Daggerford coat of arms Illefarn: Daggerford & Dragonspear Castle Dragonspear coat of arms

Illefarn

Daggerford

Dragonspear Castle

  • Population
  • Notable people
  • Local legends & history
  • Rumors of note
  • Known dangers
  • Inns & Taverns
  • Entertainment
  • Temples
  • Services, shops
  • Government buildings
  • Living in Dragonspear Castle
  • Geographical information

The Secret Files

  • Chapters not included in public records and available only at “need to know”-basis

Living in Daggerford

In general, people find life rather peaceful in Daggerford, even if it is occasionally disturbed by some magical catastrophy, the Queen stomping around in animal form or some other minor hazard.

The government works on keeping its citizens safe (which explains some of the tax rate), yet free to express themselves without pressure. [In game terms, the region has more or less Neutral Good outlook, with some Lawful tendencies.] The government sees that it is its duty to ward off starvation and disease, evil that lurks in the world, and give people an opportunity to experience happiness without expense of others. The government also regulates prices to some degree (i.e. guilds do not have a presence in Illefarn and the city has free enterpreneurs) and moves to block unfair practices. In order not to drain the wealth from its citizens, the government has set up temporary measures (such as sale of lanterns, exclusive sales of alchemical goods) to fund rebuilding project. A notable sum of money is also given by the Queen's Council for rebuilding destroyed infrastructure and to create new systems. The government tries to purchase mundane works as much as possible from local workers in order to revitalize the wealth of population.

This may not be for the liking of everyone: it is rumored that certain powers that be in Waterdeep area do not like ideas such as free education and guildless systems, let alone some experimental democracy. It is possible that this may produce a backlash of some sort.

Some costs of living, open jobs, and other information, as per 1.1. 1366:

Alchemical goods:

  • These have the normal price ticket stamped on them; 1/6th of the price goes to city funds. The only exception is holy water (and similar items of clerical nature): these can be bought from the temples as normal. Up until 1376, the city holds all rights to sell alchemical goods.

Animals within city:

In general, bringing animals into the city is not forbidden; due to druidic presence in the city, even dangerous animals are accepted to a certain degree. The city watch may require to collar and/or muzzle animals, or have a discussion with the resident druids to see if the animal is comfortable amongst the crowds and that the owner is able to control the behavior of his or her pet.

In any case, cruelty to animals isn't allowed, and quite frankly, it isn't the smartest move, either — it may upset the druids too much, and that may result a nasty backlash. A skilled butcher is adviced to learn how to stun the animal before killing it and draining the blood. Live animal sacrifice isn't allowed, either.

Druids (and similar) are allowed to wander around the city in their animal forms, as long as they carry some form of clearly seen identification that helps the city watch to recognize them as friendly instead of wild or hostile animals. The druids are, of course, required to behave well while in animal form (so no rampaging through the city, hassling the chicken and worrying the sheep, please).

Building lot, craftsmen and businesses:

  • In 1366, a patch of land could be acquired for free in Daggerford, but in 1367, building lot is sold instead.
  • The base price is 50 gp per 30' x 30' patch of land (in non-prime location), and fee for obligatory sewer system is 25 gp per year.
  • The base price of land is 100 gp per 30' x 30' building lotin so-called prime locations, and fee for obligatory sewer system is 25 gp per year.
  • In some cases the sewer system fee may be higher due to produce.
  • Each building lot receives two free outdoor lanterns, as per city illumination regulations.
  • Businesses can purchase work-force and materials from the city at discount (10% less than normal costs)
  • The city offers architectural designs by its master architect. Her designs are renowed for making work easier, faster and more efficient in buildings. [In game terms, the masterwork building offers +2 circumstance bonus on skill checks in one particular skill, as chosen by the business.] Price: 150 gp per medium-sized building required.

Building lot, residents:

  • Building lots remain free in Daggerford until the end of year 1367.
  • In 1368, the base price of a building lot (per 30' x 30' in non-prime location) is 20 gp, and obligatory sewer system is 10 gp per year.
  • In prime locations, the base price of a building lot (per 30' x 30') is 50 gp, and obligatory sewer system is 10 gp per year.
  • Families can purchase work-force and materials from the city at discount (10% less than normal costs).
  • Architectural designs are available for various styles of homes; these cost 20 gp apiece, and they are optimized for comfort of living. [In game terms, the masterwork building offers +2 circumstance bonus on Survival checks provoked by weather or other similar conditions.]

Charity:

Although charity has been the main function of many temples in the past, the government of Illefarn feels that no citizen should go hungry, unclothed, or ill. Therefore, several governmental charity programs have been started to ward off the evils of the world in cooperation with the temples. However, just like teaching the temples are required to do, this is completely secular and does not require membership in any of the city temples.

  • A public hospital is in the works.
  • The government has and will organize several drives to collect old (but serviceable) clothes for people too poor to purchase them.
  • Finding jobs: a government agency is set up to aid people to find a job, though at this point it is just a bulletin board at the Market Square.
  • Free food is given to those who are willing to work for it; this work is usually of public nature (cleaning the streets, helping with building projects, and so on — for each to their abilities). Those who are unable to work (due to age, injuries, etc), food is given for free and without obligation. Although this food is nothing fancy, it will keep one reasonably fed until he or she is able to get a better job.
  • Free housing: those who have been left without a home (due to accidents or not having one) can receive communal housing in various locations of the city.
  • Each citizen has the right of counsel: those who cannot afford a lawyer, can get one appointed by the city funding.
  • The city does take a dim view of cheaters or those who try to use this system to their advantage. Once again: we have a loaded bear and we're not afraid of using her.
  • The government has set up a position for social workers, whose duty is to arrange these things in satisfactory fashion.

City maintenance:

TODO. 1 maintenance workman per 200 occupants.

City parks:

As the region is ruled by a druidic Queen, the city of Daggerford has started a park project with the Queen's disciples: certain regions of the city are going to be forested into small parks, where people can freely spend time and enjoy the cool shade of trees. Some sections of these parks will be reserved for residential use for races that prefer arboreal environment. Prices for these areas will be announced later (as the trees take some time to grow up).

City watch:

TODO. 1 watchman per 100 occupants.

Death:

Life is not forever, and death happens now and then; death due to violence for a citizen of Illefarn is rare (the enemies tend to meet this fate more often), and the city is currently (1366) planning to overhaul the burial lot outside of the city. At the moment some plans are made to push cremation as the favored method of burial (due to lack of corpse, the enemies have harder time to even try to use bodies for unliving fodder) and to sanctify the area in general with protective blessings from various temples and gods.

The city makes it a point to bury everyone, to hallowed ground, even if the deceased or his or her family cannot afford it and take care of the grave afterwards. The burial method is chosen by the deceased (if he or she made a will) or by the family (if no will can be found); in unknown cases, general reverence will be followed and the bodies are cremated. The bodies of enemies are cremated, and scattered on a separate, hallowed area from the main graveyard, with utmost decency and a small plaque noting the instance where they were slain.

A burial lot for a corpse costs 10 gp, 1 gp per year for maintenance. Cremation costs 3 gp, and the default memorial plaque costs 2 gp; no yearly maintenance fee. A mausoleum is a case-by-case deal, and crypts or boneyards are not allowed. In general, a mausoleum needs to be warded, and the bodies treated in a way that makes it either impossible or very hard to use them as undead. These precautions tend to make them as a deal for rich people only. Burying dead people to unhallowed grounds is forbidden.

Diplomatic relations:

TODO.

Emergency funds and their use:

TODO.

Environment and resources:

TODO. Woods. Mining. Other building materials.

Farming:

TODO.

Firebrigade:

TODO. 1 fireman per 300 occupants.

Library:

TODO.

Lights:

The city has been illuminated (little by little) with magical lighting provided by the Queen's Council: each building must be outfitted with at least two streetlights, shedding light to the streets at night; each household is required to flip the light open when the sun sets or darkness falls. The project begun 1366, and it is an ongoing project with no plans of stopping before the city is safely lit so people can travel without a hassle at night.

These magical lanterns are also available for indoor use and for gardens as well; individual modifications, decorations, or even custom-made lanterns can be purchased as well.

Magic:

Casting damaging (physically or mentally, and this includes charms) spells within Illefarn region is not allowed; exceptions to this include self-defense, or attempts to defuse situations without violence (i.e. charming an orc or thief who is trying to attack you is allowed, as long as you remove yourself from the situation). Sharing healing magic is highly recommended and volunteering to cast spells during hardships is generally viewed as the right thing to do.

Arcane spellcasters (of wizard or sorcerer type) who wish to sell their services should notify the House of Magic before doing so; the chances are that the House of Magic may even offer temporary lodgings for this particular purpose. Bards should report to Bardello.

In general, spellcasting is fairly common in Daggerford, and the presence of three major temples plus the House of Magic and the Bardello make it a part of everyday life: the chances are that the average citizen sees someone practicing magic, or someone important who practices magic, nearly every day.

Militia and military:

TODO.

Museum:

TODO.

Paper mill and printing press:

At the moment the city is trying to attract the services of a papermaker and printing press; the purpose of both is to bring more money into the coffers of the city to rebuild the area even more efficiently.

Both vacancies are still open, and both businesses will receive their building lot for free plus the buildings required; the contract requires them to work for five years for the city and hand over parts of the income, after which they can continue as free enterpreneurs.

Portals:

There are two public portals located in Illefarn area: one portal stands between Daggerford and Dragonspear Castle, and the other one is between Dragonspear Castle and Ankhapur of Lake of Steam. Citizens of Illefarn can travel for free by foot between Daggerford and Dragonspear Castle (each citizen, after registration, is given a metal badge that can be used for a free entrance).

  • Moving goods between cities for building or similar purposes does not incur a fee for citizens.
  • Moving goods between cities for sale incurs a fee of 1 gp per cart or pack animal for citizens.
  • Moving by foot between cities costs 1 gp for non-citizens.
  • Moving goods between cities for sale incurs a fee of 5 gp per cart or pack animal for foreign merchants.

Costs for travelling between Ankhapur and Dragonspear Castle may vary.

Each end has a brief summarization of Illefarn's laws posted in various languages and the guards are required to inform travellers about changes in laws.

Prices:

Daggerford's prices are of normal value: most staple products have a normal cost, but fancier or generally uncommon products may be more expensive, although available, thanks to Aurora's Emporium.

The city is actively recruiting craftsmen and business, giving them tax breaks or other benefits during their first year of stay, especially if the crafters pick up the task of educating children and other citizens.

Public celebrations:

The city funds several public celebrations, and purchases food and drink from locals to be served during the revels. Public holidays funded by the city are:

  • Midwinter: bonfires and festivities all day and night long.
  • 19.3. (Spring Equinox): a druidic holiday, celebrated locally by giving out sweet pastries filled with egg and cream, or desserts made with eggs, cream and butter.
  • 27. - 28. 4 (Memorial Days): free food and plenty of drink are handed out around bonfires to celebrate the victory over Tetsukisai; roasted meat features heavily in parties.
  • Greengrass: As if the previous party wasn't enough, the city greets new spring with a small fair and provides some of the food and drink served. This is time of sharing, so others are expected to provide some as well.
  • 1.5. (Memorial Day): no food and drink is given out, but the city hands out lilies and other flowers of remembrance to reflect the disappearance of the old Daggerford in 1358.
  • 20.6. (Summer Solstice): a druidic holiday, celebrated locally with bonfires and flowers; the city provides some of the food and drink.
  • 6.7. (Memorial Day): again, the city does not provide food or drink, but hands out lilies in remembrance of a battle against Dragonspear Castle's forces.
  • Midsummer: bonfires, food and drink; a fair for people of all ages. In addition to comestibles, the city also gives out free herbs for various herbal remedies.
  • 21.9. (Autumn Equinox): to ward off enroaching darkness, the city gives candles to its citizens, which are often taken to the temples for a blessing.
  • Highharvestide: again, bonfires, food and drink flow freely, and citizens are expected to pitch in for communal fun.
  • 1.11. (Rebuild Begins): in order to memorialize the day of rebuilding, the city gives its citizens free tools of building a life: paper, ink, a bag of nails, and so on.
  • The Feast of the Moon: once more bonfires are lit, and food and drink are brought forth; citizens pitch in some of their share, and a fair entertains people.
  • 20.12. (Winter Solstice): a druidic holiday; to celebrate light returning to the world, the city arranges bonfires and horse-sled rides, singing, noise and fun for whole family.

Registration:

As the previous records were lost in the disappearance of Daggerford in 1358, the new city has started to collect information about their citizens: names, species, date of birth, state of social status (married or not), children born, if moved out, date of death. This is completely free service for families and free research access will be provided for those who want to write down their family chronicles, after they've proven their identity and permission to access these files.

Tax records are made based on this information, plus occupation.

The city also records adventuring parties, and gives written means of identification; this costs 100 gp per party of five, and +5 gp per person thereafter.

School and education:

TODO.

Sewer and waste management:

TODO.

Taxation:

TODO.

Temporary governmental vacancies:

TODO. Geofront. Building projects.

Yearly magical research projects:

TODO.