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Danburg in Sword & Shield Simulator

Home smithy, wartime streets, and the people who hand you work while Richard's story stays in the corners.

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Danburg

Danburg is the heart of Sword & Shield Simulator. It is where the forge lives, where contracts start, and where most players will decide whether Early Access is bearable. The store page and demo copy put you on a battlefield outside this place, then send you home with a cart. This page is the town, not the whole war.

Use it with Getting Started, How to Forge, and materials. When you are ready to leave, How to Travel Regions and the Map Hub take over.

The forge as a landmark

Richard’s forge — named in community posts as the place weapons for city defenders are made — is the production core. Wartime steel is supposed to be worth more than gold. In the live economy that may not be true yet. Still, this building is where furnace, anvil, grindstone, chisel, designer, and small ironwork sit. Learn its layout before you memorise any road. A smith who cannot find the coal bin will not survive Bloodlands.

Storage and smelter bugs like to happen here because this is where piles grow. Do not turn the shop floor into a deer farm or a helmet museum. Smelt, craft, store keepers, leave.

Citizens and contracts

Devlog 18 said Danburg’s people are not background. They offer forge contracts, steer the journey, and slowly open the mystery of Richard’s missing father. New meshes, outfits, and LOD passes were meant to make the streets feel medieval without melting a GTX 1070. Talk to them. Then do the work. Standing in a crowd listening to AI voices is how reviews get mean. Day One Patch 1.0.26.08.12.3 fixed NPCs and the stairs in this town and delayed the farm gate so pigs stay inside the fence. If a villager still clips a staircase, update, then report a regression. For jobs, see contracts. For cellars, see lockpicking.

Contracts are the town’s way of telling you what quality to hit. Deliver that quality. If the UI is vague, screenshot it. The Items Hub helps you decide sword versus shield versus horseshoe.

Under the streets

A Thieves Guild devlog described hidden entrances into underground tunnels, a quartermaster, and a secret task that unlocks rare opportunities. Lockpicks can be crafted at the forge. Prison is the failure state. After Day One, a cart bump should talk instead of jail, and a two-minute wait can end a sentence. This is optional content with teeth. Do not pick every door on hour one. Make picks, save, then go down. Lockpicking and prison is the dedicated page. Shields and ironwork is where small ironwork sits.

Fields just outside

The first salvage fields, woods, and ore walks belong to Danburg’s orbit even when the loading screen uses a battlefield name. The cart will try to kill your evening here. Use the cart priority tool. If a quest then names Grainmill and the wheels will not turn, stop. That is a bug or a gate, not a scenic route. See Grainmill only after you can actually move.

Danburg is also where Performance Mode matters in crowds. If the anvil is smooth and the market stutters, drop settings in town, not at the grindstone. System requirements and Performance and Bugs are the technical twins of this page.

Stay long enough to own the loop. Leave when the town is feeding you repeats instead of metal. The road to Bloodlands is progress only if the forge you come back to still works.

A working day in town

Morning: coal check, one contract read, one spare blade in the chest. Midday: a short salvage loop with the cart priority order, then smelt before the floor pile grows. Afternoon: talk to two NPCs you have not talked to, not twenty. Evening: one keeper piece, one save, then decide whether Grainmill is a real road or a lying marker. That day beats a twelve-hour attempt to 100% a town that does not publish a 100% list. Bloodlands can wait until this rhythm is boring. Boring in Danburg is competence. Panic in Danburg is how ghost helmets get smelted.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is Danburg the starting town?

Yes. The forge, early contracts, and first salvage loop live here.

Do I have to join the Thieves Guild?

No. It is optional, lockpick-gated, and can send you to prison. Prepare picks and a save.

Where is Richard?

Citizens and contracts slowly open a missing-father mystery. This page will not spoil the chain.

Why does the town hitch more than the forge?

Crowds, interiors, and lighting. Use Performance Mode in the streets.