(Fast-forwarding a bit, since I feel all uncreative about this town & tavern suddenly...)
It's six days journey, once horses have been bought, before you reach Daershut. Each new town seems more suspicious and difficult than the last, but overall you become accustomed (as much as you can) to leaving weaponry at the door, so to speak, when you need to deal in the towns.
Regarding the following subjects, you find the following information:
Thedoric - The name is reasonably well recognized, though few can really tell you what he's known for. Among them, they generally see him as a semi-historical figure, either passed on or retired.
The invading armies - You gain a pretty good idea of where the Sails have progressed to. The vast majority of Bethel is either under their control, or has been so thoroughly sacked that it needs not be controlled. Eivanrach is under siege, and expected to fall shortly. In the meantime, there is much controversy as Despia's Church of Cuthbert attempts to station guards in and around many of the neighboring Free Cities.
You also find a few who echo the sentiment voiced by Peltram, that the masked pirate Vera is leading (or at least financing) the increasingly disparate mercenery groups who comprise the Blue Sails. She is also reported to have hired the renowned Tournean assassin and weapons master Medric oe Gottre to oversee the invasion of the Free Cities.
The arrowhawks - First from an older, former fisherman, and then from a few others who've worked the waters of Morel, you hear that arrowhawks are not entirely unheardof in the region. Although extremely rare, they have been known to appear spontaneously over the sea, particularly during storms. The cause for this seems to be unknown, although fable blames an ancient magician who is said to have owned an island in the area, which he enchanted to fly; it is his lingering magic that supposedly goes awry from time to time.
...
The city of Daershut is built tight into itself, and though clearly old, seems largely well kept. There does not seem to be any truly poor district; even the outlying farmlands you passed on the way in seemed prosperous, or at least to maintain an image of prosperity.
Lord Kildre Vemaunt is reported to reside in Castle Mourre, a short trek beyond the city proper, overlooking the lake of the same name. It can be seen clearly from the high ground of Daershut, a tall collection of structures encircling one another, resting upon a proud crest of rock jutting out above the fog. It should be less than an hour on horseback.
The time is midday when you arrive at the city.