There’s a lot of exciting things in the World of Keith. Phoenix: Dawn Command is now available on Amazon. The price is the same as getting it at your FLGS or from our website, so if your FLGS carries it that’s your best option. However, if you can’t get it locally, Amazon provides a way to avoid the high shipping costs that have been a problem in the past. I’m writing new Phoenix material right now, so you’ll see more of that in the months ahead!
But on to today’s topic. A few weeks back, someone said “It’s easy to make Eberron feel like Eberron in the big cities. How do I do the same when visiting a tavern, or hamlet?”
I addressed the main question in this Dragonmark article, but taverns are an interesting topic and I wanted to take the subject beyond Eberron.
A tavern can serve many functions in a campaign. Traditionally, it’s a place for adventurers to meet mysterious strangers in order to acquire quests. But there are many other ways to use an inn. In Casablanca, Rick’s Cafe is a neutral ground where people from all walks of life mingle; “Everybody comes to Rick’s.” While also in Casablanca, The Blue Parrot is where you go if you want to make a deal with underworld boss Ferrari. Consider…
- GOODS AND SERVICES. Are you looking for a pilot? You’ll find the best in the cantina in Mos Eisley. Smugglers, traveling merchants, mercenaries, spies… Anyone without a legitimate storefront may sell their services in their favorite watering hole. And the choice of tavern tells you a little something about that person.
- ONE NIGHT STAND. Your adventure may be taking you to Mordor, but a night at the Prancing Pony can add color and complications to the journey. It’s easy to gloss over travel, taking the “red line on the map” approach. But a night in an interesting inn can be a memorable scene. How do you spend the evening? Do you hide in your room? Sing an old Brelish song with the captains in the corner? Gamble with those mercenaries? When the tinker offers to sell you a lucky charm, do you take it or do you tell them to get lost?
- DEN OF THIEVES. A tavern can be a home base for a particular group of people. It could be neutral ground: if you want to negotiate with the Boromar Clan, have a drink in Callestan. Or it may be that you’re taking your life in your hands when you go inside, and you’d better be prepared to fight your way out. The party’s rogue may have a bar where she meets fences or negotiates with higher-ups in the guild. In my last CCD20 adventure, the party is pursuing a war criminal who’s holed up in an inn in Graywall; can they dig him out without angering the locals? Cottonmouth’s club in Luke Cage is a good example of this.
- HOME FROM HOME. A tavern can be a great base of operations for a group of adventurers, especially if they are freelance agents. This could be a location that develops organically over time, or it could be something you work into the initial backstory. It could be a family business associated with one of the player characters, perhaps operated by a parent or sibling. It could be owned by a friend, perhaps a soldier who fought alongside the adventurers during the war but retired from the adventuring life due to injuries. It might be simple business; the innkeeper provides the adventurers with free room and board in exchange for them dealing with any troubles that arise in the bar while they’re around. It could even be that the inn belongs to one of the PCs… consider Kote in The Kingkiller Chronicles. Having a set base of operations can help the players feel a stronger sense of attachment to the world, and you can work with them to develop details about the inn. What’s their favorite meal? What’s an interesting detail about the server? What’s the most unusual feature about their character’s room? And of course, once the players are attached to the location, it becomes a thing that can be threatened to generate dramatic tension…
SETTING UP SHOP
So you’ve some ideas of what to do with your tavern… now you need to describe it. Start by considering the following elements.
PURPOSE. Typically, the general purpose of a tavern is to provide a comfortable place for people to gather over food and drink; if it’s an inn, add lodging to the lineup. Does your establishment have any other purpose? Is it a casino? A brothel? A recruiting center for mercenaries? Is it operated by a church or other organization, and how does that affect decor and services?
CLIENTELE. Does this establishment serve the general population, or does it serve a more specialized niche? While this could be something like mercenaries or criminals, it could just as easily cater to fans of a particular sport, people who work at a nearby business (a quarry, a mill, a shipyard), or members of a particular faith. This decision can help you envision what sort of people might be around on a typical afternoon. If it serves a particular niche, do they welcome outsiders or drive them away? Will the hrazhak fans teach you the sport, or give you the cold shoulder? If you’re planning to use the place more than once, come up with names and descriptions for three regulars people can usually expect to find here.
STAFF. Who runs this place? Is the innkeeper or bartender the owner, or are these separate? Is there live music? Is there a single weary barmaid? A host of goblin servants? Bound spirits that handle domestic tasks? How does the bartender maintain order… a shotgun or wand behind the bar? A scary bouncer? The general love of the clientele?
DISTINCTIVE FEATURES. What makes this inn stand out? Why is it in this particular location in the first place? Who founded it? Is the bartender a former celebrity of some sort? Is there something remarkable about the structure? Is there something that serves a particular purpose… a fighting ring? A stage for performances? What about food and drink? In Eberron, there are Zil waterhouses that only serve water flavored with prestidigitation… what does this place serve, and why?
LOCATION. Why is there a tavern here? In a big city it might be one of a dozen, but if it’s out in the wilds it’s a valid question. Is it on a major trade road? Does it cater to pilgrims on their way to a nearby shrine? Is it the last outpost of civilization on the edge of a mystic wasteland?
Here’s a few examples to consider…
- The Labyrinth. Located in the monstrous city of Graywall, the Labyrinth is built into an old quarry. A vast awning keeps rain from flooding the quarry, and customers descend a spiral ramp to get down to the common room. A medusa manages the bar, and the statues scattered around are a warning to those who might cause trouble. Goblins and gnolls surround the central firepit, cheering for the harpy performing mesmerizing torch songs. The rooms for rent are part of a vast network of caves that stretch below the quarry.
- The Quill. Known as a refuge for authors and wizards alike, The Quill is named for the writing implement of a legendary mage, which is ensconced above the bar. The Quill serves the students and faculty of the nearby college of magic, and this is reflected in its fixtures; the rooms are lit by continual flames, and there are a number of unseen servants that perform menial tasks. Most of the servers are students themselves, while the bartender is a retired alumni who prefers mixology to magic. Nonetheless, it’s an excellent place to hear gossip or trade for rare components. Brave mages can compete in the creative cantrip competition that occurs every week.
- The Crooked Tree. This inn is on the only road that runs through the deep forest. It’s built around the trunk of a gnarled tree, and while she lets the innkeeper handle business, the owner is the ancient dryad bound to this tree. It could be that most customers are mortals who use the main road, or it could be that the inn primarily caters to the fey that lurk in the shadows of the wood; if this is the case, you might have to pay for a drink with a secret, or pay for your room with a promise; gold is worth nothing beneath the Crooked Tree.
These details are great for building random scenes. Even if you’re just using the inn as a one night stand, is there an event going on when the players arrive? Is it a competition a player could take part in? Give that bard a chance to do what they do best! Or if it’s on a trade road or pilgrimage route, will a caravan roll up while the player characters are dining, and will it bring trouble?
Should a fight break out, these details can also add a lot of flavor. In games like d20, combat can sometimes feel very clinical… I rolled an 18 and did six points of damage. OK, but what did you DO? Think about bar fights in any movie. Are you hitting someone with a barstool? Tossing them through the window, or back into a rack of bottles? What I like to do in this sort of situation is to provide the players with a 3×5 card with a list of notable things in the bar… A Roaring Fire; A Barstool; A Plate Glass Window; A Chandelier; A Barmaid With A Tray Of Drinks. If the player can explain how they are using one of these elements as useful part of their action, they gain a benefit. In This is a core principle of Phoenix: Dawn Command, but it’s something you can use in any system; for many players this sort of prompt really helps them visualize the environment and get more creative with their actions. In Phoenix, using an environmental element lets you draw a card. In d20, a good use of a prop could provide advantage to a roll… or in the case of the Roaring Fire, shoving someone into the fire might add a little fire damage to the attack instead of advantage to the roll. Using an element doesn’t remove the element from the environment – the fire doesn’t go out, and people can still do things with it – but the advantage only goes to the first person to make use of an element.
PASSING THE TIME
So: the adventurers stops in the Chattering Skull en route to the Mournland. It’s a Karrnathi bar, and the animated skull of the original owner rests on the bar. They’re there for the night. As GM, what can you do to make it interesting?
- Games. How do the locals pass the time? If you feel so inclined, you could take a pause to actually play a game you feel resembles something people might play in the region. If you prefer to keep things short, you can use a few quick rolls to resolve the outcome. A bluffing game would be a test of Deception and Insight. A game like darts could be a series of opposed attack rolls; the person who makes the three best ranged attacks wins. Armwrestling? Sounds like a Strength/Athletics check. Drinking contest? Constitution/Endurance. With any of these, don’t rely entirely on the die roll; describe the game, and give a player a bonus for an entertaining description. Typically, the amount of money normal people would wager won’t be significant for PCs, but it can still be a good story and help PCs connect with the locals.
- Entertainment. Is there entertainment at the tavern? A traveling bard could share local news or a stories of the region… either of which could potentially be useful if the actual adventure takes place nearby. if one of the players is an entertainer, they could be asked to fill this role themselves. Or there could be a competition, whether musical or magical!
- Stranger Danger. You’re enjoying your dinner when a group of loud, arrogant Emerald Claw soldiers show up and start throwing their weight around. They aren’t here for a fight, and technically they aren’t breaking any laws. Are you going to be the one to engage in violence, potentially bringing harm to the innkeeper? If not, this can be a fun opportunity to interact with people who are usually villains in a non-violent context.
- Mysterious Opportunity. A traveling peddler offers a good luck charm or an ancient map. A stranger approaches and says something that’s clearly a code phrase, and hastily backs away when the PCs don’t know the right response. A smuggler offers rare goods at a low price – the PCs don’t need the goods now, but do they want to miss the opportunity? A fight breaks out between two strangers at the next table… will the PCs interfere? A stranger – secretly a spy – suddenly collapses from poison. Will the PCs get involved? And there’s always the possibility for romance…
- Ask The Players. A simple answer is to ask your players what happens. They’re spending an evening in a tavern… what do they think should happen? This gives the players an easy opportunity to shape the story… whether to introduce a new plot thread or simply to describe their armwrestling victory.
BUT WHAT ABOUT EBERRON?
The original question was about taverns in Eberron. The first issue is definitely location; looking at the examples above, The Labyrinth is in Droaam; The Quill is near Arcanix; and The Crooked Tree is in Thelanis, though you could drop it in a manifest zone. Everything that I’ve said up to this point applies, but you want to answer specific questions tied to Eberron. How does magic apply? What impact has the war had? Is there a warforged bouncer? Did the bartender lose his arm during an Aundairian bombardment? Is there a way to involve a magical beast – the hearth is in a gorgon’s skull, or there’s a giant owl who’s taken up residence there? If there’s shifters in the region, are people arguing about the shifter sport hrazhak? Perhaps the bartender is a changeling, who has different faces for different moods… Max is always up for conversation, but when you see Mildred at the bar, just order your drink and don’t ask questions?
And as long as we’re talking about taverns in Eberron, we have to discuss the GOLD DRAGON INN. While Ghallanda licenses inns of all sorts, the Gold Dragon is their primary franchise operation. Just like in our world, the whole point of the Gold Dragon is that people know exactly what to expect when they go into one. So play that up. Add your own details about what defines a Gold Dragon Inn, and make sure to highlight that every time the players stop at one. Here’s a few I’m literally making up right now.
- The Gold Dragon Inn has a mascot, Goldie the Dragon. Every GDI has a mural inside of Goldie wrapped around the inn, looking down at you with a wink and a grin. Some inns have a Goldie costume – which involves three halflings – that they bring out on special occasions.
- The Gold Dragon Inn always has a greeter, typically a halfling barmaid who says something along the following lines. “Welcome to the Gold Dragon Inn, where our guests are our greatest treasure! Would you like a tankard of our Copper Egg ale?”
Basically, any time the players are wandering around and happen to stop for the night, what do you know, it’s a Gold Dragon Inn! With the exact same greeter speech! And friendly, helpful staff who are happy to provide you with useful information about the region! The place is amazingly clean, as the staff uses a minor dragonmark focus item that ties to the Mark of Hospitality, using a prestidigitation effect to wipe away dirt and grime with the wave of a wand. And then, once people have gotten used to it, have them end up in a bad part of Karrnath where there’s no Gold Dragon Inn. The tavern they end up in is grimy and there’s holes in the roof from Thranish air raids (“Never had the gold to fix ’em,” the owner says. “Don’t worry, I moved the bed out from under.”). The owner lost a forearm in one of those raids but has a skeletal prosthetic. He’s probably not going to kill you in your sleep. Probably.
JT: Are there any major inns or taverns that operate without Ghallanda’s backing, or as open competition to the House’s industry?
SD: Dragonmarked’ makes it seem like other establishments certainly exist, but if they’re not at least sponsored by the Hosteler’s Guild, they’re regarded in the Five Nations as second-rate or questionable. If an exception existed that posed a serious threat to Ghallanda interests in an area, unsavory repercussions might occur.
I’m including SpoonDragon’s answer because it hits the nail on the head. The Dragonmarked Houses dominate their fields, and have established and maintained that dominance over the course of centuries. But that doesn’t mean every inn is a Gold Dragon Inn. You have three classes of business, as established in Dragonmarked: businesses directly run by the house; businesses bound to the house, which are essentially franchises like the Gold Dragon Inn; and licensed business, which pay a percentage and agree to meet the industry standards established by the house in exchange for being able to use the house seal. MOST inns and taverns are licensed. The critical thing is that this isn’t just a scam run by the houses. They DO establish and enforce industry standards, a role that is usually handled by the government in our world. A tavern has to pay Ghallanda for the license, but it ALSO has to meet the house standards for hygiene and health, and that’s the real VALUE of the license: potential customers know they can trust it. That shabby Karrnathi inn described above COULDN’T be a licensed business, because it doesn’t meet the standards. So a really successful and well-established business – like The Oaks in Sharn – could run without a license, trusting in its established reputation. But it’s sort of like posting a sign on your door saying “We’ve never had a health inspection.”
Generally the houses won’t act against lone businesses that choose to operate outside their scope. However, if someone truly poses a serious threat to their market dominance, they will take steps to deal with it… starting with negotiation, then negative propaganda, then more severe methods. A Ghallanda Black Dog (from Dragonmarked) can poison food or drink just by looking at it; this is a handy person to have in your back pocket when you want to give a rival restaurant a reputation for food poisoning.
I have always wondered about Gold Dragon Inns, starting with the price point. Are we talking Super 8, or Hamton, or Hilton, or Fairmont, or what? How big is the common room (in terms of area or number of patrons)? Is there both a tavern and a restaurant? What sort of food is served? How many rooms? How many of those rooms cater to small creatures like gnomes and halflings? Are there any other services provided? What sort of security is present – for valuables, or common areas, or private rooms?
This was cut for space from Dragonmarked, but addresses this a bit…
Two Ghallanda-licensed taverns in Sharn may have nothing in common beyond the house seal. But the Hostelers Guild maintains a number of bound businesses with outposts across Khorvaire. These strive for uniformity, and a traveler knows exactly what he can expect when he goes to a Gold Dragon Inn.
The Gold Dragon Inn. A home away from home for the frequent traveler, the Gold Dragon Inn provides reliable (if not exceptional) services at reasonable rates. Every Gold Dragon Inn possesses a heavy safe secured with arcane lock, and a soundproofed back room that can be rented for private events or important negotiations. House Ghallanda works with House Thuranni and House Phiarlan, and a Gold Dragon Inn will always have some sort of guild-licensed entertainer on hand.
The Drum and Lyre. These taverns specialize in spicy Talentan cuisine, and serve as venues for music and dance. Three nights of the week are reserved for halflings performing traditional Talentan works; three nights are filled by performers from House Phiarlan or House Thuranni; and one night is held for amateurs and independents, which can be an opportunity for PC bards to hone their skills and make a little silver. Occasionally musical performances are set aside for athletic events, including sporting matches between miniature clawfeet and other Talentan beasts.
As I’ve said before, the Dragonmarked Houses essentially set the industry standards, which is to say the prices in the rule book. So if you look on page 158 pf the 5E Player’s Handbook, the Gold Dragon Inn generally would be considered Modest accommodations (5 SP/night) while the best suite in a GDI would be Comfortable (8 SP/night). I generally think of the GDI as having a simple tavern attached, but some might have a full restaurant (perhaps a Drum & Lyre!). The size and number of the rooms will be based on the expected clientele; a GDI in Zilargo will have lots of rooms for small guests, while one in Breland will be predominantly designed with medium guests in mind. A GDI could have six rooms or a hundred rooms, based on the logical ability of the region to support it and the needs of your story.
Now, as noted above, the GDI is not the only sort of inn Ghallanda runs. It’s a known quantity, but many Ghallanda heirs prefer to run their own unique licensed business. The house itself runs a number of more luxurious inns, such as the Twilight Palace in Graywall; these would be in the Wealthy to Aristocratic class of lodging, and include services provided by other Dragonmarked houses – a Sivis message station in the hotel, an Orien courier on call, etc.
HOW ABOUT PHOENIX?
I can’t create new material for Eberron, but I can create anything I want for my new RPG Phoenix: Dawn Command. I think this post has gone on long enough, but I’ll do a follow-up next week that highlights the role of the tavern in Phoenix, with a few different locations you could use in your campaign.
I have always wondered about Gold Dragon Inns, starting with the price point. Are we talking Super 8, or Hamton, or Hilton, or Fairmont, or what? How big is the common room (in terms of area or number of patrons)? Is there both a tavern and a restraint? What sort of food is served? How many rooms? How many of those rooms cater to small creatures like gnomes and halflings? Are there any other services provided? What sort of security is present – for valuables, or common areas, or private rooms?
Are there any major inns or taverns that operate without Ghallanda’s backing, or as open competition to the House’s industry?
” Dragonmarked’ makes it seem like other establishments certainly exist, but if they’re not at least sponsored by the Hosteler’s Guild, they’re regarded in the Five Nations as second-rate or questionable. If an exception existed that posed a serious threat to Ghallanda interests in an area, unsavory repurcussions might occur. That’s how I’ve been running the Dragonmarked economy anyway.
Answered in the main post (with a little help from SpoonDragon).
Could you expand on taverns a bit further, depending on the nature of the tavern it seems there is some overlap with Phiarlan.
If someone wanted to open a tavern featuring plays/live music/comedy club, is that requiring a licence or other agreement from both house G and house P?
It seems to me that House G/P probably have a lot of shared ventures. Because their services can be very co-dependent. Is this accurate at all? Take something like a sandals resort or casino on the Vegas strip for example. On a small simpler scale, do you have any thoughts on the interaction between those two houses in this murky territory?
You are correct: there’s significant overlap between the two, and they have a number of joint ventures; the Twilight Palace in Graywall is specifically a joint Ghallanda-Phiarlan operation, and this is the Vegas strip example – a grand resort whose reputation rests on providing strong services of both houses.
With that said, the majority of venues are Ghallanda-run businesses that employ Phiarlan-licensed entertainers. Phiarlan is more focused on training and licensing the TALENT as opposed to maintaining physical locations. The house DOES have a few theaters and similar venues, but these are both grand in scale and entirely focused on entertainment. So if you’re opening a tavern that features live comedy, that’s in Ghallanda’s department; it’s simply that if you care about the quality of the acts, you’d want to bring in Phiarlan-licensed comedians. On the other hand, if you were making a COMEDY CENTER, with 24-hour comedy on multiple stages, intended to be the greatest hub for comedy in the Five Nations, and just happen to serve drinks there, that might be a purely Phiarlan endeavor. But generally speaking Ghallanda runs venues, Phiarlan produces talent.
I could seriously use an entire book about this. I get DM’s block when it comes to “everyday” locations and adventurers spend so much time in taverns that it would be worth it to have dozens of ideas ready.
The prestidigitation wand reminded me of this: do you (or anyone else) have any thoughts on who can use wands? With the absence of Use Magic Device it seems that RAW anyone can use a wand without a chance for mishap, turning them into something a lot closer to firearms in Eberron. I can think of pros and cons for that implication flavor-wise, but I’m curious how others are running their games.
The prestidigitation wand reminded me of this: do you (or anyone else) have any thoughts on who can use wands?
Honestly, I haven’t played a lot of 5E D&D as I’ve been focused on Phoenix for the last four years. Quickly glancing over the 5E DMG, it seems like they’re trying to do something different with wands. In 3.5, wands are simply a container for a spell, and can contain almost any spell. In 5E, it seems like they are trying to make wands unique items as opposed to simply “seven charges of spell.” With that said, MOST wands seem to require “attunement by a spellcaster” and that’s the way I’d tend to use them. If you look back at my post on Sorcerers, I discuss why a sorcerer with no formal magical training can still use a wand. With that said, there are wands in 5E that simply require “attunement”, and seem intentionally accessible to all characters. I think you could certainly introduce these as an evolution in wand “science”. Personally, we made an intentional choice when designing Eberron NOT to have casual wands take the place of firearms, but it’s a way you could go.
With that said, while I called it a wand, and while it might look like a wand, in the case of the Ghallanda item it’s a dragonmark focus item that can only be used by someone with the Mark of Hospitality; this makes it cheaper than a traditional wand.
“Personally, we made an intentional choice when designing Eberron NOT to have casual wands take the place of firearms, but it’s a way you could go.”
That’s kind of what I was looking for. “Attunement by a spellcaster” seems like a sensible and lightweight restriction to put on wands, while maintaining the feel of magic items still being mostly for use by specialists. Thanks for the response and for making me feel famous for my other comment being included in the main post!
Running with Kieth’s reply, I’ve been using Arcana as UMD for Wands and other magical stuff. Also spellcraft, more or less.
That way, rogues can be really good at hacking magic items, without any magical talent otherwise, which is a staple at my table, especially in Eberron.
Very nice post! I always try to roleplay taverns and give any of them a flavour. What about Arenal/Valenar/Mror Hold inn? I think Arenal have a long history and specific culture and I don’t think they’d enjoy a Dragon Inn. Valenar normally has humans for cooking but they surived for centuries without humans. They have to have some tradition on food and having fun. And finally Mror Holds… I always wonder how can they be different from typical dwarves. Even for a character. I know eberron dwarves can play the role of emires and sheiks, but for a player character I suppose I can’t give him one million gold pieces at level 1 just for flavour 🙂
I know this is a very old comment, but on the off chance you get this, a good way to have a Valenar tradition of food is to spin off from their race-defining flavour. For example, your ancestor was just a cook enslaved by the giants, but kickstarted a local slave rebellion when he managed to poison every single giant at a great feast, slitting their throats with a carving knife before serving them to the slaves, feeding an army.
So, back to the present day, your Valenar hero could be some sort of Rogue or Alchemist, refusing to partake of any human food when you could be perfecting your own culinary talent as a weapon of subterfuge and war. It sounds silly, but that’s exactly why it’s effective; no-one takes the one Valenar with floppy hat seriously, but they won’t be laughing when they’ve eaten from of Ramsay The Great’s old family cookbook! Add knives to taste.
…This idea is very dumb, isn’t it. I guess not every ancestor survived because they were all tough and survivory. Some survived because they made excellent fruit preserves that could last in the jungles of Xen’drik without attracting a billion fiery death flies or whatever they have in that horror-jungle.
(Also you can totally give one million gold pieces to a player! It’s just, y’know, in the Holds. Where the player can’t return without being assassinated. It’s all there, just… you need to work for it. Hell of a quest reward.)
Kieth Baker, you’re so creative! I always enjoy reading your posts and using them for ideas and reference.
How do taverns in mobile places like Argonth differ? I started reading Tales of the Last War, but I guess I felt like I wanted more information. The one depicted in Death Before Dawn seemed shady, so would you consider a tavern operated on a Brelish fortress to be vetted by House Ghallanda? Given that it’s a Brelish military installation, would Ghallanda even want to deal with them?
It’s up to you as GM to decide. In the case of a tavern on Argonth, that’s a prime example of a captive audience, so the tavern doesn’t NEED to be Ghallanda-licensed. The principle is that a tavern chooses to bear the costs of the license because it will generate more business for them, as people have more confidence in a Ghallanda inn. If there’s no alternative or you intend NOT to meet Ghallanda standards, go it alone.
This is highly excellent. I love this idea of modern business ideas in a fantasy setting; it’s all very Cut-Me-Own-Throat Dibbler from the Discworld Ankh-Morpork novels. (Which, if you haven’t read, oh man I can tell you’d love’em. The Guards novels are very Sharn.)
Talking of which, I’ve been wondering a lot about travelling food stalls. I know it’s neither official nor your own brand of not-official-but-come-on-it’s-Keith, but the homebrew Korranberg Chronicle Adventurer’s Almanac has a really cool Ghallanda item that’s supposed to be a sort of party’s rest-stop but I can’t see as anything other than a restaurant that you literally build around your customers. Even with a much less magical display, it would be a really great way for more traditionally Talentan, adventurous d’Ghallanda non-excoriates to get out into the world and show off their wares. After all, if you meet a Ghallanda Heir on the road who breaks out their pack and serves you a delicious Owlbear over a roaring fire for a reasonable price, you’ll be all the more likely to shell out for what they can do in the Upper Wards.
…Or a Kalashtar Atavist who runs a tavern that has no Ghallanda backing, thus completely ignored by visitors… but that is completely adored by locals. Service with not just a smile, but with an almost therapeutic psionic tone, never speaking aloud but uniting everyone at the bar into a brilliant mental conversation. Honesty comes easy there, and it’s seen as a village hearth for all, a place to come together and sort out differences, since no-one seems to get angry there. Plus, if you stay there overnight (which some locals do, strangely), it’s as if all of your worries fade, dealt with in a wonderful dream that you can never quite remember.
Now, you could do this one of a few ways as a DM. I’d be inclined to have it be genuinely sweet and well-meaning as presented, but involving some genuine ethical mysteries too, for any players that are nice to the locals and get invited along. You can’t actually get angry or upset there; sweet Katie at the bar doesn’t let you. Turns out, she’s actually a shockingly powerful psion, from a long line of Atavists that fought the good fight in Sarlona before it all became too much. She cares for this town more than anything else; she lost a lot during the war, but she still has this place, and these people, these people who /are/ her soul, just as much as the Quori for whom she is the last living bearer. She truly does help this town, but it’s a little too idyllic, the village a little too happy in among the ruins of the Cyran-Karrnathi border. Is this just too sweet for a cynical Khorvaire, the players unused to such purity of thought, or are these people in thrall, even unintentionally? They’ll fight for her if anyone turns on the establishment, but she’ll plead for them to stop… it’s all a little complicated, but she seems to mean well. Of course, you never can tell with powerful psions.
A lot of opportunities for the players to make some very difficult decisions, or possibly gain an ally and secret stronghold, an ally they can trust, and perhaps an ally that can heal them of any damages to the mind experienced in the Mournland.
Or possibly she’s in service to the Dreaming Dark after her grief drove her to a hunger for power, and the entire village is fading away like a soul in Dolurrh as the villagers’ collective life essence is consumed by some dark force every time they dream… but that sounds less interesting. Mind you, it could certainly be cool if the DM were to feel that the party were a little less prepared for a complex psychological analysis of what it means to be a noir setting with happy-demons and fear-dreamers. I keep having ideas. Dammit, I probably had things to do, and I don’t think “but the haaat” is a good enough excuse.
That thing in the other article about Fernian basalt being used for stonetops is also getting me racing. Anyone up for inventing the pizza?