Two Ford

Two Ford is a quiet yet vital crossroads village nestled between two shallow crossings of the Ery River, where it bends and splits around a low, wooded island. Located along a well-traveled river trade route between the Domain of Greyhawk and lands farther west, Two Ford thrives not from its size or might, but from its location and hospitality.

Two Ford is a lively trade village built on shallow crossings and mutual trust. It offers warm beds, honest tools, and flowing coin—but beneath its charming simplicity lies the potential for deeper waters. For travelers, merchants, and adventurers alike, Two Ford is more than a stop—it’s a place where fortunes change with the current.

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Demographics

Two Ford is bustling by day, peaceful by night, with a constant hum of activity thanks to the river trade. The villagers are practical, friendly, and used to strangers passing through—though troublemakers are not welcome for long.

  • Riverwise culture defines local life—people know the rhythms of water, weather, and commerce.
  • Local festivals include Ferry Day (marking the thaw of the river ice) and Lantern Nights, when boats are decorated with floating lights and music fills the riverbanks.

Government

Managed by a Village Warden, elected annually from among the prominent merchant families

Industry & Trade

River trade, ferry services, lodging, blacksmithing, and general goods

Guilds and Factions

While Two Ford seems simple on the surface, its position makes it a nexus for secrets, smuggling, and subtle espionage.

  • Bandits or river pirates occasionally attempt raids under cover of fog.
  • Spies or agents of rival powers may pass through Two Ford, hidden among caravans.
  • Recently, riverfolk have reported strange lights under the water, and one ferry crew vanished without a trace—some whisper of a sleeping spirit beneath the ford.

Points of interest

1. The Twin Oaks Inn:

The finest (and cleanest) inn in Two Ford, popular with merchants and minor nobles traveling incognito. Known for its smoked trout stew and riverberry wine.

2. Tannerson & Daughters Smithy:

A respected forge run by a gruff dwarf and his three human daughters. Specializes in river fittings, wagon repairs, and boat nails—essential gear for traders.

3. The Ripplemarket:

Held weekly on Middleton Isle, the Ripplemarket draws vendors from up and down the river. Items range from rare herbs and river pearls to outland spices and minor magic curios.

4. The Sturgeon’s Teeth:

A rowdy tavern by the docks, favored by riverfolk, gamblers, and storytellers. The tavernkeeper, Old Malka, claims she once escaped a river troll by singing it to sleep.

Geography

The village is spread along both sides of the Velverdyva and connected by a series of stone fords and a modest timber bridge that crosses the shallows near the island. The ford is usable most of the year and is heavily trafficked by barges, riverboats, and caravan wagons that need to rest and resupply.

  • North Bank (Highbank): Home to the smithies, inns, and warehouses. Slightly elevated to avoid spring flooding.
  • South Bank (Lowmere): More residential, with docks, fishermen's homes, and the ferry yard.
  • Ford Isle (called “Middleton” by locals): A small islet with a chapel to Zilchus (god of trade), a market square, and the Warden’s Hall. It hosts regular trade fairs.

Type
Village
Population
~350 (primarily humans, with halflings, riverfolk, and a few dwarves)
Location under
Owner/Ruler

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