Ditchcut
Ditchcut began where a drainage trench cut through wet river meadows to give the first landing a firm approach. Now its growing quay receives grain, salt, wool, ironwork, and news from the surrounding farms. The town is important because the river narrows here and the old road reaches the water on ground high enough for carts. Its prosperity is young, practical, and already contested.
Ditchcut
- Population
- 1,800
- Rule
- Reeve Hadrik Tamm
- Wealth
- Growing and uneven
- Defence
- Quay Watch
Overview
Ditchcut began where a drainage trench cut through wet river meadows to give the first landing a firm approach. Now its growing quay receives grain, salt, wool, ironwork, and news from the surrounding farms. The town is important because the river narrows here and the old road reaches the water on ground high enough for carts. Its prosperity is young, practical, and already contested.
Atmosphere
Mud dries slowly on the market stones, and every newcomer is asked which bank they came from before anyone asks their trade. Barges crowd the landing while carpenters extend the quay by another row of piles. The town feels busy rather than grand: fresh timber beside old thatch, arguments over tolls at every doorway, and the persistent sense that the river is deciding who belongs here.
Culture
- River and hearth spirits honored through local household rites
- The Lantern Saint, patron of safe crossings
Humans, Dwarves, Halflings, Elves
Economy
- River transport and warehousing
- Grain milling
- Tanning and leatherwork
- Cart repair
- Grain and flour
- River fish
- Leather goods
- Repaired carts and boat fittings
Salt, Fine cloth, Iron bars, Wine and lamp oil
Geography
Ways in and out
Places to see
- First LandingA gravel rise above the river where the first boats could unload without grounding. New piles are being driven into the water as quickly as carpenters can cut them.
- The DitchA cut through the meadow that began as a drainage channel and now serves as the main cart approach. Its banks are lined with old posts marking the first cleared plots.
- Low Water BendA shallow bend where the current leaves driftwood and sometimes exposes foundations after floods. Local children dare one another to search for lost coins there.
Power
3 factionsGovernment
Laws
Trouble
- Who owns the riverbank, and whose vote counts?A recent flood shifted the channel and exposed a strip of bank claimed by both the Guild of the High Landing and the Lost Hearths. Reeve Hadrik Tamm keeps deferring judgment, while workers are already building a warehouse there. If the claim is settled in the guild's favor, displaced households lose their votes; if the old deeds prevail, the expanding quay may be blocked.Involves
Hadrik Tamm, Meyra, Rok
- Missing soundings threaten the spring grain trade.Two grain barges have been delayed after a pilot vanished with the latest channel soundings. Merchants accuse the pilots of withholding safe routes; the pilots say the guild has been sending unmarked boats into dangerous water. A third delay will leave the inland villages short of seed grain.Involves
Tarek, Svala
Factions
- The Lost HearthsDisplaced families and deed holdersA compact of old households whose homes were swallowed by the river. Their title deeds still carry a vote in town affairs, a custom the new merchants call absurd until they need those votes.GoalsKeep the submerged-deed households' votes and force the council to recognize their claim to newly exposed riverbank. Their success would limit the Guild of the High Landing's control of quay tolls.Allies
Guild of the High Landing
RivalsGuild of the High Landing
- Guild of the High LandingMerchant guildBoat owners, warehouse keepers, and factors who have invested in expanding the landing. Their ledgers keep trade moving, but their contracts increasingly treat the riverbank as private property.GoalsWin sole authority over quay leases and remove voting rights tied to land now beneath the river, directly opposing the Lost Hearths.Allies
The Lost Hearths
RivalsThe Lost Hearths
- The Willow Pole CrewRiver pilotsA loose association of ferrymen and pilots who know the river's shifting shoals better than the council does. They share soundings but refuse to publish every safe route.GoalsSecure a paid pilotage office under their own control. They oppose the Guild's plan to make pilots answer to warehouse owners, while the Lost Hearths fear any arrangement that leaves their claims out of the official record.Rivals
Guild of the High Landing, The Lost Hearths
Defences
- A timber palisade guards the landward road, with gaps where new houses have outgrown the original boundary.
- A chain can be raised across the narrowest part of the landing to stop boats, though it has not been tested in a serious attack.
- Two low watch platforms overlook the river approaches.
Law and order
People and places
11 entriesReeveHadrik Tamm Human Male
A human reeve with a careful voice and a habit of straightening his cuffs before answering a difficult question. Hadrik wants a compromise that keeps trade moving, but fears a public ruling will split the town. He will listen patiently, then ask for one more day to consider the matter, even when delay is plainly making it worse.
Spokesperson for the Lost HearthsMeyra Human Female
A human widow who keeps a folded deed inside her bodice and can point to the place her childhood home stood, now under water. Meyra wants the council to honor the displaced families' vote and fears that a quiet compromise will erase their claim. She twists a copper ring around her thumb while listening, then asks for names and dates.
River pilotTarek Human Male
A human pilot with a weathered face who watches the water even while speaking to people. Tarek wants a recognized pilotage office controlled by working boatmen, and fears the guild will replace his crew with untrained hires. He keeps a willow measuring rod tucked behind one ear and refuses to discuss the river while standing indoors.
HealerSvala Dwarf Female
A dwarf healer who rents a room near the market road and has no patience for merchants who call injuries a cost of trade. Svala wants a public fund for injured laborers and fears that a bad flood season will overwhelm her supplies. She ties her sleeves with red cord and quietly counts every bandage used.
Carter and occasional messengerRuz Halfling Male
A halfling carter who hauls grain between the upland road and the quay. Ruz wants the road repaired before the next spring thaw and fears that merchants will divert trade to a rival landing if carts keep bogging down. He wears one glove with its fingers cut short and taps a wheel whenever he is thinking.
Rope and sail repairSecond Cut Ropewalk Kept by Sella Drost
A cramped shop near the market road with coils of rope stacked to the ceiling and canvas hung over the back window. Sella repairs torn sails and sells practical gear to crews who cannot afford to wait for a shipment from upriver.
SmithyFourth Peg Forge Kept by Geth
A low-fronted smithy where customers wait beside the open forge and watch repairs being made. The owner favors mending a tool over selling a new one, which earns loyalty from carters and irritates merchants who want quick bulk orders.
TavernSixth Marker House Kept by Nessa
A warm room near the landing with a long hearth and benches scarred by knife tips. The owner lets crews leave messages on a slate, provided they erase them after delivery. Arguments are common, but brawls are rare because the regulars may need to share a boat tomorrow.
TavernCleared Bank Taproom Kept by Jorren
A plain alehouse at the inland edge of the market, known for dependable food and a door that stays open late during harvest. It is a place where workers compare pay and where an argument about a missing sack can become a public account of every unpaid debt in town.
Council hallThird Survey Hall Run by Branoc
A timber meeting hall built on the highest ground near the inland road. Its benches are packed on market days, and the council keeps the old flood deeds in a locked chest beneath the reeve's table.
WarehouseFifth Tally Store Run by Kest
A narrow timber storehouse with a raised floor and a roof patched in three kinds of shingle. Its owner rents dry space by the sack, and its walls carry chalk marks showing which goods have been promised to which buyers.
Events
Lately
- A flood shifted the channel and uncovered a strip of bank beside the growing quay.The Guild of the High Landing and the Lost Hearths both claim the exposed ground, delaying construction and sharpening old resentments.
- A pilot disappeared after taking the latest channel soundings.Barge traffic has slowed, and each faction accuses another of hiding the safe route.
Calendar
- First thaw, 3rd dayPole MarkingThe river pilots mark the safe channel with willow poles, then bargain publicly over whose boats may pass first. A good year brings more barges than the town can unload.The twist · GM only
- Midsummer, 12th dayQuay FairMerchants lay out their best cloth, salt, smoked fish, and iron tools along the quay. The market doubles as a hiring fair for crews and seasonal labor.The twist · GM only
- Last harvest moonDeed LanternsFamilies whose homes were lost to the river bring their old deeds to the hall for annual renewal. The custom draws crowds, creditors, and people hoping to challenge a vote.The twist · GM only
History
Ditchcut grew from a drainage cut and a modest ferry into a trading stop because the gravel shelf offered unusually dependable footing beside a navigable river. Its charter grew alongside its quay. The town's official history presents each expansion as orderly civic progress, but old families remember unpaid labor, seized cargo, and promises made only after the flood had already taken their homes.
- Founding yearsThe Ditch CutThe first landing was built on a gravel shelf, and a drainage cut gave carts a way through the wet meadow. Families who cleared the ditch settled the first houses.
- Three decades agoThe Lost Hearth FloodA flood took several houses and most of the lower landing. The council promised the displaced families an enduring voice in exchange for lending labor to rebuild the quay.
- Twelve years agoThe Quay CharterThe official account says merchants funded the new quay. Older boatmen remember that the labor was paid for with confiscated cargo, and that the council never recorded who owned it.
Secrets
2 secrets · 4 rumours- Secret 1 · GM only
- Secret 2 · GM only
Rumours
Plot hooks
3- 1The Sounding That VanishedA boat crew asks the party to find a missing pilot before the spring grain barges arrive. The trail leads to a hidden mooring and a witness who claims the pilot was paid to alter the soundings. The complication: the safe route he discovered would place the guild's new warehouse directly in a flood channel.
Investigation and negotiation · Starts with Tarek · Reward: A share of the pilot's salvage, free passage on the river, and the pilots' public support.
- 2A Mark in the MarginMeyra hires the party to find the original witness to a flood deed before the council vote. The witness is alive but has been promised safe lodging by Kest, who claims to be protecting an old person from harassment. The complication: the witness remembers signing away the deed for emergency food, but never understood that the bargain was permanent.
Social investigation · Starts with Meyra · Reward: Payment from the Lost Hearths and a place in the annual deed renewal.
- 3Foundation on the BankThe reeve asks the party to stop work on an unauthorized warehouse without provoking a riot. The laborers are local families who need the wages, and the guild's factor has paid them in advance. The complication: removing the structure will uncover old cargo sealed beneath the foundation, possibly the same goods taken during the Quay Charter.
Investigation and civic conflict · Starts with Hadrik Tamm · Reward: A legal writ, a small purse of silver, and the reeve's favor.
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