Tavernants
(Tavern sign is a wooden board with the image of a bald, bearded man’s smiling face and torso; the man holds a handkeg of foaming ale. One is just as likely to find the sign on the ground in front of the entrance as hanging from the wooden arm that extends over the entrance.)
Exterior Description:
This upland tavern stands in the middle of nowhere.
Tavernant’s is the epicenter of adventuring activity in this part of the world. It occupies the halfway point between civilization and a vast region of unexplored land. Whether this is important depends on what one thinks of adventurering, and the wisdom in exploring territory claimed by a dragon.
The squat one story tavern sits in the middle of a field. The equally squat gabled roof is covered in a thick layer of straw sourced from the field. Tavernant’s is L-shaped, its wooden walls bleached grey from decades spent under the sun. A boarded over entrance stands at the top of the L, which faces in the direction of civilization. Square holes that once housed windows run along all sides of the building (these are boarded over or fitted with shutters that mostly work), while large square bricks denote a fireplace that occupies the inside corner of the building, where the length of the building turns left for a short distance (at the corner where the leg of the L becomes the foot). The main entrance stands between the top of the L and the fireplace.
A path just wide enough to allow simple carts to navigate to and from the tavern winds its way through the tall grass. The field is not farmed, and the extent to which it is tended depends entirely on the ability of adventurers to make a comfortable campsite. The path turns into a foot trail barely ten paces past the tavern, and disappears soon after. Adventurers leaving for the wilds beyond Tavernant’s step off the path as soon as possible anyway, as they believe that to stay on the path, or to try and trace the steps of adventurers who came before, is bad luck.
Interior Description:
Tavernant’s is spartan and drafty. The chairs and tables are mismatched and in poor condition. The interior is open, save for the wooden poles that run down the center of the building that support the roof. There is no ceiling, and more than one hungover adventurer has awakened in the morning to the sight of moldy old straw overhead. The heat from the fireplace reaches not much farther than the entrance to the tavern. Wood is scarce, and good firewood is readily accepted as payment for drinks in the cold months.
There is no bar in the traditional sense. Instead, shields and swords given over as payment for drinks have been fastened to a wooden frame that stands in front of the wall near the fireplace. Adventurers are forbidden to set foot behind the bar, bottles sit on wooden boards that line the wall behind the bar, and ale kegs are set on tables (the only tables in the tavern that are not suspect, as it happens) that flank either side of the shelves.
Shields also top the bar, such as it is. Adventurers are expected to provide their own handkeg or cup if they want to be served, to put coins for their drink into their cup and set it on the bar, and then to shove off to a table once their cup is filled.
Drinks are not served into water pouches (though empty potion bottles will do; no discounts just because the bottle is small) nor are kegs of ale and bottles of hard drink sold outright. Prices are moderate to expensive, and the price increases when supplies run low to make them last—and supplies are always low.
The foot of the L houses Tavernant and his family. They keep their supplies of ale kegs and extra drinks in this room, which is separated from the tavern by a patchwork wall that runs to the roof. They store overnight in their room every keg and bottle on the shelves and tables behind the bar that was not used up by the end of the day. The fireplace extends partly into this room; it sports a second hearth/firebox that the family uses for cooking.
Proprietor:
Tavernant’s head is bald not by choice, but because dragon fire once melted him into raw red flesh from the neck up. Healing magic gave him back his face and ears, and the ability to grow a beard, but it could not return hair to the new skin atop his skull. The dragon that burned him still taunts him from time to time by flying within sight of the tavern (but never over) and hurling the corpses of dead adventurers through the roof.
Tavernant is depicted in the image on the tavern sign.
Notable Patrons:
It’s uncommon to find anyone other than adventurers at Tavernant’s. Merchants occasionally make the trek out of curiosity, but mostly find the place too run down and remote to make part of their regular route. When word spreads that tables and chairs are in short supply, sometimes a chair monger will arrive to hawk his or her wares.
Other Details:
Tavernant’s stands on the edge of dragon territory. Lesser dragons and a few older wyrms inhabit the region, but all are subservient to a red of immense age and size that lairs well beyond the horizon. That the tavern exists at all is a testament to the unyielding bravery of Tavernant and his long dead adventuring companions. They won a portion of the red’s territory away from it at a high cost, and the two survivors (Tavernant and his wife, the fighter Cymmarra) settled there, choosing to build a waystop for adventurers.
To the extent that a market exists at Tavernant’s, it is one of adventurers selling to and buying from other adventurers. The place has been around long enough that most adventurers know to bring extra gear and supplies as backup, and to trade to their peers for food or healing. Information about the wilds beyond Tavernant’s is the most precious commodity of all.
Cymmarra departs with her younger children from the tavern every month to acquire supplies (mostly ale kegs and bottles of drink; these fill up the wagon, barely leaving adequate room for a month’s worth of food for the family). She keeps one horse and a small cart behind the tavern for this purpose.
Most assume Cymmarra leaves with the coins, gems and valuable things her husband accepts as payment, likely to deposit them someplace safe. As a result, the one time travelers to the tavern are likely to see dead adventurers on the path is when attempts to rob Cymmarra have been undertaken. She is as murderous as a Paladin when it comes to defending her children, her husband and the land around the tavern.
Cymmarra is known to wield a matched sword and shield. The sword can be hurled like a spear with no maximum range (rumors passed between adventurers claim that if Cymmarra can see you, then she can skewer you with her sword no matter how far away you are; such rumors are accompanied by reminders that the terrain all around the tavern is very, very flat), while the shield drinks spells and delivers blasts of raw magical energy to anyone who comes in contact with it (tales of brigands exploding when Cymmarra rushed into them shield first are popular at Tavernant’s).
Finally, Tavernant allows no adventurer to stay longer than a week in the field around his tavern. On the sixth day of their stay, adventurers are firmly reminded to shove off by the next morning. Those that do not leave are advised to make ready to face Tavernant at sunset for the right to the tavern and the land around it. The bodies of challengers are burned well away from the tavern, their belongings forfeit.
The master of the tavern and his wife give no quarter in combat.
Adventure Hooks:
1. Wild rumors from beyond Tavernants claim the master of the inn is no man, but actually a dragon in human guise. At least one curious wizard has taken these rumors for truth, and has quietly obtained the services of adventurers to bring a special gem with them to the tavern, that they might quietly view Tavernant through it. If he be a man, then he will appear so in the gem. If not...
2. The lesser dragons that lair on the border of the territory claimed by the red dragon are required to patrol the area around their homes, to slay on sight humans, dwarves, elves, halflings, and any other intelligent beings foolish enough not to worship dragons as gods, and to court the presence of orcs, goblins and other creatures so as to create a buffer on the border. The work of any one of these dragons reaches its peak before the beast slumbers, and sometimes results in lone monsters wandering off, or in hordes that spill out from the border to raid and pillage. Tavernants is not excluded from this danger, and adventurers in residence are expected to stand shoulder to shoulder and face the oncoming threat, whatever form it takes.
3. Adventurers returning from successful forays into the wilds will often stop at Tavernants. Such occasions herald celebrations that last into the night. Adventurer lore says that anyone who makes at least three such forays into the wilds and returns alive and with treasure will be approached by Tavernant and given the instructions on how to find the lairs of the older wyrms who sleep, and to overcome the maze of monster traps, magical diversions and worse those wyrms surround themselves with. This lore is true, but most adventurers do not realize that Tavernant is still battling the red dragon that nearly killed him. He seeks to weaken the beast’s hold on its terrain by carefully directing and advising the best of the adventurers that visit his tavern (and that will listen to him).
EDIT: A handy list of adventuring companies, some with descriptions, can be found
HERE at EN World.