for those who till the land or live for months at a time in the wilds. The build¬
ing is rustic with open ceiling beams, rough-hewn walls, nonexistent bellhops, and flame-broiled foods. Its prices compare to the mid-range inns in Waterdeep, but the food, if outdoor-tasting food sits well with the pallet, is the best around. Alian (NG dm F9), the ex-adventurer who owns the establishment, lives on the second floor with his life-long girlfriend and a pet dire wolf hybrid named Sheeba.
120.Kyrie’s Residence
Kyrie (NG hef T2) has never adventured, but if offered an equal share of the take, she'd probably join. Nobles from Waterdeep often hire her, so she spends much of her time traveling. When she's in town, she remains for 1d4 weeks, but when on a job, she's gone for 1d20 days, often travel¬ing as far as Ascore or Calimshan to retrieve property or personal belongings (if the price is right).
The first time the DM determines if Kyrie is home, roll 1d10. If the result is 3 or less, she's home. If gone, she returns in 1d20 days.
121.Aswansea’s Residence
Aswansea (LG ef P4 [Tyr]) always wanted to be a ranger, but she fell behind on training hikes. She's good friends with Maelwyn, having adventured with him many years ago. She still serves the town militia, leading patrols both around the city and out into the countryside.
122.Cork’s Residence
Cork (NG hm F5) is the adventuring son of a shepherd, another of the members of Maelwyn's band of treasure- seekers. He's somewhat involved with Aswansea, though he's having problems accepting the fact that she doesn't want to get married to "short-lived" Humans.
123.Jesse’s Residence
Once a guard for Amphail, Jesse (CG hf F5) is well known and well liked in that city. She retired after suf¬fering a disabling blow to her shield hand, but she's still a dangerous adversary. Recently she's been involved with Daggerford's constabulary, helping the constable set up perimeter watches and training him and his posse for in-city combat.
124.Filarion Filvendorson’s Residence
Filarion (CN em T11), like Kelson Darktreader, is a grandson of Sir Elorfindar and son of Filvendor. His mother is a Moon elf, which makes him Kelson's half brother, but the two are barely cordial to each other.
Filarion was trained as a thief somewhere to the east but constrained his activities to adventuring, so he's re¬garded highly and looked up to by much of the populace. He is rumored by many to be the guildmaster of the thieves in Daggerford, but when questioned about it, he simply writes it off to "idle human gossip."
He has a short sword of sharpness, elven chain mail +1, rings of shocking grasp and chameleon power, and a wand of secret door and trap location (27 charges).
125.Thieves’ Brotherhood
Headquarters of the thieves' guild, this stone house stands two stories tall. It has a single, low doorway with two shallow steps and a few small, barred windows. Un¬known to the general public, the guild makes use of all three of the "vacant" buildings in the Farmer's Quarter (Locations 119, 131, and 139). They plan to continue using several of the floors for nefarious guild purposes until they're sold.
126.Czszudleaux’s Residence
Czszudleaux (CN gm Ill7) is a master of his craft. Every year, he creates an elaborate display of illusions for the inhabitants of Daggerford, a show that the residents are willing to pay 2 sp each for.
127.Hadrion’s Residence
Hadrion (NG hem T3), who recently changed his name from Hadiron, is rumored to have dwarven blood cours¬ing through his veins. He had hoped to stop the rumors by changing his name to remove the "iron" reference, but so far it has not proved effective.
128.Paine’s Residence
Paine (N hf T4) was an executioner for the Zhent before escaping to the North. Constantly looking over her shoulder, she distrusts anyone new, refusing to admit to who she is —often flat-out lying—until she feels they can be trusted.
In truth, the Zhentarim are looking for her. They plan on poisoning her to keep her from voicing secrets she might know.
129.Falconer’s Residence
A dwarf who worships Chauntea, Falconer (LG df T5) is a dwarf at peace with nature. He has such an affinity with birds of prey that they roost on his roof, light on his eaves, wing through his open windows, and nest in his rafters. He's able to communicate innately with them, and on occasion, he's been seen hunting rabbits and small mammals with the help of his avian predators.
130.Guildmasters’ Hall
This imposing, two-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 caravans. There was some dissatisfaction when the hall was built because several farmers' homes had to be torn down to accom¬modate it, forcing the residents to move to the Caravan Quarter. Many objected to having demihumans for new neighbors.
The GUILDS of Daggerford are not as formal as those of larger cities. The chief priests of the town's four main re¬ligions (Chauntea, Lathander, Tempus, and Tymora) are also members of the Council of GUILDS. By the wording of the town charter, the duke is not a member. The head of the militia, who happens to be the duke's master-at- arms, is a member.
The owner of the River Shining Tavern has been complaining ever since the Guildmasters' Hall was con-structed, because it's feared that the guildmaster might not use the tavern for their meeting place, choosing the new hall instead. The constabulary is keeping a close eye on both places, making sure that no one tries to burn down the place.
132.Nicomantis’s Residence
Nicomantis (LG hm C6) has a strange combination of powers given him by the deities. He has a strange power over all predacious insects (those with six legs, not more) and he has an all-encompassing interest in plants, whether dead or alive.
Some believe that Nicomantis can communicate with plants, and that they tell him whenever someone evil passes by. Others believe that he can make the plants come to life, wrapping their vines around intrud¬ers. Whatever the truth behind the tales, few can dis¬pute Nicomantis's green thumb. Plant life thrives in his house.
Additionally, Nicomantis demonstrated his mastery over insects a few years ago. When confronted by an angry adventurer who demanded healing, the old priest began humming. As the adventure approached with steel drawn, insects came flying and crawling toward him. Their bites and stings sent the adventurer scream¬ing from town.
133.Bando the Lame’s Residence
Bando (NG hfm P7 [Tymora]; W 18) was a thief/adven- turer when his party went into the High Moor in search of treasure. All they found were trolls who ate the entire party except for Bando. He was crippled by the experi¬ence and now gets around with a crutch. He's never be¬grudged his lameness, considering the fate of his com¬panions. Instead, this was a religious experience for Bando, who has now abandoned the thieving way for worship of Tymora, goddess of luck.
Bando is now the custodian of the shrine of Tymora in Daggerford. He has leather armor +3, shield +1, a ring of invisibility, a mace +1, sling bullets +2 (5), and a luckstone. He typically has the following spells memorized: 1st Level: cure light wounds (x2), bless, light, protection from evil; 2nd Level: aid, find traps, know alignment, silence 15' radius, slow poison; 3rd Level: continual light, dispel magic, remove curse.
134.Demetira Landscraper’s Residence
Owner of the Daggerford Inn, Demetira (LN df F2) began her life as a miner in Citadel Adbar. When the threats of Hellgate Keep raged too close for comfort, she moved here and attempted to begin anew. Rumors state that she's digging a cavernous expanse under her house, hoping to open it soon as an underground and com¬pletely secure inn for weary travelers.
135.Potter’s Wheel
Marcus (NG hem P3) is an unremarkable man who makes unremarkable pottery. His two-story hop has three apartments that occupy the second floor.
In reality, Marcus is far more remarkable than initial appearances might suggest. He keeps an eye on subver¬sive activities in the Farmers' Quarter for the Duke of Daggerford, occasionally carrying important messages and documents concealed in his uninteresting, unre¬markable pots.
Marcus was a priest of Chauntea, but an argument with the high priest in Secomber got him stripped of his abilities and station. While he'd like to frame the Church of Chauntea for a crime worthy enough to get them chased out of town, he hasn't been able to get past his moral objections to the plans he's come up with.
136.Wayfel’s Smithy
Wayfel (CN hm F3) moved here a few years ago and set himself up to compete with both Derval and Cromach. His work is 20% cheaper than theirs, but it has a 20% chance of breaking under hard use. Wayfel doesn't com¬pete with Derval in the construction business after his river gate tower collapsed following a flood. The tower had not been anchored in bedrock.
138. Lamet’s Residence
Lamet (CN hm F3) was once on the wrong side of the law, stealing a bottle of evermist wine. He was captured by the Port Llast constabulary and sentenced to five years of hard labor. After four years and good behavior, he was released, and he and his family were banished from the city for three generations. Since his kin were thrown from their homes and expelled from their businesses, Lamet has been ex-communicated from the household. He sees none of his family and has no idea how they're doing.
Here in Daggerford, Lamet is planning to open a blade-sharpening, honing, and derusting shop in his home. He already has a small clientele, and word of mouth is already expanding his business.
140.Carpenters’ League
This guildhouse offers many services throughout its four floors. The first floor features wagon making and wheel-wrights; the second floor specializes in furniture making; the third has door and stair makers; the fourth floor makes specialized items like axles, windmill blades, dow¬els, and the like.
The guild's headquarters and meeting rooms are in the building's small basement. Often suffering from flooding and mildew, the guild's meeting hall is reflective of the guild itself; ineffective and frequently brushed aside or ignored by the Daggerford council.
141.Zeno’s Residence
Zeno (N hem F6) was a mercenary who fought on the side that paid the most, often choosing the underdog if the pay was the same. He's been unemployed for three years, and is thirsting for the "good life" again.
142.Behring’s Residence
Behring (CN dm M3) is one of those rare individuals that people speak often about, both a dwarf and a wizard. Alustriel of Silverymoon believes he has human descent in his blood which gives him the power to wield magic, though Behring denies this. He has no love for under¬ground locales and prefers the openness of wilderness over the dark, damp, and cold fissures of his people's homeland.
143.Marketplace Storage
Even though the booths are becoming more permanent, the merchants here still don't keep their wares out in the open. Fear of losing their goods to both thieves and the elements has created the need for an elaborate — and se¬cure — storage space.
The dilemma was overcome when the town council provided a large stone and wood shed for the merchants. Guarded continuously by the town militia, very few thieves have managed to steal anything from within its walls.
144.Caravan Gate
This is the largest of the city's three gates and is usually kept shut, opening only when a merchant caravan or company of entertainers 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.
This large, empty area is the site of the market which takes place every fiveday and tenday of each ride. Farm¬ers 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 in¬stallation of the drill field near the southern wall. Many of these booths would take a full day to dismantle.
On a given day, the number of vendors changes; roll on Table 1 to determine the number of vendors present. For each vendor available, roll on the Table 2 to deter¬mine the wares they're selling. Note that competition can be stiff for these vendors, so on some days, many sell¬ers are selling the same type of item, and those are the days that PCs find the best deals.
Table 1: Vendors
% Roll# of Vendors
1-21
3-62
7-103
11-154
16-205
21-306
31-457
46-608
61-759
76-9010
91-0011
Table 2:Wares Available
RollWares for Sale
1-10Armor
11-20Barding and pet supplies
21-30Fire-roasted meats
31-40Fruits and vegetables
41-50Jerky and trail foodstuffs
51-60Religious items
61-70Shields
71-80Thieves' contraband*
81-90Weapons
91-00Spell components
* These items are not visible in a merchant's booth. In¬stead, characters with the observation or similar profi¬ciency notice that several deals occur behind closed drapes. Much of the Equipment listed in the Complete Thief s Handbook can be purchased, assuming the mer¬chant and buyer can come to agreeable terms.
146.Drill Field
The drill field is the open area just south of the Caravan Quarter. Soldiers, militia members, and the constabulary can be seen training here nearly every day. When multi¬ple caravans enter the town, they often station here, since the marketplace is normally too small to accom¬modate them. Thefts here are almost unheard of, espe¬cially since the militia and constabulary patrol the area heavily.
147.Commons
This area, which takes up almost half the town, is kept purposely clear as an emergency pasture for cattle and sheep. Otherwise, the horses of the duke and the militia pasture here. The only buildings in this area are the duke's castle, Lathander's temple, the town stables, and the cisterns. By agreement with the duke, this is consid¬ered ducal property.
[2-day’s west] Elorfindar’s Residence
There are few Elves living in Daggerford, but some Moon Elves work as foresters and hunters in the nearby terri¬tory. Sir Elorfindar Floshin (NG em F12/M15) of the House of Long Silences, is a rare exception in the terri¬tory. He's a gold elf with a friendly interest in Humans who decided to stay when most of the Fallen Kingdom moved 1,000 years ago.
Elorfindar's estate is between Waterdeep and Dagger- ford. His gold elf wife stayed with him in his self-im¬posed exile but died 200 years ago after presenting him with four children over six centuries. He has since taken three human wives from the Nobility of Waterdeep and had several more children. Since taking residence among Humans, Elorfindar has employed Moon Elves in his retinue who have both bred among themselves and with Humans. Many of both Elorfindar's and his follow¬ers' children have stayed with the noble elf, but others have made their own way in the area as adventurers, sol¬diers, and even farmers and craftsmen.
Elorfindar owns elven chain mail +4, shield +2, long sword of dancing, long sword +5 defender named Elfhost (see below), longbow +3, sheaf arrows +1 (10), sheaf ar¬rows +3 (3), arrows of slaying goblinoids (2), ring of protec¬tion +2, ring of wizardry (levels 4-5), a huge collection of ioun stones (one of each stone), a staff of the magi (14 charges), and a luckstone.
Sir Floshin typically memorizes the following spells: 1st Level: color spray, detect undead, hold portal, magic missile, sleep; 2nd Level: detect invisibility, invisibility,
mirror image, web, wizard lock; 3rd Level: fireball, haste, hold person, nondetection, slow; 4th Level: dimension door, Evard's black tentacles, fire shield, ice storm, im¬proved invisibility, minor globe of invulnerability, poly¬morph other, Rary's mnemonic enhancer, stoneskin, wizard eye; 5th Level: Bigby's interposing hand, cloudkill, cone of cold, demishadow monsters, hold monster, monster sum¬moning III, telekinesis, teleport, transmute rock to mud, wall of force; 6th Level: globe of invulnerability, guards and wards; 7th Level: reverse gravity.
Elfhost: Longsword, +5 Defender
This long sword has been in Elorfindar's hands for as long as any human can remember. Goblins, orcs, and other enemies of the Elves gave it the name of Elfhost hundreds of years ago. Its blade is made of Mithral that never dulls or rusts, and a large ruby is set into its pom¬mel. Elfhost is an intelligent weapon with a neutral good alignment (Int 17, Ego 22) that possesses the abilities of detect secret doors, detect gems, locate object (120-foot ra¬dius), heal (1/day), and teleport without error.
Elfhost was created to defeat all enemies of the Elves. To this end, it inflicts double damage upon all goblinoid creatures. The blade speaks common, elfish, orcish, pixie, and can also communicate via telepathy.
[2-day’s east] Elorshin’s Residence
Elorshin (NG em M7/P6 [Tyr]), one of the four children of Sir Elorfindar, is a priest serving the Mosque of Tyr.
[2-day’s east] Mosque of Tyr
The Mosque of Tyr is a small fortification east of Daggerford. Elorshin maintains this temple, even though the parsonage is limited to travelers along the road headed for Waterdeep.
[1-day northeast] Black Helm Tower
This is home and headquarters of Ghelimar Firefrostarr (NG hm F11). Additional information on Ghelimar can be found in Code of the Harpers.
Демография
Dwarves, halflings, humans
Правительство
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. She visibly looked as though she was in her 20s, but was just shy of middle-aged.
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
Official Government
The region around Daggerford is ruled by a duke whose authority dates back to an ancient kingdom that is all but forgotten in the present era. The first duke was granted a fief bordered by the Lizard Marsh and the Misty Forest and running south as far as Dragonspear Castle, and the current duke theoretically retains command over that whole region, but in practice the dukes of Daggerford don’t have soldiers to spare to patrol such a large area, so they traditionally worry about the High Road, the ford, and the town itself.De Facto Government
The town of Daggerford is an outgrowth of the ducal castle, but it has its own charter allowing a Council of Guilds to run the town’s day-to-day affairs. Imitating the masked Lords of Waterdeep, the council members wear masks and shroud themselves in robes to hide their identities at council meetings, but everyone in Daggerford knows who the council members are. The council consists of the heads of the town’s loose, informal trade guilds: the Smiths’ Guild, the Merchants’ Guild, the Tanners’ Guild, the Farmers’ Guild, the Watermen’s Guild, the Rivermen’s Guild, the Taverners’ Guild, and a handful of others. In addition, the head of the militia, the duke’s master-at-arms, and the chief priests of the town’s three largest temples (dedicated to Chauntea, Lathander, and Tymora) also sit on the council.Lords of the Realm
Together, the Shining Barons and the Duke of Daggerford make up the Council of Man, an ancient compact that governs the general muster of the duchy's levies and issues of great import to the region. There are no set meetings of the Council of Man, they are called on an ad hoc basis in times of need. Though technically any of the barons can can muster a meeting of the Council, by tradition only the sitting Duke of Daggerford has ever issued a summons to meeting.The Duke and the Council of Guilds
The region around Daggerford is ruled by a duke whose authority dates back to an ancient kingdom that is all but forgotten in the present era. The first duke was granted a fief bordered by the Lizard Marsh and the The Misty Beard and running south as far as Dragonspear Castle , and the current duke theoretically retains com¬mand over that whole region, but in practice the dukes of Daggerford don’t have soldiers to spare to patrol such a large area, so they traditionally worry about the High Road, the ford, and the town itself. The town of Daggerford is an outgrowth of the ducal castle, but it has its own charter allowing a Council of Guilds to run the town’s day-to-day affairs.Council of Guilds
Imitating the masked Lords of Waterdeep, the council members wear masks and shroud themselves in robes to hide their identities at council meetings, but every¬one in Daggerford knows who the council members are. The council consists of the heads of the town’s loose, informal trade guilds: the Smith’s Guild, the Merchant’s Guild, the Tanner’s Guild, the Farmer’s Guild, the Waterman’s Guild, the Riverman’s Guild, the Taverner’s Guild, and a handful of others. In addi¬tion, the head of the militia, the duke’s master-at-arms, and the chief priests of the town’s three largest temples (dedicated to Chauntea, Amaunator, and Tymora) also sit on the council.Защита
Daggerford Armed Forces
The Duchy of Daggerford is a relatively small realm and its armed forces are not large in number. All members of the lawkeeper races must be ready to defend their homes and lives. The defense of the duchy is ultimately the job of the duke of Daggerford, Lady Morwen Daggerford , although that duty is traditionally delegated to the duke’s master-at-arms, Lord Llewellyn Longhand. The duke’s master-at-arms directly controls the duke’s soldiers (see Appendix 2, page __), who are primarily based at Castle Daggerford, but also posted in hamlets throughout the duchy. By agreement with the duke, the town of Daggerord maintains its own militia, trained by Duchess Morwen’s soldiers. Commander Sherlen Spearslayer (see below) leads the Daggerford Militia. The commander reports to the duke’s master-at-arms and is served by three captains, each of whom commands one of three 8-hour shifts: the morning shift, the evening shift, or the night shift. Commander, 3 captains, duke’s lawsword, 6 lesser lawswords Law-and-order within the town is the purview of the duke’s lawsword, who, despite the traditional title, reports to the Council of Guilds. Duke’s Lawsword _________ is served by a half dozen lesser lawswords (see Appendix 2, page __), who split their time between patrolling the town streets, visiting the town’s taverns, and patrolling the caravan grounds outside the walls. Any one of the lawswords can call on active militia members to back them up in a dangerous situation. While the City of Splendors does not formally base troops in Daggerford, the Lords of Waterdeep do dispatch regular patrols of Waterdeep’s soldiers down to Daggerford and back. Such patrols are usually timed so that there is always a patrol of Waterdhavian soldiers spending the night at the town’s barracks (#29). By agreement with the duke, the town maintains its own militia, trained by the duke’s soldiers. 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 the Lizard Marsh. The militia has trouble hanging on to its veteran members. In search of more income, veterans will often hire themselves out as mercenaries or caravan guards. A few even take up adventuring careers. All able-bodied, adult residents of Daggerford are required to be members of the militia. 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 two 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 under the training of the duke’s soldiers. In a practical sense, this means that most inhabitants of the duchy are 1st level warriors, not 1st level commoners, although all classes and skills are welcome. New militia recruits are taught to ride and to use a spear. Each militiaman is given one 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. All militia equipment, aside from spears and armor, must be supplied by the militia member. The militia has the use of light warhorses owned by the town and kept in the town stables (#8). The town must be repaid for the loss of a horse, either with money or with extra militia service. Any militia member who can afford such weapons as maces and swords is trained in their use by the duke’s master-at-arms, Lord Llewellyn Longhand. The duke’s master-at-arms also provides advanced training in swords and riding to the minor nobility. The duke’s huntmaster, Kelson Darktreader , gives instruction in bows and other hunting weapons to those with talent. Militia duty is actually quite light, except in times of trouble. Militia members must show up for training at least one day per month. The militia is split up into various troops, and these troops meet on different days. Militia troops must serve three days out of the month, serving as in-town street patrol, wall guard, or road patrol (along the Delimbiyr Route or the Trade Way). Usually, at least two veteran militia members are on duty on any given day, while the new militia members train and help the veterans. Militia members 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 magic items deemed necessary for the well-being of the town. Militia members who die in the line of duty will be raised if possible, but there is only one priest in Daggerford with this ability. Veteran militia members have priority for being raised. The main problem the militia has is hanging on to its veteran members. If they gain any significant expertise, the militia’s best swords are hired away by caravan masters, go off to the mercenary hiring fairs in Waterdeep, or try their hands at adventuring. Daggerford regulars - 100 Daggerford militia - 200Промышленность
Inns and taverns
The Dragonback Inn The Happy Cow River Shining Tavern Lady Luck TavernShops
Derval's Bright Blade Farrel's Fine Jewels and Apparel Korbus's Jewels and Fine OrnamentsTemples and shrines
The Harvest House, temple dedicated to Chauntea. The Morninglow Tower, temple dedicated to Lathander. Table of the Sword, shrine to Tempus Fairfortune Hall, shrine to Tymora.Other
Delfen's TowerГильдии и фракции
The town’s charter allows for a council to control affairs in the duke’s stead, and for centuries, the town’s guild leaders have been a part of it. It surprises some newcomers that such a small community has guilds, but many guilds have only a handful of members. Some, such as the Watermens’ Guild, consist of a single business. As with the guilds of large cities, the guilds here regulate competition and set parameters for masterand- apprentice and worker-employer relationships. But the guilds of Daggerford feel more like families than mere associations.
The guilds include the Smiths’ Guild, Merchants’ Guild, Tanners’ Guild, Farmers’ Guild, Watermens’ Guild, Rivermens’ Guild, Taverners’ Guild, Scriveners’ Guild, Clothiers’ Guild, and the Carpenters’ Guild. The guilds group together many associated occupations, so innkeepers are part of the Taverners’ Guild, and the Scriveners’ Guild includes those who work at the Sword Coast Traders’ Bank. Many folk are members of more than one guild, such as the owner of the Otter’s Run, who is a taverner, a tanner (furrier), and a merchant.
The Guildmasters’ Hall (area 14) near the marketplace serves as a library of guild records, the offices for guild leaders, and meeting halls for the guilds. The guild system can bewilder some visitors, but Daggerford folk take great pride in their traditions and use the organizations to maintain a close-knit community. Outsiders who are aware of the guilds can pay guild dues (2 gp) for access to facilities and members.
История
The town took its name from a 400-year-old legend about a boy named Tyndal who fended off a tribe of lizardfolk with only a dagger. The first community was built along the shores of the river at that spot. All the Dukes of Daggerford claimed to be descended from Tyndal. Construction of Castle Daggerford atop the ruined remnants of Morlin Castle began immediately after the fall of the previous Duke of Calandor and the ducal site was relocated from Delimbiyran to Daggerford.
After Illefarn, the Fallen Kingdom of the elves, retreated to Evermeet, the Kingdom of Man controlled the region and Daggerford's environs included all territory bordered on the north by Floshin, on the west by the Lizard Marsh, on the south by Dragonspear Castle, and on the east by the Misty Forest, although that territory was far reduced by the 14th century DR. After the Kingdom of Man was ended by dynastic feuding, the people of Daggerford built a proper town near the shores of Delimbiyr, the Shining River. Eventually, the town and castle were walled in.
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Maps
-
Daggerford Vale
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Окрестности Даггерфорда x1 - Daggerford environs x1
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Daggerford environs 3 1357 DR
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Даггерфорд - Daggerford
Другое(-ие) название(-ия)
Даггерфорд
Тип
Town
Население
500 в 1370 ЛД, 891 в 1372 ЛД, 900 в 1492 ЛД
Подместа
Включенные места
Владелец/Правитель
Владеющая организация
Персонажи в локации
- Belinda Anteos
- Bess Miller
- Curran Corvalin
- Darfin Floshin
- Darrondar Gweth
- Davra Jassur
- Delfen Yellowknife
- Gilly Gublin
- Halla Brewer
- Helmick Howager
- Ignal Ironeater
- Jekk Ironfist
- Jerdan Went
- Lady Morwen Daggerford
- Luc Sunbright
- Old Ander
- Sherlen Miller
- Sturgin Brewer
- Tholvar Cragjaw
- Trista the Shadowed
- Zirazylym
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