Daggerford is a really cool town / small city in the Forgotten Realms world.
This is a fantastic town for Adventurers / Characters to use as a Home Base, which is precisely what I’ve chosen to use it for.
I’m working on updating the Under Illefarn adventure module from 2nd Edition Advanced Dungeons & Dragons to work with Pathfinder. The TSR Under Illefarn product was released in 1987 based on the year 1347 DR, but there is some great information in this work I couldn’t find anywhere else.
- Town Guard Barracks
- Caravan Gate
- Cromach’s Smithy
- Chauntea’s Temple
- Jail & Constable’s Office
- Ducal Castle
- Delfen’s Tower
- The Clean Chin
- Sir Isteval’s Residence
- Farmers’ Gate
- Jerdan’s Smithy
- Gublin’s Cloth & Cordage
- Guildmasters’ Hall
- Happy Cow Tavern
- The Decorated Man
- Lady Luck Tavern
- Temple of Amaunator (Lathander)
- Curran’s Residence
- Sword Coast Traders’ Bank
- River Gate
- Silver flood Inn
- The Otter’s Run
- River Shining Tavern
- Shrine of Tempus
- Wall Towers
- Shrine of Tymora
- The Lizard’s Gizzard
- Sullerton Shipbuilders
- Daggerthrust Ales
- Darrondar Gweth’s Residence
- Ironeater Residence
- Derval’s Smithy
- Kelson Darktreader’s House
- Filarion Filverdonson’s House
- Darfin Floshii’s Townhouse
- Miller’s Dry Goods
- Trade of the Tools
- Helmick’s Herbs and Oddiments.
Click for the largest version of these maps.
Daggerford Town Map
Delimbiyr Vale Overland Hex Map with Daggerford
Includes the Floshin Estate, Cromm’s Hold, Liam’s Hold and the Ambergul Estate
Daggerford: History and Political Structure
The city of Daggerford got its name from an incident that happened about 400 years ago. A wagon master sent his son ahead of the family wagon one evening to locate a safe passage across the Shining River. The boy located a ford, but was surprised and attacked by a party of lizard men. The lad slew 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 current duke, young Pwyll Greatshout, seems to have no inclination to revoke the charter. 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
About 300 residents live in the town and in the duke’s castle. Most of them till the fields outside the town walls. There are about 20 farming hamlets within a day’s walk of Daggerford (15-20 miles), each of which has about five families of around 20 people. Each hamlet has a fortified town house to which the residents can retreat in case of a raid. There are also some isolated farms and a few estates of minor nobility.
In all, there are about 1,000 people dependent on the Daggerford market for goods they cannot make themselves, and who would retreat to Daggerford in case of an invasion.
Description of the Town Daggerford
(See Map 3.)
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.
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.
3. Caravan Quarter
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
Merovyna the priestess presides over this large stone establishment not far from the farmers’ gate. She has several underpriests between 2nd and 5th level, and they spend their time fulfilling the needs of the temple, including blessing fields and researching new plants.
The only apothecary in town is Duneden, a 3rd level priest working out of the temple. He has the ingredients for most common spells, but he depends on caravans for more exotic ingredients.
From Scourge of the Sword Coast Adventure Module:
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.
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.
This area, which takes up almost half of the town, is kept purposely clear as an emergency pasture for the farmers’ cattle and sheep. Otherwise, the horses of the duke and the militia pasture here. The only buildings allowed in this area are the duke’s castle, Lathander’s temple, the town stables, and the cisterns.
By agreement with the duke, this is considered to be ducal property which he leases to the town.
7. Cromach’s Smithy
Cromach is a human blacksmith who 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.
8. Delfen’s Tower
When the mage, Delfen, came to Daggerford, the northwall tower was under construction. He paid the town a goodly sum to take over the tower in exchange for swearing to keep the town safe from its vantage point on the hillside. This he has done to the best of anyone’s reckoning.
The tower’s arrow ports are smaller than usual, since all they are needed for is room to let a magic user see a target for a spell. The windows facing in are much larger, allowing Delfen to look out over the town if he desires.
Like all the other towers, this one is three stories tall. The top story is Delfen’s living quarters. The second story is where he teaches his apprentices and where they sleep if they are staying with him. The first story contains a stable for his riding mule and is also used for general storage.
9. Derval’s Smith
Derval Ironeater is a dwarf who has the largest smithy in Daggerford. The back area is full of construction tools created for the building projects he and his family have worked on over the years.
Derval leaves most of the construction business to his family. He is primarily interested in war gear. He makes the finest swords, axes, and spear blades from Waterdeep to Baldur’s Gate, or so he says. His work is popular, even though his prices are high compared to the other weaponsmith in town.
Derval Ironeater ran Derval’s Smithy (area 34), the largest smithy in Daggerford, and served as guildmaster of the Smiths’ Guild for generations. Recently, the elderly dwarf died. Since his three children work as stonemasons, his grandson Ignal Ironeater inherited. Ignal had been Derval’s proxy at guild meetings for decades and thus assumed the role of guildmaster as well as leader of the Ironeater family’s business.
Derval’s Smithy focuses its work on gear for the soldiers of Daggerford, turning out spear tips, arrowheads, and studs for armor. Ignal and his apprentices also craft fine armor and weapons in Derval’s style, selling them for high prices.
10. Ducal Castle
The castle was based on the first building in Daggerford, but it has changed a lot since the old days. For a while, it was the only building, a simple wooden structure surrounded by a palisade fence.
After it was burned down in an orc raid from the High Moor, the duke rebuilt in stone. He created a three-story stone keep on the hillside and surrounded it with a two-story stone wall. After the orc raiders were hunted down and destroyed, the people of the castle began building outside the walls of the castle, eventually creating the town as it stands today.
The ducal gate leads to the city and is always open. Inside the courtyard are the duke’s private parade grounds, his own blacksmith shop, and stables for his animals. The larder is well-stocked with preserved food, enough for a year’s siege.
About 50 people live in the castle, and there is enough room for 100 more. Most of the duke’s men at arms live in town, but his select guard lives in the keep.
For a duke, Pwyll and his forebears keep a very small household. But then, there aren’t any comparable nobility within 100 miles in any direction.
11. Farmers’ Gate
This is the most used gate in Daggerford, as it is the closest to the fields outside of town. This gate is usually open, even at night, unless times are troublesome. The gate is built into a broad tower and has just enough room for one farm cart to enter at a time. The gate is about 10 feet tall.
12. Farmers’ Quarter
This is the section of town mostly occupied by the farmers who till the soil to the north of town. Some of them have small herds of cattle and sheep, while others have chickens in the back yard. This area is noisy and has a definite odor.
13. Farrels’ Fine Jewels and Apparel
Farrel’s is a large store, actually a branch of one of the Waterdeep trading companies. It acts as a middleman for interesting jewelry pieces coming through town, including magical ones (which are always sold for double the price given in the Dungeon Masters Guide).
Farrel’s sells cloth, usually imported fabrics from distant regions. If you want cotton, silk, or rare furs, you go to Farrel’s and pay high prices.
14. Guildmasters’ Hall
This imposing 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 incoming caravans.
There was some dissatisfaction when the hall was built because several farmers’ homes had to be torn down to accommodate it. The farmers were forced to move to the caravan quarter. Many of these farmers objected to having demi-humans for new neighbors.
15. Happy Cow Tavern
This pleasant tavern is the domain of Fulbar Hardcheese, an adventurer halfling who retired to keep the tavern. Now he disdains adventurers and soldiers and concentrates on a clientele of farmers and townsmen. Nothing in the decor or in the attitudes of the employees recalls Fulbar’s adventuresome past.
he disdains adventurers and soldiers and concentrates on a clientele of farmers and townsmen. Nothing in the decor or in the attitudes of the employees recalls Fulbar’s adventuresome past.
18. Lathander’s Temple / 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.
Older Material about Lathander’s Temple:
Lathander is the god worshipped by Duke Pwyll. His cylindrical temple is the largest in the town, the only one to share the hillside with the castle. Liam Sunmist leads worship of this bright god of new beginnings and lends magical aid to those in need. He is the only priest in town capable of casting a raise dead spell, and he can only do it once a day. He never charges for this favor, but he has his own ideas about who gets raised first. Not surprisingly, the ducal household tops the list.
19. The Marketplace
This large empty area is the site of the market which takes place every fiveday and tenday of each ride. Farmers and small merchants bring their goods to the market and sell them from temporary booths.
Recently, the booths have become more permanent, thanks to the installation of the drill field near the southern wall. Before, the militia trained in the marketplace and the booths had to be taken down at the end of each tradeday, but now the booths can remain. Many would now take a full day to dismantle.
20. Money Quarter
This is where the wealthy people of the town live. It is a district of larger houses that have little parks surrounding them. The larger merchants who don’t live over their places of business live here, as do a couple of rich former adventurers. Some minor nobility with holdings in the area also have small townhouses here.
21. Named Streets
While the town has many anonymous alleyways, certain streets are broader 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.
24. River Shining Tavern
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.
This is a general livery stable available to the entire town. Militia horses and the water carriers’ horses are kept here, along with personal horses belonging to the adventurers and people living in the money quarter.
26. Shrine of Tempus / Table of the Sword
Baergon Bluesword came to town with the Waterdeep troops fighting the Dragonspear invasion. He found many fighters ripe for worship of Tempus and established a shrine near the farmers’ gate. With the construction of the new barracks, he has moved his establishment 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 adventurers. Many of these people worship at the shrines of both Tymora and Tempus.
The shrine is a ramshackle wooden building decorated with recent trophies donated by parishioners from the Dragonspear invasion and other campaigns.
From Scourge of the Sword Coast Adventure Module:
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.
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.
28. Shrine of Tymora
This shrine has moved from place to place since Tymora was first worshipped in Daggerford. Tymora has always been the second choice god of the ducal family, but its priests have never been powerful. Currently, the shrine is a fairly neat wooden building next to the drill field where militia and men at arms can go to worship their favorite deity, and perhaps get into a dice game with the priest, Bando.
The wall around Daggerford is mostly an 8-foot tall earthfill mound topped with a 10-foot wooden palisade. One of the militia’s various jobs is checking the palisade logs for signs of decay and arranging for repair.
30. Water Carriers
This establishment is the home of the Watermen’s Guild who are responsible for providing most of the water used in the town. While there are several wells in Daggerford, most are capped so as not to be exhausted in case of siege. The carts of the water carriers go several hundred yards upstream of the town to get the purest possible water for their customers. Everyone in the town pays a tax to support the guild.
The Watermen’s Guild is responsible for most other water-related activities in the town, including suppressing fires and making sure the drainage ways are working so any excess water flows back into the river.
Water carriers can be identified by their distinctive blue caps and blue carts.
31. Wayfel’s Smithy
Wayfel moved into Daggerford a few years ago and set himself up to compete with both Derval and Cromach. His work is about 20% cheaper than theirs, but it also has a 20% chance of breaking under hard use.
Wayfel does not compete with Derval in the construction business after his river gate tower fell down following a flood. It had not been anchored in bedrock. As shaky as Wayfel’s best is a common phrase in Daggerford, but people still go to him for items that will not get hard wear or when they just can’t afford the competing prices of Derval and Cromach. Wayfel is always complaining about the unfair competition, but no one takes him seriously.
??. 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 orcs, was given the warehouse as a reward by the survivors of the
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 Orcslayer 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.”
The Tavern (other description. old perhaps?)
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.
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 (0). 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.
1. Both Duke Pwyll and Lady Bronwyn would rather be adventuring than ruling. (T)
2. Lady Bronwyn is an accomplished magic-user who has rejected a number of suitors already. (0)
3. No one knows for sure who Lord Llewellyn’s parents were, though he was raised to nobility by Duke Conan. Some say he was the duke’s child. (T)
4. Gwydion the wizard spends most of his time cooped up in the castle library. He barely associates with anyone these days. (0)
5. Fulbar Hardcheese has thousands of gp from his days as an adventurer. He keeps them in a secret cache in his tavern. (0)
6. Derval Ironeater and his family came to town about 100 years ago. No one knows where they came from, but they brought a lot of coins from the old Fallen Kingdom with them to buy equipment. (T)
7. Baron Cromm Redhand has been hunting dinosaurs (and maybe lizard men) in the Lizard Marsh. (0)
8. Elorfindar Floshin has had four full elf children and several half-elf children. He is still alive, but rarely leaves his estates to the north of Daggerford. His children teach 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. (0)
11. There is a lizard man witch doctor in the Lizard Marsh who is attempting to unify the lizard men. His name is Redeye, and he’s trying to buy metal weapons from the town armory. (0)
12. Dragonspear Castle was the source of a recent invasion from the Lower 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)
Daggerford Surrounding Regions
To the east of the Trade Way between The Way Inn and the Winding Water over 200 miles from Daggerford, there is a trio of low hillocks bearing the sprawling, desolate ruins of Dragonspear Castle.
This is an evil place. Only very experienced adventurers can expect to enter and survive. Originally the home of Daeros Dragonspear, a famous adventurer, the castle fell on hard times after his death 60 years ago. Recently, an evil agent allied with the goblinkind of the High Moors opened a gate to the Nine Hells within the castle. Outbreaks of creatures leaving Dragonspear precipitated a war between the evil forces and the trading cities, led by Waterdeep. The creatures were soon beaten back to the castle, but the siege of the castle itself lasted two years and took the lives of many brave men, including Pryden, the former duke of Daggerford.
The war did not reach Daggerford, but the region is still plagued by evil creatures. Most parties traveling between The Way Inn and Boareskyr Bridge do so in large, well-armed caravans.
There is a small shrine to Tempus set up by priests within the ruined walls, but rumors persist of excavations that predate Daeros. A gate that is still operational is also rumored to exist.
The High Moor
This is a gorge-scarred plateau rising from the road, enshrouded in mist. This is a home for trolls, bugbears, and goblinoid tribes. Its soil is too thin for farming, and its stone, mostly granite, is of too poor quality for mining. It is sparsely settled by human barbarian tribes. These tribes raise goats and sheep on the moors, guard caravans coming from the east, and fight constantly with the various goblinoid tribes.
The Laughing Hollow
This area lies up the Shining River from Daggerford and is known as an area where fey beings reside. Wild Elves have been reported there, as have pixies and other fairy creatures.
The area was once a quarry worked by the dwarves of the Fallen Kingdom and is rumored to contain a passageway into the dwarves’ old home. It is reputed to be full of treasure, but no one has found the entrance and lived to tell about it.
Some travelers report having seen and even spoken with a King of the Woods, the chieftain of the Wild Elves in the area. To travelers simply wishing to pass through, he is said to be gruff and impatient at his worst. He has no time for treasure hunters.
This tangled mess is the home of several otherwise rare creatures. The most significant of them are the lizard men whose ancestors are said to have ambushed the boy whose actions gave Daggerford its name. There are also known to be a number of dinosaurs in the lizard marsh, including some nasty carnivores.
The proximity of the lizard men to humans has increased their level of civilization to the point of using shields, warclubs, darts, and javelins. It is rumored that some of the lizard men have been equipped with metal weapons by various evil influences at work in this corner of the world. However, these weapons tend to rust in the swamp because the lizard men are unable to take care of them properly, so they are rarely any more potent than a club in a lizard man’s hands.
Some of the lizard men are organized around a leader known to humans as Redeye. He is reputed to have magical powers and to have used them to rally about half the populace of the swamp around himself. The others feud with this megatribe and each other.
Redeye has actually contacted Daggerford merchants for the purpose of trading rare swamp bird feathers and certain delicacies for weapons and other aid, but the Council of Guilds is apprehensive about aiding an old foe.
The Misty Forest
This forest of pine and other evergreens covers the slopes of the western approaches to the High Moor. It gets its name because of the mists and fogs which creep down from the High Moor, making navigation difficult on even the best of days.
This forest is partially patrolled by the local rangers. Several druids have shrines here. There is also a small community of Wild Elves who work with the druids and have some druids of their own. These forces for general good can only cover a small fraction of the forest at any one time.
The barbarians of the High Moor come down into the forest for hunting and wood gathering. The orcs of the High Moor use the protection of the forest for approaches to the Trade Way.
This is a major village of about 200 inhabitants. About 600 other people live in surrounding dependent hamlets. Counting the surrounding farms, the population is about 50% human and 40% halfling. The rest of the population includes a few dwarves (relatives of Derval Ironeater), gnomes, and Moon Elves. Several rangers use Secomber as a base for their forays into the creatureinfested areas to the east of town.
The town is very similar to Daggerford in general design and lifestyle, but it is farther away from the main trade routes and is less important commercially. It does not have any major resident nobility, though a few barons have holdings in the region.
Adventuring parties use Secomber as a source of everyday supplies for treasure hunting expeditions into the eastern wilderness.
Waterdeep takes its name from the deep water sea port it borders. It has used this advantage to build a mercantile (as opposed to military) empire that reaches to the far corners of the Forgotten Realms. It is ruled by a secret but lawful order known as the Lords of Waterdeep. Their power is acknowledged by all, but their identities remain secret.
One exception to this policy of secrecy is Piergeiron (The Paladinson). Piergeiron is the warden of Waterdeep and is also commander of the watch.
The trade cities act as the main authority of the region. Waterdeep is the head. The Lords of Waterdeep maintain the roads for about 200 miles around the town and provide military force when it is absolutely necessary to safeguard the surrounding area. However, there is no actual central authority. The individual fiefdoms and chartered towns operate independently for all practical purposes, combining only when their combined interests are felt to be at stake.
The cities of Waterdeep and Daggerford have a long and deep relationship. Daggerford can be said to be the farthest extension of the writ of the Lords of Waterdeep. What this means is that Daggerford can call on Waterdeep for aid in case of invasion. Similarly, Waterdeep can send for help from Daggerford in times of trouble. Considering the approximately 150 miles between Daggerford and Waterdeep, this pact has practical uses only in the case of invasions with much advance warning. So far, the only use of the treaty since it was signed after Daggerford got its charter was during the recent invasion from Dragonspear Castle. Nevertheless, the Lords of Waterdeep see Daggerford as an essential stepping stone to the civilization of the interior of this part of the Forgotten Realms. They will take any reasonable actions to maintain a good relationship with Daggerford.
Waterdeep currently maintains a small mounted force of men at arms and archers in Daggerford. They are present as a show of strength and are available to help the duke to defend this valuable area if the need arises. The Waterdeep troops are quartered in town and often patrol the High Road north as far as Zundbridge and south as far as The Way Inn.
Several Waterdeep merchants maintain representation in Daggerford. These representatives keep an eye on incoming caravans. They have been known to strike pre-emptive deals with these caravans for special merchandise so that their rivals cannot bargain for the goods once they reach Waterdeep. Daggerford is becoming the first market of Waterdeep, and some merchants try to sell all of the their goods at Daggerford, letting the Waterdeep representatives in Daggerford arrange for transportation back to Waterdeep while they go back for another load.
The duke of Daggerford is allied to Waterdeep by a separate and much older treaty. By the terms of this treaty, the duke is obligated to come to the aid of Waterdeep in times of invasion, the request for aid coming from the Lords of Waterdeep. The duke, of course, can likewise call on Waterdeep for help in similar circumstances. During the last of the invasions from Dragonspear Castle, Waterdeep summoned Daggerford for help. The duke of Daggerford sent his men at arms to join the Waterdeep soldiers in fending off an assault of evil creatures from Dragonspear.
The Way Inn
The Way Inn is a small village of about 100 souls. Another 400 or so live in dependent hamlets nearby. The village is dominated by a large inn. Both the inn and the village share the same name.
The Way Inn is used as a base for adventurers and hunters. The village maintains a force of archers and spearmen armed with firepots. This force is sometimes called on to repel trolls and other wandering creatures.
The Way Inn was used as an operations base by forces from Waterdeep in its fight against Dragonspear Castle. However, Waterdeep has no permanent treaties with The Way Inn.
Both the town and the inn are run by a stout, middle-aged swashbuckler named Dauravyn Redbeard. His beard is now mostly gray.
Personalities of Daggerford
The following descriptions in game terms describe the major movers and shakers of the town of Daggerford and, in Sir Elorfindar’s case, the surrounding regions.
Beginning characters might never meet most of these people, but a few are of immediate importance. How important they can be to the player characters is shown with each character’s description. All stats and equipment are given as if the character were ready for battle. Many are rarely so accoutered.
Sir Darfin “Longwalker” Floshin, Gold Elf, Lord of House Floshin
An elf older than Daggerford itself. Darfin oversees the far-flung holdings of House Floshin in Delimbiyr Vale and keeps a close eye on the lands that surround them.
The Floshin Estates were a parcel of lightly wooded land located roughly halfway between Ardeep Forest and Daggerford.
House Floshin History
House Floshin had owned the land for longer than human history had been recorded in the area and they eventually built a manor house on it. After the Retreat was called, the Floshin Estates were one of the few sun elf strongholds left in all of mainland Faerûn.
Under the guardianship of Elorfindar Floshin, the land was mainly used for animal husbandry and was tended by moon elf workers owing to the lack of other sun elves.
Circa 1445 DR, Elorfindar Floshin died and the estate was left to his eldest son Darfin. Unlike his father who spent the majority of his time on the estates, Darfin split his time evenly between living here and at his townhouse in Daggerford. Enjoying the company of N’Tel’Quess more than his father did, Darfin hired humans, halflings, and a dwarf to tend his lands in addition to elves. He also took on numerous apprentices, training them at the estates.
Around 1485 DR, the Floshin Estates were attacked by Clotskull orcs under the direction of the Red Wizard Arvik Zaltos, who gained access to an ancient altar to Yan-C-Bin in the family crypts. The manor house was put to the torch and eight servants were abducted by the orcs.
Scant weeks later, the land was taken by a force of gnolls, elementals, and undead. Only one servant had survived to report the attack and when Darfin tried to go there he was overcome with wracking pain. Darfin’s sister Shalendra had erected a large antipathy field that affected all members of her family save herself while Red Wizards of Thay used the Estates as a base to reconstruct the damaged portal network in the House of Long Silences.
Sir Darfin Floshin was a sun elf advisor in Daggerford in 1370 DR and circa 1486 DR.
Darfin was the son of Elorfindar Floshin, who acted as guardian of a portal nexus connecting the Ardeep Forest to Evermeet. For centuries, Darfin acted together with his father as advisor to the dukes of Daggerford. Eventually, his father was forced to stop some daemonfey and destroyed the portal. When his father died Darfin was freed from his family duties.
Sir Isteval was a retired paladin and veteran dragon slayer from Cormyr.
A noble-hearted, retired paladin who gathers adventurers to his cause for a brighter future for Faerûn.
Isteval valued honour and tradition greatly.
Sir Isteval’s History
Sir Isteval, was a retired Paladin of Amaunator who viewed his god in an outmoded light as Lathander. He lived a retired life in Daggerford until he felt that others needed to follow the shining example that was his homeland so he gathered individuals with the same ideals and set forth to combat evil and chaos.
Isteval’s place of birth was the Cormyrian town of Eveningstar. He joined the Purple Dragons while still a teenager, and was noted for his impeccable character. His desire to bring justice and defend his country brought him into conflict with many enemies in various locations. Some of his more battles were against the vicious orc bands of the Stonelands, dispatched Zhentarim agents along the western frontier, and making a valiant stand in Thunder Gap against Sembian raiders.
Later, he led at least three groups of adventurers on missions in an effort to bring justice, goodness, and spread Cormyr’s influence. The first company of adventurers went to the Western Heartlands. The second followed Isteval to battle corruption around the Moonsea.
Around 1471 DR, Isteval lead his third and last company, “The Company of the Sunlit Sea” into the Vilhon Wilds and the Winterwood. During this time, Isteval and the rest of his company entered the lair of the dracolich, Dretchroyaster, to retrieve the Diamond Staff of Chomylla. Here Isteval engaged and defeated a black dragon apparently residing within the adjacent caverns of the lair, but he and his companions were later forced to retreat as his friend Jekk Ironfist nearly drowned, and the party wizard, Imani triggered a fire-breathing trap, horribly burning him.
Some time later, while in the Winterwood, Isteval wounded his leg in battle against a Green dragon. The wound resisted magical healing and he walked with a cane afterwards.
As of 1489 DR, Isteval actively proclaimed his devotion to the newly returned Lathander, after the Second Sundering. He attended the Council of Waterdeep as Daggerford’s unofficial representative for the Lords’ Alliance. Isteval was however additionally tasked with spying on the council on behalf of Cormyr, a fact he respected his fellow representatives too much to hide from them, resulting in him almost being banished from the council, if not for the intervention of a group of heroes leading the efforts against the Cult of the Dragon. As the council progressed, Isteval found himself an ally of Ontharr Frume of the Order of the Gauntlet. Isteval had his misgivings about cooperating with the Zhentarim, and outright objected to allying with the Red Wizards of Thay.
The heroes securing Isteval’s support of their efforts against the Cult of the Dragon acquired them allied forces of Purple Dragon Knights and War Wizards from Cormyr, as well as a great deal of influence over several council-members, due to Sir Isteval’s widespread and positive reputation.
Duke Pwyll Greatshout Daggerford
Lady Bronwyn Daggerford
Lord Sir Llewellyn Long-Hand
Gwydion pen Dafwyd
Sir Elorfindar Floshin of the House of Long Silences
Ignal Ironeater, Grandson of Derval Ironeater
Homebrew Description: Derval has short cropped, red hair and bright green eyes with a tightly braided firery-red beard to match. His cheeks were red from working the forges and his muscular build and broad shoulders made him nearly as wide as he was tall. Arm muscles bulged from outside his simple vest covered by a heavy apron adorned with several tools.
Bando the Lame
Maerovyna, Priestess of Chauntea
Liam Sunmist, Priest of Lathander
Baergon Bluesword, Priest of Tempus
Filarion Filvendorson, Adventurer
Sherlen Spearslayer, female human, Commander of the Daggerford militia