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Ravensford

The thriving city-state of Ravensford in the world of Jord is the setting of the current Dungeons & Dragons game at the Crowthorne Library. Read on for more details about the city and its surroundings, and imagine what sort of character you might like to play in such a world.

Founded hundreds of years ago by four elven families and built upon the ruins of an ancient dwarven city, Ravensford established itself as an important port and trading town and flourished rapidly. Other races swiftly moved in, and from almost the very beginning Ravensford was an incredibly cosmopolitan and progressive place. To this day, however, the four founding elven families remain hugely prominent and influential throughout the city.

Ravensford is located at the mouth of The River Dow where it meets Blackwater Reach and, by extension, The Starfall Sea. It is a large, city-state harbour with a long history. Surrounded by great defensive walls, and with its status as an important trading post, it is a neutral territory in a war which rages throughout the lands surrounding The Starfall Sea. Rich, semi-wooded agricultural lands surround the town on its landward side, much of which is located within the outermost defences. These lands are owned by the historic noble families of the town.​

 

One of Ravensford's most distinguishing features is the Raven Guard. This flock of intelligent ravens keeps watch over the city and its residents, providing early warnings of any impending attack or other dangers from without. They also give the town its name, suggesting that they have protected Ravensford since its founding.

​In the present time, a war rages between the “civilised” peoples of The Starfall League—humans, elves, dwarves, halflings, gnomes, metallic dragonborn, goliaths, and tabaxi—and the chaotic but mighty forces of The Iron Pact—orcs, drow, duergar, tieflings, deep gnomes, chromatic dragonborn, minotaurs, and leonin. This conflict extends throughout the lands surrounding The Starfall Sea, but Ravensford has remained steadfastly neutral throughout, maintaining this neutrality with its laws and administration.

 

The city—whilst enjoying relative isolation from the war outside its walls—has recently had problems with crime. The rapid influx of people of all species, most of whom were fleeing the war, meant that the comparatively small City Watch found itself spread far too thinly. The solution was to create The Mercenaries' Guild, where citizens can request the services of swords for hire. All manner of jobs are available, from clearing out vermin in a stable to protecting a nobleman on a dangerous journey. The city itself also requests jobs from the mercenaries, using taxes to hire their services. In this manner, there is a kind of “police-for-hire” system in Ravensford.

 

​Our adventure begins as a selection of new recruits in the Mercenaries Guild arrive in the city and hope to forge new careers—or entire lives—under its badge of honour.

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