I've always loved the idea of sharing ideas between DMs so here is a thread to share any ideas, no matter how big or small, for shops. I'll get it started -
The Lit Lantern
This 3-story Inn has a small bottom level, a bigger second level and a still larger, third level. Every window in this strange looking building has a lantern affixed that eternally burns. Hanging above the front entree is a huge magical lantern that never goes out. Every night the Inn shines like a beacon across the city, attracting people, birds and thousands of moths. Galf, the Innkeeper, is widely known as an eccentric man but to possess a warm and friendly nature.
The Lit Lantern is always warm and is particularly popular in the summer months when tall mugs full of cool refreshing beverages are served. The bottom level is designed for people to lounge in comfort couches before the fire while sipping at hot mugs of tea, coffee or chocolate during winter or cold mugs of beer or wine during summer. Travellers enjoy the chance to relax and talk to friends and fellow customers. The Innkeepers wife, Falxineen, accepts guests in the daylight hours but never after dark.
All rooms are well lit with candelabras and heated with small fireplaces. Canopy beds are comfortable and well cushioned. Affixed to every windowpane, in every room, is a continually burning, ancient lantern. These lanterns are usually only used by people during the festival of the Druids Eye, with crystal housing and a bronze sun symbol facing out into the night. Shutters can be closed to dim the light but each room is never truly dark because of the lanterns.
The Dark Tide
When the Innkeeper was a child he lived in an outlying farm on the edge of the Feyjungle. On the night of the Druids Eye, the family enjoyed the festival with their friends before returning home to go to sleep. During the night Galf could not sleep because of the old candle-lit lantern resting on his room’s windowsill. Peering around at his other 4 brothers and sisters just to make sure they were asleep, he tip-toed over to the window and blew the candle out.
As he crept back to his bed, he heard a strange wailing carried on the wind through the open window. Shivering from fear Galf watched in the moons light a wave of black spirits wash over the hills towards his lonely home. Frozen in terror he saw the spirits scream through his window and descend upon his sleeping brothers and sisters tearing at their bodies.
Galf screamed in fear as he witnessed the spirits rip his brothers and sister’s very souls from their bodies and hold them aloft. He watched in horror as they began to feast upon them as they thrashed about trying vainly to escape.
Galf will never forget the sense of utter helplessness he had felt when they turned to him as one and opened their mauls impossible wide and wailed. As their wispy fingers reached for him and began to pass through his chest, he felt his soul shudder and cry out in agony. He knew the endless darkness was close.
But as the darkness began to swallow him up a wave of light turned the tide of darkness that had sort to swallow him. Forcing his eyes open he saw the spirits shriek in fear and frustration and flee from the light. It was only the appearance of his parents, bursting through the door and holding Salars lanterns that had saved his life.
To this day, the guilt of this night and the terror of the Dark Spirits of the Jungle, linger like the pain of a fresh wound. He still bears the white scars of the spirits fingers upon his chest. He believes without any whisper of doubt that the same spirits that had sort to feast upon his soul, will continue to seek to finish the meal that they were unable to complete all those years ago.
The Lit lantern is testament to this fear and his obsession of keeping protecting himself and his wife, spawned the Inn. Galf’s obsession extends to not only the night of the Druids Eye but to every night in the year.
Galf has quite a stockpile of light making devices and items, both magical and mundane but is always on the lookout to acquire more. Occasionally Galf can be persuaded to sell or even give such items to people who wish to force back the tide of night.
This massive, astrally drifting monolith of a marketplace has got to be both the greatest and strangest mercantile achievement ever. It was originally created by a mercantile mega corporation that wanted to expand into interplanar trade. It started out as a small plane hopping ship which would park in a plane, peddle its goods, and then head back to the material plane. Over time, the idea slowly evolved. They built a midpoint, where the ships could deposit the wealth and goods they had accumulated. Eventually, they stopped using ships altogether, and instead relied on planar portals. They would set up shops around the planes, and made the doorways portals into the bazaar. The stores were always recognized by their uniform appearance, and the same sign which hung in front of them. Eventually, a population grew within the bazaar, as those who peddled their goods there set up permanent residence. These people were slowly changed by the plane, and gained new adaptations which helped with both living in the astral plane, and selling their wares. If you ever need something, and can't find it sold anywhere, then head to the bazaar. Everything, and I mean everything, is sold there. But be warned, it doesn't come cheap. Just because it's sold doesn't mean it's on sale.
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"Ignorance is bliss, and you look absolutely miserable."
The Floating Candle was constructed as part of King Sasserine’s grand rebuilding project almost 90 years ago. The two-story building is built in the grandiose style of the time - King Sasserine’s attempt at mimicking the architectural style of She. White washed walls, flower boxed attic windows and a shingle roof, the building has been beautifully preserved and is constantly maintained.
The Floating Candle has been a number of other things before it became an Inn. When it was first built it was a private residence, then a boarding house, a brothel, a private residence once again all before becoming the Inn. The Inn has changed names and owners many times over the years also before being purchased by the current owner Malcloth Mippelspoon, and becoming the Floating Candle.
A large portrait of a matronly lady holding two children on her lap adorns the wall behind the front desk giving the Inn an old world feel.
The Floating Candle is a magical place to be nurtured and cared for. Unseen servants tuck you in at night, stir the fires during in the middle of cold nights, shut the window shutters and guide you step with floating magical candles as you walk down darkened corridors. A soft female voice sings lullabies to guide you off to sleep.
There is a definite aura of peace and safety in the Floating Candle and people feel content to relax and sleep soundly the night through. People who struggle to properly sleep are directed to the Inn and parents with wakeful babies often visit the Floating Candle.
The inn is open every day of the year except on the anniversary of the Night of Flame where Malcloth honours the memory of those who died on that horrible night by closing his doors.
The Anniversary of Flame
There is no unseen servants, magic mouths or any other special spells cast in the Floating Candle to make their stay more comfortable. And there is a good reason why the building has had so many owners.
The Floating Candle is haunted.
Before the city became Sasserine and the building was rebuilt, an orphanage once rested where the Inn now stands. An old group of women devoted themselves to helping the poor and protecting the children who had no parents or home to go. On the Night of Flame, the orphanage was burnt to the ground. Desperate to save the little children’s lives the women risked their lives over and over again to enter the burning building to rescue the crying infants. Just before the building collapsed the matron of the orphanage tried to find the remaining children, but never made it out.
Since that time the matron has cared for the residences of the building that is know known as the Floating Candles as if they were one of her little children. To her the customers of the Inn are orphans and she protects them, comforts them and sings to them to get them to sleep.
The large portrait of the woman nursing two children was rescued after the Night of Flame from the smoking ruins centuries ago and has hung in its rebuilt walls ever since. During the weeks leading up to the anniversary of the Night of Flame the portrait seems to change disturbingly.
While the rest of the year is a place of peace and care in the Floating Candle, on the anniversary of the Night of Flame it is the complete opposite. The whole interior of the Inn appears to be ablaze, smoke obscures all sight, radiating heats seems to burn the flesh from your bones. Most disconcerting though is a chorus of desperate voices of the trapped children who cry in vain for help. The matron’s voice adds to the din and she frantically races about the building searching for her burning children.
Malcloth wants to help the matron who has unknowingly helped him so much. He wants to make sure that the truth of his Inn never gets out but if he can find a group of adventurers he can trust he hopes they can help the old lady. Malcloth believes the answer is in finding the orphans, or at least their remains, on the anniversary of the Night of Flame.
There is a Tavern/Inn which has become a bit of an "Inn joke" in my group: The Ragged Feather.
Some incarnation of The Ragged Feather has managed to show up in every campaign we've had, to date :)
The Inn it'self isn't particularly noteworthy - large cozy tavern dining area, large cheery open kitchen behind the bar, bathhouse out back ( baths 2 sp ), common sleeping area, 4 private rooms, and two long-term rentable suites ( with their own fireplaces ) on the second floor, brewing area and beer storage in the basement ( the owner, Benjamin Dundragon is quite an accomplished brew-master ), family quarters for the Dundragon family on the main floor in the back across the hall from the kitchen / food storage area - it's just that the Ragged Feather ( or some variant ) and the owners seem to exist in every universe.
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Thanks, it actually serves as a sort of replacement for Sigil in my world. People can enter through one plane, exit to another. Of course, they charge for interplanar travel. They charge for just about everything.
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"Ignorance is bliss, and you look absolutely miserable."
The Gargantuan Golden Dragon, an inn of high repute. The owner is a ghost who pays a local peasant to allow him to possess his body five nights a week so he can run the place.
The Gargantuan Golden Dragon, an inn of high repute. The owner is a ghost who pays a local peasant to allow him to possess his body five nights a week so he can run the place.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
For decades, music and laughter have echo through the alleyways of Sasserine at night from Sisaroons. The fest hall is a place to dance and sing, drink and be merry. A small cost is incurred upon entrée and drink prices are slightly inflated but the atmosphere of Sisaroons and the chance to dance with young ladies and gentlemen, have keep this fest hall popular for decades.
The fest hall is shaped like a basin, with a level containing tables and seats ringing the dropped down wooden floor. Banisters and stairs descend to the great dance floor that is well worn from decades of use.
A large stage sits above the dance floor at the back of the hall and two balconies sit to either side overlooking the stage. These balconies are usually crowded with bands and musicians, who keep the infectious tunes flooding the floor.
The stage is home to great troops of dancing girls who are there to inspire and titillate simultaneously. Four bars open up in the walls at each ‘corner’ of the establishment.
Murder Mystery
Recently, a young couple, flushed from a night of dance, turned up butchered in an alleyway with strange marks covering their bodies. Their dismembered bodies were discovered in an alley off Trickle Street, only 5 minutes walk from Sisaroons. Sisaroons owners are anxious to avoid making this event public knowledge lest it destroy their business and the Plumes (city watch) hope to hire investigators to find the murderer before they strike agai
The Winking Eye is a one of the most expensive taverns in Sasserine. Patrons need to pay to enter and mediocre beverages and meals are sold for over inflated prices. Yet the Winking Eye remains one of the most popular taverns in all of Sasserine. Sailors, merchants, scholars and disguised nobles all rub shoulders in this crowded establishment willing to pay the exorbitant prices for what the tavern has to offer.
What keeps the patrons coming back is two simple things; singing and company. The Winking Eye attracts the best bards, minstrels and singers to entertain their patrons every evening and the large dance floor is always full.
The second attraction is the company. The Winking Eye seems to always have the most attractive men and women frequenting its bar room who love to chat, flirt and mingle with all.
The patrons of the Eye, is a middle aged couple keen to make everyone happy, well feed and at least tipsy by the time they tumble out of the door when the music stops early the next morning. Gean and Jennifer can always be found flittering about the tavern.
But for all its popularity, the Winking Eye has a secret. Gean and Jennifer believe it to be a harmless little lie geared at making people feel happy and attractive themselves. The secret is that many of the friendly beautiful women and men who frequent the Winking Eye are in fact actors. The taverns prices more than pay for the cost of their duplicity and most of the actors enjoy the company of the regulars now. The attractive actors are payed to converse, flirt, mingle and dance with the patrons, beyond this is left up to them.
The Leafy Branch Tavern is a haunt for travellers, explorers, scholars, sages and philosophers. The Leafy Branch has is cluttered with high shelves filled with overflowing tomes, scrolls, books and parchments. Walls not obscured by shelves are covered with maps and drawings.
People could be excused for believing this tavern some type of library instead but while a library is a quite sanctuary, the ‘Branch’ is alive with loud conversation, debates and outright argument.
Adventures are welcome here and employers are easy to come by. Many sages, scholars and collectors are continually looking for explorers or adventurers to prove a theory, discover a lost artefact or just map out a previously uncharted area for them.
Food is usually light and portions small. Wine and spirits are most commonly served. The Leafy Branch has no bar to speak of but waitresses quietly weave about the many tables, desks and books taking orders and delivering meals.
The owner of the branch, a retired explorer and treasure hunter called Scarbrow, is just as likely to be found in the kitchen, the cellar, the private attic libraries as he can be retelling past adventures or pawing over a new map in the common room.
Hadvair grew up in a cosmopolitan center and his father was a shop keeper. Hadvair was learning the trade from his father, but when he was fifteen his father's shop was robbed by some small time adventurers that thought they could just rob this guy instead of pay for their stuff. The town guards were a little slow to react but half the 'bandits' were killed in the town before they could get out and the remaining 'bandits' were tracked down and killed over the following two days.
Hadvair had to move on with his life and being the oldest he first had to take care of his family. The town guard respected his father and felt ashamed at their slow response which may have minimized the losses to the family, so they donated some money and labor to restore things. They fixed the shop back up after burying their father/husband and earned the money to help set up all the children of the family. The next oldest son, Grayson, agreed to keep the shop and take care of mom and Hadvair wanted to get away from the bad memories. He left after marrying his sweetheart and they went traveling with some money to set up their own new shop somewhere a little quieter.
Hadvair thought being in a quieter town would minimize his chances of dealing with foreigners, which he hated because it was foreigners that robbed his father's store and killed him. Unfortunately he came to see that while the exotic flair of foreign customs wasn't often on display in remote towns, the presence of foreigners was still very common. Learning that he wouldn't be able to avoid them, he decided he needed to make the best of it with his wife.
They arrived at the next real town after traveling through several villages and started asking about setting up a goods shop. They learned that the town had a shop but was really only dedicated to providing the goods for the local farmers and homeowners. He also learned that the Governor of the area wanted to keep tight control of weapons so if he was going to deal in adventuring goods he would need an agreement with the Governor. Hadvair spoke with the mayor who arranged a meeting with the Governor. An agreement was made between the two and Hadvair began working on construction of his shop. To satisfy the Governor, the new shop would have to built with extra security measures and this was quite agreeable to Hadvair.
Hadvair contracted with the local stone masons and carpenters to have his shop built. The basement was excavated and walled with stone to protect it and make a solid foundation for the weight of the upper floors. The floor was laid with stone slates supported on heavy timbers. The first floor was built with stone walls and no windows. There was one entrance on the main street with a double door. This door was framed in heavy hardwood doors with iron fittings and an iron lock. There was no door handle. Only a key could be used to let anyone in or out.
The second floor, framed in wood, was all interior balcony so family members could observe what was happening on the ground floor at any time. A small extended portion allowed for two small tables and chairs for family members to pass the time when no customers were being attended. The family lived on the third floor, also framed in wood.
A stairwell in the back corner connected the four floors.
The front of the store on the ground level had a counter displaying small items and bins of the usual goods sold to townsfolk. Farmers and carpenter's tools were on racks on the opposite wall from the counter. More expensive goods were kept in chests in the back of the store and the chests were kept locked. Two tables and chairs were located at the front of the shop along with a wood stove. Clients shopping for expensive goods would be seated and the goods brought to them for inspection.
Weapons and exotic adventuring gear were kept in the basement behind another solid locked door in locked chests or lockers. A customer might inquire, "I'd like to buy a longsword and scabbard." Hadvair, or his son, would reply, "I have something I think you will like. Please wait here while I get it for you." Then he would go to the basement and retrieve a longsword that seemed to meet the description of the customer and bring it back up. The customer could inspect it and purchase it if they wished. If the amount of money were substantial, the money was taken to the basement and locked away. Hadvair was always very cautious about dealing with groups of folks or when discussing purchases for large sums of money unless he had known the person for some time. He was always a little more weary of foreigners, and they usually picked up on that fact. Usually they shrugged it off, but sometimes they would have words over it.
Hadvair had to let everyone in and out of the shop, so it was pretty clear that it wouldn't do any visitors any good to harm him. When nobody was shopping inside the store, he would wait outside and chat with guards or townsfolk. The town guard was also on notice by the Mayor at the request of the Governor to keep an eye on what was going on in the shop. Hadvair had routine visits from the guard after new customers came to the shop. He had a few mirrors installed when the shop was built and cleverly disguised. He can observe what is going on on the ground floor even when he is in the basement behind a heavy locked door.
It may seem that Hadvair was an unpleasant host and wouldn't thrive, but this was not the case. He was very friendly once folks got to know him, it just took foreigners longer to get there. He was very resourceful in getting unusual items and maintained a good stock of the things needed in town. He was known to be very fair and accommodating and a good friend in the town. He was a good husband and father because he knew his family was what he could count on, which he learned in his childhood. For the most part he has moved on from the tragedy of his childhood. His brother's and sisters write and occasionally visit him.
His only difficulty these days is dealing with the knowledge his second oldest son decided to become a cleric and an adventurer. He hasn't heard from him in over a year since he left town for the first time with the other adventurers.
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I've always loved the idea of sharing ideas between DMs so here is a thread to share any ideas, no matter how big or small, for shops. I'll get it started -
The Lit Lantern
This 3-story Inn has a small bottom level, a bigger second level and a still larger, third level. Every window in this strange looking building has a lantern affixed that eternally burns. Hanging above the front entree is a huge magical lantern that never goes out. Every night the Inn shines like a beacon across the city, attracting people, birds and thousands of moths. Galf, the Innkeeper, is widely known as an eccentric man but to possess a warm and friendly nature.
The Lit Lantern is always warm and is particularly popular in the summer months when tall mugs full of cool refreshing beverages are served. The bottom level is designed for people to lounge in comfort couches before the fire while sipping at hot mugs of tea, coffee or chocolate during winter or cold mugs of beer or wine during summer. Travellers enjoy the chance to relax and talk to friends and fellow customers. The Innkeepers wife, Falxineen, accepts guests in the daylight hours but never after dark.
All rooms are well lit with candelabras and heated with small fireplaces. Canopy beds are comfortable and well cushioned. Affixed to every windowpane, in every room, is a continually burning, ancient lantern. These lanterns are usually only used by people during the festival of the Druids Eye, with crystal housing and a bronze sun symbol facing out into the night. Shutters can be closed to dim the light but each room is never truly dark because of the lanterns.
The Dark Tide
When the Innkeeper was a child he lived in an outlying farm on the edge of the Feyjungle. On the night of the Druids Eye, the family enjoyed the festival with their friends before returning home to go to sleep. During the night Galf could not sleep because of the old candle-lit lantern resting on his room’s windowsill. Peering around at his other 4 brothers and sisters just to make sure they were asleep, he tip-toed over to the window and blew the candle out.
As he crept back to his bed, he heard a strange wailing carried on the wind through the open window. Shivering from fear Galf watched in the moons light a wave of black spirits wash over the hills towards his lonely home. Frozen in terror he saw the spirits scream through his window and descend upon his sleeping brothers and sisters tearing at their bodies.
Galf screamed in fear as he witnessed the spirits rip his brothers and sister’s very souls from their bodies and hold them aloft. He watched in horror as they began to feast upon them as they thrashed about trying vainly to escape.
Galf will never forget the sense of utter helplessness he had felt when they turned to him as one and opened their mauls impossible wide and wailed. As their wispy fingers reached for him and began to pass through his chest, he felt his soul shudder and cry out in agony. He knew the endless darkness was close.
But as the darkness began to swallow him up a wave of light turned the tide of darkness that had sort to swallow him. Forcing his eyes open he saw the spirits shriek in fear and frustration and flee from the light. It was only the appearance of his parents, bursting through the door and holding Salars lanterns that had saved his life.
To this day, the guilt of this night and the terror of the Dark Spirits of the Jungle, linger like the pain of a fresh wound. He still bears the white scars of the spirits fingers upon his chest. He believes without any whisper of doubt that the same spirits that had sort to feast upon his soul, will continue to seek to finish the meal that they were unable to complete all those years ago.
The Lit lantern is testament to this fear and his obsession of keeping protecting himself and his wife, spawned the Inn. Galf’s obsession extends to not only the night of the Druids Eye but to every night in the year.
Galf has quite a stockpile of light making devices and items, both magical and mundane but is always on the lookout to acquire more. Occasionally Galf can be persuaded to sell or even give such items to people who wish to force back the tide of night.
The Bazaar
This massive, astrally drifting monolith of a marketplace has got to be both the greatest and strangest mercantile achievement ever. It was originally created by a mercantile mega corporation that wanted to expand into interplanar trade. It started out as a small plane hopping ship which would park in a plane, peddle its goods, and then head back to the material plane. Over time, the idea slowly evolved. They built a midpoint, where the ships could deposit the wealth and goods they had accumulated. Eventually, they stopped using ships altogether, and instead relied on planar portals. They would set up shops around the planes, and made the doorways portals into the bazaar. The stores were always recognized by their uniform appearance, and the same sign which hung in front of them. Eventually, a population grew within the bazaar, as those who peddled their goods there set up permanent residence. These people were slowly changed by the plane, and gained new adaptations which helped with both living in the astral plane, and selling their wares. If you ever need something, and can't find it sold anywhere, then head to the bazaar. Everything, and I mean everything, is sold there. But be warned, it doesn't come cheap. Just because it's sold doesn't mean it's on sale.
"Ignorance is bliss, and you look absolutely miserable."
I like that WoobyDoobyDoo! Very Sigil-esque :D
The Floating Candle
The Floating Candle was constructed as part of King Sasserine’s grand rebuilding project almost 90 years ago. The two-story building is built in the grandiose style of the time - King Sasserine’s attempt at mimicking the architectural style of She. White washed walls, flower boxed attic windows and a shingle roof, the building has been beautifully preserved and is constantly maintained.
The Floating Candle has been a number of other things before it became an Inn. When it was first built it was a private residence, then a boarding house, a brothel, a private residence once again all before becoming the Inn. The Inn has changed names and owners many times over the years also before being purchased by the current owner Malcloth Mippelspoon, and becoming the Floating Candle.
A large portrait of a matronly lady holding two children on her lap adorns the wall behind the front desk giving the Inn an old world feel.
The Floating Candle is a magical place to be nurtured and cared for. Unseen servants tuck you in at night, stir the fires during in the middle of cold nights, shut the window shutters and guide you step with floating magical candles as you walk down darkened corridors. A soft female voice sings lullabies to guide you off to sleep.
There is a definite aura of peace and safety in the Floating Candle and people feel content to relax and sleep soundly the night through. People who struggle to properly sleep are directed to the Inn and parents with wakeful babies often visit the Floating Candle.
The inn is open every day of the year except on the anniversary of the Night of Flame where Malcloth honours the memory of those who died on that horrible night by closing his doors.
The Anniversary of Flame
There is no unseen servants, magic mouths or any other special spells cast in the Floating Candle to make their stay more comfortable. And there is a good reason why the building has had so many owners.
The Floating Candle is haunted.
Before the city became Sasserine and the building was rebuilt, an orphanage once rested where the Inn now stands. An old group of women devoted themselves to helping the poor and protecting the children who had no parents or home to go. On the Night of Flame, the orphanage was burnt to the ground. Desperate to save the little children’s lives the women risked their lives over and over again to enter the burning building to rescue the crying infants. Just before the building collapsed the matron of the orphanage tried to find the remaining children, but never made it out.
Since that time the matron has cared for the residences of the building that is know known as the Floating Candles as if they were one of her little children. To her the customers of the Inn are orphans and she protects them, comforts them and sings to them to get them to sleep.
The large portrait of the woman nursing two children was rescued after the Night of Flame from the smoking ruins centuries ago and has hung in its rebuilt walls ever since. During the weeks leading up to the anniversary of the Night of Flame the portrait seems to change disturbingly.
While the rest of the year is a place of peace and care in the Floating Candle, on the anniversary of the Night of Flame it is the complete opposite. The whole interior of the Inn appears to be ablaze, smoke obscures all sight, radiating heats seems to burn the flesh from your bones. Most disconcerting though is a chorus of desperate voices of the trapped children who cry in vain for help. The matron’s voice adds to the din and she frantically races about the building searching for her burning children.
Malcloth wants to help the matron who has unknowingly helped him so much. He wants to make sure that the truth of his Inn never gets out but if he can find a group of adventurers he can trust he hopes they can help the old lady. Malcloth believes the answer is in finding the orphans, or at least their remains, on the anniversary of the Night of Flame.
There is a Tavern/Inn which has become a bit of an "Inn joke" in my group: The Ragged Feather.
Some incarnation of The Ragged Feather has managed to show up in every campaign we've had, to date :)
The Inn it'self isn't particularly noteworthy - large cozy tavern dining area, large cheery open kitchen behind the bar, bathhouse out back ( baths 2 sp ), common sleeping area, 4 private rooms, and two long-term rentable suites ( with their own fireplaces ) on the second floor, brewing area and beer storage in the basement ( the owner, Benjamin Dundragon is quite an accomplished brew-master ), family quarters for the Dundragon family on the main floor in the back across the hall from the kitchen / food storage area - it's just that the Ragged Feather ( or some variant ) and the owners seem to exist in every universe.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Thanks, it actually serves as a sort of replacement for Sigil in my world. People can enter through one plane, exit to another. Of course, they charge for interplanar travel. They charge for just about everything.
"Ignorance is bliss, and you look absolutely miserable."
The Gargantuan Golden Dragon, an inn of high repute. The owner is a ghost who pays a local peasant to allow him to possess his body five nights a week so he can run the place.
That one made me smile - very creative!
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Sisaroons
For decades, music and laughter have echo through the alleyways of Sasserine at night from Sisaroons. The fest hall is a place to dance and sing, drink and be merry. A small cost is incurred upon entrée and drink prices are slightly inflated but the atmosphere of Sisaroons and the chance to dance with young ladies and gentlemen, have keep this fest hall popular for decades.
The fest hall is shaped like a basin, with a level containing tables and seats ringing the dropped down wooden floor. Banisters and stairs descend to the great dance floor that is well worn from decades of use.
A large stage sits above the dance floor at the back of the hall and two balconies sit to either side overlooking the stage. These balconies are usually crowded with bands and musicians, who keep the infectious tunes flooding the floor.
The stage is home to great troops of dancing girls who are there to inspire and titillate simultaneously. Four bars open up in the walls at each ‘corner’ of the establishment.
Murder Mystery
Recently, a young couple, flushed from a night of dance, turned up butchered in an alleyway with strange marks covering their bodies. Their dismembered bodies were discovered in an alley off Trickle Street, only 5 minutes walk from Sisaroons. Sisaroons owners are anxious to avoid making this event public knowledge lest it destroy their business and the Plumes (city watch) hope to hire investigators to find the murderer before they strike agai
The Winking Eye
The Winking Eye is a one of the most expensive taverns in Sasserine. Patrons need to pay to enter and mediocre beverages and meals are sold for over inflated prices. Yet the Winking Eye remains one of the most popular taverns in all of Sasserine. Sailors, merchants, scholars and disguised nobles all rub shoulders in this crowded establishment willing to pay the exorbitant prices for what the tavern has to offer.
What keeps the patrons coming back is two simple things; singing and company. The Winking Eye attracts the best bards, minstrels and singers to entertain their patrons every evening and the large dance floor is always full.
The second attraction is the company. The Winking Eye seems to always have the most attractive men and women frequenting its bar room who love to chat, flirt and mingle with all.
The patrons of the Eye, is a middle aged couple keen to make everyone happy, well feed and at least tipsy by the time they tumble out of the door when the music stops early the next morning. Gean and Jennifer can always be found flittering about the tavern.
But for all its popularity, the Winking Eye has a secret. Gean and Jennifer believe it to be a harmless little lie geared at making people feel happy and attractive themselves. The secret is that many of the friendly beautiful women and men who frequent the Winking Eye are in fact actors. The taverns prices more than pay for the cost of their duplicity and most of the actors enjoy the company of the regulars now. The attractive actors are payed to converse, flirt, mingle and dance with the patrons, beyond this is left up to them.
The Leafy Branch
The Leafy Branch Tavern is a haunt for travellers, explorers, scholars, sages and philosophers. The Leafy Branch has is cluttered with high shelves filled with overflowing tomes, scrolls, books and parchments. Walls not obscured by shelves are covered with maps and drawings.
People could be excused for believing this tavern some type of library instead but while a library is a quite sanctuary, the ‘Branch’ is alive with loud conversation, debates and outright argument.
Adventures are welcome here and employers are easy to come by. Many sages, scholars and collectors are continually looking for explorers or adventurers to prove a theory, discover a lost artefact or just map out a previously uncharted area for them.
Food is usually light and portions small. Wine and spirits are most commonly served. The Leafy Branch has no bar to speak of but waitresses quietly weave about the many tables, desks and books taking orders and delivering meals.
The owner of the branch, a retired explorer and treasure hunter called Scarbrow, is just as likely to be found in the kitchen, the cellar, the private attic libraries as he can be retelling past adventures or pawing over a new map in the common room.
Hadvair's Shop
Hadvair grew up in a cosmopolitan center and his father was a shop keeper. Hadvair was learning the trade from his father, but when he was fifteen his father's shop was robbed by some small time adventurers that thought they could just rob this guy instead of pay for their stuff. The town guards were a little slow to react but half the 'bandits' were killed in the town before they could get out and the remaining 'bandits' were tracked down and killed over the following two days.
Hadvair had to move on with his life and being the oldest he first had to take care of his family. The town guard respected his father and felt ashamed at their slow response which may have minimized the losses to the family, so they donated some money and labor to restore things. They fixed the shop back up after burying their father/husband and earned the money to help set up all the children of the family. The next oldest son, Grayson, agreed to keep the shop and take care of mom and Hadvair wanted to get away from the bad memories. He left after marrying his sweetheart and they went traveling with some money to set up their own new shop somewhere a little quieter.
Hadvair thought being in a quieter town would minimize his chances of dealing with foreigners, which he hated because it was foreigners that robbed his father's store and killed him. Unfortunately he came to see that while the exotic flair of foreign customs wasn't often on display in remote towns, the presence of foreigners was still very common. Learning that he wouldn't be able to avoid them, he decided he needed to make the best of it with his wife.
They arrived at the next real town after traveling through several villages and started asking about setting up a goods shop. They learned that the town had a shop but was really only dedicated to providing the goods for the local farmers and homeowners. He also learned that the Governor of the area wanted to keep tight control of weapons so if he was going to deal in adventuring goods he would need an agreement with the Governor. Hadvair spoke with the mayor who arranged a meeting with the Governor. An agreement was made between the two and Hadvair began working on construction of his shop. To satisfy the Governor, the new shop would have to built with extra security measures and this was quite agreeable to Hadvair.
Hadvair contracted with the local stone masons and carpenters to have his shop built. The basement was excavated and walled with stone to protect it and make a solid foundation for the weight of the upper floors. The floor was laid with stone slates supported on heavy timbers. The first floor was built with stone walls and no windows. There was one entrance on the main street with a double door. This door was framed in heavy hardwood doors with iron fittings and an iron lock. There was no door handle. Only a key could be used to let anyone in or out.
The second floor, framed in wood, was all interior balcony so family members could observe what was happening on the ground floor at any time. A small extended portion allowed for two small tables and chairs for family members to pass the time when no customers were being attended. The family lived on the third floor, also framed in wood.
A stairwell in the back corner connected the four floors.
The front of the store on the ground level had a counter displaying small items and bins of the usual goods sold to townsfolk. Farmers and carpenter's tools were on racks on the opposite wall from the counter. More expensive goods were kept in chests in the back of the store and the chests were kept locked. Two tables and chairs were located at the front of the shop along with a wood stove. Clients shopping for expensive goods would be seated and the goods brought to them for inspection.
Weapons and exotic adventuring gear were kept in the basement behind another solid locked door in locked chests or lockers. A customer might inquire, "I'd like to buy a longsword and scabbard." Hadvair, or his son, would reply, "I have something I think you will like. Please wait here while I get it for you." Then he would go to the basement and retrieve a longsword that seemed to meet the description of the customer and bring it back up. The customer could inspect it and purchase it if they wished. If the amount of money were substantial, the money was taken to the basement and locked away. Hadvair was always very cautious about dealing with groups of folks or when discussing purchases for large sums of money unless he had known the person for some time. He was always a little more weary of foreigners, and they usually picked up on that fact. Usually they shrugged it off, but sometimes they would have words over it.
Hadvair had to let everyone in and out of the shop, so it was pretty clear that it wouldn't do any visitors any good to harm him. When nobody was shopping inside the store, he would wait outside and chat with guards or townsfolk. The town guard was also on notice by the Mayor at the request of the Governor to keep an eye on what was going on in the shop. Hadvair had routine visits from the guard after new customers came to the shop. He had a few mirrors installed when the shop was built and cleverly disguised. He can observe what is going on on the ground floor even when he is in the basement behind a heavy locked door.
It may seem that Hadvair was an unpleasant host and wouldn't thrive, but this was not the case. He was very friendly once folks got to know him, it just took foreigners longer to get there. He was very resourceful in getting unusual items and maintained a good stock of the things needed in town. He was known to be very fair and accommodating and a good friend in the town. He was a good husband and father because he knew his family was what he could count on, which he learned in his childhood. For the most part he has moved on from the tragedy of his childhood. His brother's and sisters write and occasionally visit him.
His only difficulty these days is dealing with the knowledge his second oldest son decided to become a cleric and an adventurer. He hasn't heard from him in over a year since he left town for the first time with the other adventurers.