Drellin's Ferry

Small Town
Population: 1,158; Mixed (77% human, 12% halfling, 5% dwarf, 3% half orc, 2% gnome, 1% elf)
Ruler: Lord Norro Wiston
Religion: Church of Light
Overview: If Dennovar is the eastern gateway to Elsir Vale, then the small town of Drellin’s Ferry is the western. At the spot where the Dawn Way crosses the Elsir River stands the small town of Drellin’s Ferry, once known as Dwarfbridge. As the old name implies, long ago the Elsir was spanned by a sturdy dwarf-made bridge at this spot, but a hundred years ago the bridge washed out in a great flood. An entrerprising man named Drellin hammered together a small horse drawn ferry to maintain a river crossing here, and a town eventually grew up around the enterprise.

Notable Locations

  1. Watchposts: Due to the trouble with marauders over the last few days, the folk of Drellin’s Ferry have set up five watch posts on the major roads leading into town. A member of the Town Guard and three members of the militia man each posts. Strangers entering the town are stopped and questioned briefly, but unless someone in the group is an orc or goblinoid of some kind, they are allowed to pass. The guard member at each post carries a horn with which to summon help.
  2. The Green: At the center of Drellin’s Ferry is the Green; a broad grassy field where children play and farmers from outlying homesteads sell their produce.
  3. Lord Wiston’s House: The home ofLord Wiston is one of the larger and more comfortable houses in the town. Winston owns a fair amount of land in the surrounding area, including several orchards and woodlots on which he collects rent. He lives here with his wife Tara, their five children, and three servants. Since the beginning of the raids, two guard members have stood watch nearby, mostly so that Wiston can be quickly notified of any impending attack.
  4. The Green Apple: A cheerful taphouse and inn on the north side of the Green, the Green Apple caters to travelers who have somewhat less coin to spend than those who stay at the Old Bridge (see area 10 below). Many of the locals prefer to do their drinking here. The proprietor is a stout dwarf named Tharrma, who possesses a great gift for expressing her opinion, regardless of whether it’s asked for. The Green Apple is an inn of common quality (8 sp per day).
  5. Morlin’s Smithy: This is the workshop of Morlin Fireforge of Clan Coalhewer, the town smith. Morlin also happens to be a talented armorer and weaponsmith; he takes on blacksmithing work to fill in between working on weapons or armor. He lives in a small cottage behind the workshop.
  6. Church: A small church of the same fieldstone-and-wood construction used by many other buildings in the town, the church is in the care of Brother Derny. He has two acolytes who help him tend to the church and look after the folk of Drellin’s Ferry. Derny sometimes sells scrolls to travelers who can afford such things.
  7. House of Sertieren the Wise: An old noble manor-house with a handsome view from the bluffs overlooking the river, this is the residence of the sorcerer Sertieren. Sertieren is somewhat reclusive, and his house has a reputation for being haunted. Sertieren occasionally trades in scrolls or minor wondrous items he creates.
  8. Old Toll House: The largest and sturdiest building in Drellin’s Ferry is the old dwarf-built toll house, which still stands where the foot of the bridge once stood. The Toll House serves as the town hall, courtroom, jail, and Town Guard headquarters, housing twenty of the guard members (the rest have small houses of their own in and around town).
  9. Armory: A small stone tower about 30 feet tall, the armory holds arms and armor for the town militia—spears, light wooden shields, leather armor, studded leather armor, leather helms, and a few old longswords and crossbows. Most of the arms have already been issued to the members of the militia.
  10. The Old Bridge Inn: Somewhat larger and busier than the Green Apple, the Old Bridge is favored by merchants traveling the Dawn Way. The Old Bridge is run by the Shadowbanks family, a clan of halflings a dozen strong. Kellin Shadowbanks is the patriarch of the clan and proprietor of the inn. Guests and visitors can find a good game of dice or cards in the common room almost every night; Kellin plays often, and is so good that he doesn’t have to cheat to win. The Old Bridge is an inn of good quality (2 gp per day).
  11. Jarett’s Sundries: The town’s general store is Jarett’s Sundries. Jarett Nurth buys finished goods such as clothing, pewter goods, lamps, oil, rope, tools, wine, and toys from Brindol and Dennovar and has them shipped by wagon to Drellin’s Ferry along the Dawn Way. For Sale: Adventuring gear, special substances and items, tools and skill kits, and clothing. Jarett also carries a few potions of healing.
  12. Delora’s Livery Stable: Delora Zann is a retired adventurer who settled down in Drellin’s Ferry twenty years ago. She stables horses and other mounts for a modest fee and buys and sells animals as the opportunity presents itself. Merchants using the Dawn Way have come to rely on her stable. For Sale: Mounts and related gear. Delora currently has one heavy warhorse, one light warhorse, and one donkey available for sale.
  13. Iormel’s Warehouse: As the last town on the Dawn Way for 100 miles or more, Drellin’s Ferry often serves as a place where out-of-town merchants temporarily store goods while waiting for the right time to set out for the west. Iormel is a miserly old man whose large and ill-tempered hounds are the terror of children throughout the town.
  14. The Ferry: Two enormously thick ropes span the Elsir here, affixed to a huge wooden capsfan. A pair of draft horses harnessed to the capstan turns the device, drawing the ropes, to which a large flat-bottomed barge—the ferry—is secured. Another capstan and team on the far bank works a second ferryboat, if needed. When drawn by two horses, the ferry crosses the Elsir at a rate of 10 feet per round, taking about 6 minutes to make the crossing. The ferry is 30 feet long and 10 feet wide. A stable by the riverbank houses the draft horses, and nearby work sheds hold spare ropes and various other materials for keeping the capstan, barges, and hawsers in good repair. The ferry is operated by Drathgar, a great grandnephew of old Drellin himself. He employs about two dozen horse-handlers, carpenters, and porters to run and maintain the ferry. It costs 1 sp to cross on foot, or 3 sp with a mount. By long-standing tradition, Drathgar doesn’t charge townsfolk for the first two crossings they make in a single day.
  15. The Dwarfbridge: The ruins of the old bridge consist of a set of old stone pylons th at stand 10 to 20 feet above the water. The Town Council is considering using the solid, dwarf made piers as the base for a new wooden span, but so far the ferry owners have vehemently opposed any efforts to build a new bridge.
  16. Gausler‘s Brewhouse: Occupying the old barracks where a small garrison of Rhestiloran soldiers formerly guarded the bridge, the brewhouse is, of course, a brewery. A half-orc named Gausler runs the place.
  17. Jendar’s Warehouse: Similar to Iormel’s warehouse, this place serves merchants and traders moving goods along the Dawn Way. Jendar’s rates are substantially lower th an Iormel’s, and the halfling is steadily eating into Iormel’s business.
  18. Sterrel’s Provisioning: Ben Sterrel caters to merchants and caravans passing along the Dawn Way, selling tack, harness, food, and other stores useful for folk traveling a long distance. For Sale: Adventuring gear, clothing, mounts (riding horses) and related gear, and transport (up to and including a keelboat, but nothing bigger).
  19. The Old Ones: A small clearing in the woods on the west bank of the Allontiir holds an old circle of small menhirs known as “the Old Ones” by the townsfolk. The circle has long served as a druidic sacred place, and the druid Avarthel now tends the Old Ones.

Back to: Elsir Coalition, Allondale, Riverford

Drellin's Ferry

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