W
WizO_Siani
Guest
Hiya gang.
Right, it's that time again. I've some new material for the setting (finally) and of course the usual reiteration of Tavern facts and trivia.
First off, those of you who fancy a nautical aspect to your characters are in luck. No longer will anyone need to explain being far from the water. The reason is the Selintan River, which as most of you should recall, runs right past the Clearing, Garden, and West Wing (!) of the Tavern proper. Let me explain.
The Selintan River is a very broad river, that is to say, wide. It is also deep-channeled, most especially in the middle regions. Shipping can and does navigate all the way from Woolly Bay to Greyhawk City itself, and shallow draft vessels can make it all the way to the Nyr Dyv. For those of you who prefer officialdom, you can find the relevant info on page 152 of the Living Greyhawk Gazetteer under the Rivers section. The upshot is that deep-draft vessels can get to Greyhawk, which means they can also dock at Ford Keep. By deep-draft we mean the galleon type vessels, schooners, sloops, etc. Vessels such as cogs and galleys can go the length of the river.
Docks line the riverside in Ford Keep and ships come and go 24/7. The Rhennee (barge-folk) use the river extensively, so gypsy characters are easily accomodated.
Now, as to the name of the town itself; Ford Keep. It is a misnomer. The 'ford' is actually a ferry. At this place where the West Road comes in from Dyvers the banks of the river are low and gently sloped, making it easy to get wagons and carts off and on ferries. The river could be 'forded' in the usual manner, since the current isn't too bad here, but one is then tasked with swimming the deep channels and dodging the river traffic.
Anyone who fancies themselves merchants now has access not only to the usual caravans along the River Road, but also the shipping on the river itself. Passage may be bought in the Tavern for transport by river or coach.
The Tavern also has stables guys, and a smithy along with a coaching barn. You can use that for some flavor text or character background if you like. Siani at times allows people to do odd jobs in return for food, drink, or lodging. The same could be done for transport.
Now, to reiterate some things;
The Tavern is *not* on Juxta any longer. It is on Oerth in the town of Ford Keep.
There are no rafters in the Tavern for people to sit on; it is a multilevel building not a barn. The ceiling beams support the floor above; they cannot be climbed on.
The Tavern is *not* a place of Law & Order in the same way as Juxta. The Tavern is a wilder, harder place. Siani is Chaotic Neutral and a former corsair, amongst other things. While disrupting the room with fights and such is still a CoC offense, there is no sign saying 'No Fighting' in the place. Fights may not be spotted at once by the Staff or a specific altercation may have some general entertainment value. In any case, fights will be tolerated only so long as they move to the Clearing in reasonable time, or their entertainment value is exhausted (see disruption), or the Staff and customers have had enough. While fighting per se isn't reacted to as quickly as on Juxta that does not mean brawls are allowed either.
Daggers can be tossed at the walls, or preferably the target boards, and there are dart boards as well. Baring steel in the Tavern is not an offense of any sort!!!
IC laws are undefined on purpose. Generally speaking one will be tossed in the river, given the bums rush by BG, or jeered into behaving. Siani has three general rules' "No blood on the floors, no damage to my House, and Staff only behind the bar." Broken down it means fights move to the Clearing in reasonable time, shattering tables or chairs or what have you will get you into deep water, and being found behind the bar if you are not Tavern staff will get you tossed in the River and possibly fined, since we just *know* people back there who don't belong aren't up to any good. Fines are levied by the Staff on duty and can be any amount they want to charge. No fixed fines like Juxta has.
Guys, the Tavern is not some modern lounge where any trouble is quashed immediately. It's a rough place, often full of hard cases of varying sorts. It has portals to nearly everywhere and all sorts of folk pass through. Siani doesn't care one whit if you all want to kill one another, just don't wreck the place doing it.
The Clearing is for combat only. Read the description at the top of the text box and in the bannerhead. A little build up is okay, but long, drawn out dramas without fighting are going to get you a comment from a host. Dramas should be played out in the Tavern or Garden.
Right then, aside from that, I am working on new maps for the place, even one showing individual buildings and so on. Those of you whose characters live in the settlement or have a business there and want it on the maps, let me know.
See ya at the Tavern!
Siani
Right, it's that time again. I've some new material for the setting (finally) and of course the usual reiteration of Tavern facts and trivia.
First off, those of you who fancy a nautical aspect to your characters are in luck. No longer will anyone need to explain being far from the water. The reason is the Selintan River, which as most of you should recall, runs right past the Clearing, Garden, and West Wing (!) of the Tavern proper. Let me explain.
The Selintan River is a very broad river, that is to say, wide. It is also deep-channeled, most especially in the middle regions. Shipping can and does navigate all the way from Woolly Bay to Greyhawk City itself, and shallow draft vessels can make it all the way to the Nyr Dyv. For those of you who prefer officialdom, you can find the relevant info on page 152 of the Living Greyhawk Gazetteer under the Rivers section. The upshot is that deep-draft vessels can get to Greyhawk, which means they can also dock at Ford Keep. By deep-draft we mean the galleon type vessels, schooners, sloops, etc. Vessels such as cogs and galleys can go the length of the river.
Docks line the riverside in Ford Keep and ships come and go 24/7. The Rhennee (barge-folk) use the river extensively, so gypsy characters are easily accomodated.
Now, as to the name of the town itself; Ford Keep. It is a misnomer. The 'ford' is actually a ferry. At this place where the West Road comes in from Dyvers the banks of the river are low and gently sloped, making it easy to get wagons and carts off and on ferries. The river could be 'forded' in the usual manner, since the current isn't too bad here, but one is then tasked with swimming the deep channels and dodging the river traffic.
Anyone who fancies themselves merchants now has access not only to the usual caravans along the River Road, but also the shipping on the river itself. Passage may be bought in the Tavern for transport by river or coach.
The Tavern also has stables guys, and a smithy along with a coaching barn. You can use that for some flavor text or character background if you like. Siani at times allows people to do odd jobs in return for food, drink, or lodging. The same could be done for transport.
Now, to reiterate some things;
The Tavern is *not* on Juxta any longer. It is on Oerth in the town of Ford Keep.
There are no rafters in the Tavern for people to sit on; it is a multilevel building not a barn. The ceiling beams support the floor above; they cannot be climbed on.
The Tavern is *not* a place of Law & Order in the same way as Juxta. The Tavern is a wilder, harder place. Siani is Chaotic Neutral and a former corsair, amongst other things. While disrupting the room with fights and such is still a CoC offense, there is no sign saying 'No Fighting' in the place. Fights may not be spotted at once by the Staff or a specific altercation may have some general entertainment value. In any case, fights will be tolerated only so long as they move to the Clearing in reasonable time, or their entertainment value is exhausted (see disruption), or the Staff and customers have had enough. While fighting per se isn't reacted to as quickly as on Juxta that does not mean brawls are allowed either.
Daggers can be tossed at the walls, or preferably the target boards, and there are dart boards as well. Baring steel in the Tavern is not an offense of any sort!!!
IC laws are undefined on purpose. Generally speaking one will be tossed in the river, given the bums rush by BG, or jeered into behaving. Siani has three general rules' "No blood on the floors, no damage to my House, and Staff only behind the bar." Broken down it means fights move to the Clearing in reasonable time, shattering tables or chairs or what have you will get you into deep water, and being found behind the bar if you are not Tavern staff will get you tossed in the River and possibly fined, since we just *know* people back there who don't belong aren't up to any good. Fines are levied by the Staff on duty and can be any amount they want to charge. No fixed fines like Juxta has.
Guys, the Tavern is not some modern lounge where any trouble is quashed immediately. It's a rough place, often full of hard cases of varying sorts. It has portals to nearly everywhere and all sorts of folk pass through. Siani doesn't care one whit if you all want to kill one another, just don't wreck the place doing it.
The Clearing is for combat only. Read the description at the top of the text box and in the bannerhead. A little build up is okay, but long, drawn out dramas without fighting are going to get you a comment from a host. Dramas should be played out in the Tavern or Garden.
Right then, aside from that, I am working on new maps for the place, even one showing individual buildings and so on. Those of you whose characters live in the settlement or have a business there and want it on the maps, let me know.
See ya at the Tavern!
Siani