Willowdam
A river town that runs on water wheels, gossip and ducks.

Landmarks
- The Great Sluice — The town's beating heart. Engineer Miro and Sluice-Master Clara keep it working — mostly.
- Miller's Wheel — Tobias the Miller's watermill beside the lock. Wheat goes in, flour comes out, Tobias naps.
- Market Green — Stalls around the fountain, with Nesta Reed-Cutter's shop and Arlo the Gate-Keeper's bank close by.
- Lock & Barges — Bargee Hollis and Lockkeeper Fen run the canal. Hollis accepts compliments as payment.
- Duck Pond — A willow island in a river-fed pond. Duck-Herder Molly claims she's in charge. The ducks disagree.
- Willow Weavers — Ada's quiet corner by the bargee row, for baskets, benches and a rest.
- Wheat Farm — A gated wheat field on the north edge, just off the main road.
Things to do
- The Great Sluice gates — A riddle stone by the dam. Open the gates in the right order and claim the reward.
- Daily duck herding — Duckwarden Pim has lost six ducks to a dawn walkout. Round them up for 120 coins and 5 feathers — once a day.
- Barge rides — Bargee Orrin and Bargee Netta ferry you along the water for 5 coins: Lock Row, Mill Wharf, Sluice Landing and the Fishing Jetty.
- Festival Raft Race — Raft Marshal Wynn sends you round four buoys in 45 seconds for 150 coins — doubled on festival days. First win earns a pennant.
- Cut the willows — Bendy willow logs (Woodcutting 20) from the pond island and river banks. Fletchers weave them into a willow bow at Crafting 20.
- Fishing jetty — River fishing spots off the east bank jetty.
- Pick wheat — Gather wheat at the farm for cooking and crafting.
- Hidden cache — Something is tucked away on Market Green. Look carefully.
Local tips
- Bring a net or rod — the river is generous.
- The bank is in the west quarter, near the old gatehouse.
- Don't feed the ducks. They unionise.
- The swans bite, and they've lawyers. Give them room.
- Race on a festival day for double the prize money.