MORGAN'S FORD (small town): Population: 837 (formerly 1500+)
Authority Figures: Baron Silas Morgan; Constable Reggard Dunhill
Map of Morgan's Ford
CIVIC
West Guardhouse: watching over the road that comes in from the west, this stone and slate structure is a single story, with a three story watchtower rising out of one end. During the time of the great empire (and during the ensuing Inheritor’s War) the guardhouse would’ve been occupied by a company of two dozen trained soldiers, with eight on duty at all times and the rest waiting at the ready. Now perhaps ten town guard are stationed there, with three on duty at any time. Stout bars are kept beside the building in case the gate needs to be closed and locked at a moment’s notice.
South Guardhouse: Built to match the West Guardhouse, it likewise only has a small handful of guards at any time.
Morgan Manor (residence): The familial residence of the Morgan family and the seat of power of the town, Morgan Manor is currently occupied by Baron Silas Morgan (52), along with his two daughters Evira (18) and Viona (16). A few servants live in the Manor, including his mountain of a butler Fjord, though most live elsewhere in the town. The building itself is a two-story stone and slate building that was built to be both aesthetically pleasing and defensible. A sizeable stable sits off to its side, how to several well bred horses.
Morgan’s Mill: This large timber building sits on the southern end of ‘the bend’, the spit of river that creates the small harbor. Owned by the Morgan family, the mill is maintained by Willem Aust, an elder veteran (56) who served alongside Silas during the Inheritors’ War. Residents can use the mill to grind their grain for a nominal fee.
Contable’s Keep: a large, stout stone building, the Keep was originally designed to serve as the keep to a larger castle before it was decided that Morgan’s Ford would be built out into a trade town rather than a military outpost. Still, it serves as the town court, jail, and garrison. Constable Reggard Dunhill (42) oversees the daily legal issues of the town (which are quite few and far between). He is a bit of a grump, but is well known for being both a good judge of character and a fair arbiter in all matters. He has a soft spot for orphans, and more than a few of the town guards were raised by him after the War.
The Ferry (service): Once a key gateway for those seeking to travel across Kurdran’s Empire, the Ferry of Morgan’s Ford spends most days collecting dust, or at best being used as a fishing spot. The ferry itself is rigged to a water-wheel driven chain system, that moves it back and forth across the great width of the Stone River. It takes a quarter hour to make the journey each way. The ferryman Votrick (47) has captained the chains for almost 30 years, and assisted his father in the same duties before that. Now the lad Rast assists Votrick, while the boatwright Logan Pearse oversees the maintenance of the ferry itself.
RELIGIOUS
Church of Grayden (temple): Both simple and elegant in its design, the temple of the Hearthwarden is at the center of the Morgan’s Ford community. Brother Warren Fain (34) is a dutiful priest of Grayden, assisting in the planting, maintaining, and harvesting of the fields, while also offering blessings over weddings, births, and deaths. He is served by several lay followers, as well as two lesser priests.
Dawn’s Lighthouse (temple): the only non-civic stone building in Morgan's Ford, the Lighthouse is both a signal for riverboats and a temple dedicated to Illandros, the Lord of Light. Watched over by the the priest Loathren (69) and his boisterous acolyte Alistar, the Lighthouse is a safehaven for all of the Fordians, where people can seek, counsel, assistance, and healing.
Shrine of the Moneylender (temple): Neblus the Wise was once a diety of high renown in the great Empire. But with the collapse of the kingdom came the collapse of trade, and the patron god of merchants and business found few seeking his guidance. Still the temple is managed by a single follower, the Barrister Isaac Mitgeen (41). Isaac will gladly write and oversee the signing of contracts, update familial documents, help negotiate trade between merchants, and assist with other legal matters… for a fee.
FOOD & ACCOMMODATIONS
Dusty Keg (tavern): When the Inheritor’s War ended, there were those that thought trade would return to normal. Tium Nale (44) was a young veteran then, with a fondness for good liquors and sharing stories. So, he left his hometown and purchased an empty lot in Morgan’s Ford, planning to make a killing selling the most rare and exotic alcohols the Realm had seen. While the business never quite came to fruition as he’d imagined, the Dusty Keg is a friendly watering hole, if a bit rough around the edges. Tium still has some fine and rare whiskeys and the like, if you are willing to pay the price.
Grumpkin’s Two Brews (tavern): Shortly after the founding of Morgan’s Ford, a tavern was erected in the location that is now Grumpkin’s Two Brews. Thanks to fire, bankruptcy, drunken brawls involving wizards, and the occasional rampaging monster, the building has been rebuilt, expanded, and changed hands more times then can be counted. Currently owned by the demihuman duo of Aldred Cursedburns (dwarf, 59) and Dannan Krizzenzo (halfling, 46), they renamed it the Grumpkin’s Two Brews after a legendary fey creature that is said to inhabit the forests to the north. Aldred is an accomplished brewer while Dannan can make a delicious meal out of anything, making the Grumpkin a busy spot in a quiet town. They offer the loft space for rent as a flop house - there is no privacy, just a big room to lay out your bedroll, but for the drunk and/or down on their luck, it is a warm spot to lay their head.
Coachmen’s Rest (inn): The common inn of Morgan’s Ford, the Rest has seen its share of adventures. Starting as a simple bunkhouse for laborers building up the fledgling trade depot, it grew into the centerpiece of the town, dominating the western edge of the Market Square. Currently owned by Hayden and Kerstin Gorbul (37, 31), the Rest offers comfortable, secure, simple lodging for the weary traveler. It’s stable is the largest in town, designed to house the many draft animals used by caravans.
Star and Moon (inn): Situated on Morgan’s Isle, the Star and Moon is the Ford’s premiere high-end inn, which means right now it is even more empty then the Coachmen’s Rest. Before the War, a room here went for 20 crowns a night, if you met the establishment’s strict guidelines. Now, Giadda Lesarova (36) welcomes anyone, though still works to provide elegant accommodations for those rare nobles and wealthy merchants who still travel to the area.
SHOPS
Crashed Caravan (general good store): Calkirn Rumblebelly (halfling, 67) trader
Blackstone’s Hammer (craftsman): Beldan Blackstone, (dwarf, ) black/weaponsmith
First Light Alchemy (craftsman): Lyrius & Alinia Dawnray (elf, 104, 88) alchemist
Wrighted Rudder (craftsman): Logan Pearse (32) friendly boatwright
Weathered Hide (craftsman): Ryanne Toril, (half-elf, 39) leatherworker
Last House (craftsman): Caern Twinfist (47) hunter, bowyer