Ironjaw's Mirth
From Manath's Campaign Wiki
Contents
History
- Ironjaw's Mirth was founded by the Rashemi Berserker Ulek Ironjaw when he retired from his adventures.
- He had lost his jaw to an axe swing by an Orc. His gnomish friend, a Gondian, had crafted him a new jaw.
- He was known for his laughter — and sired twelve daughters. One of these daughters, the innkeeper, is named Hulmarra Ironjaw. She’s a broad, burly woman, with dirty-blonde hair and gray eyes.
- He passed away fifteen years ago.
- A small village grew around the tavern, including a tanner, a cobbler, and a dyer.
Texture
- How the location is used and lived in
- This tavern is on the border of Thay and Rashemen, on the Rashemi side, so it’s mostly used by travelers passing through.
- It’s known as a good place to get new boots.
- This tavern is on the border of Thay and Rashemen, on the Rashemi side, so it’s mostly used by travelers passing through.
Layout
Ground Floor:
- Entrance: A solid wooden door with iron reinforcements. Directly opposite the entrance is a large hearth that warms the common room. Beside the rear door is the bowl with the symbol of Tymora and the inscription.
- Common Room: A spacious area with a variety of seating arrangements – long wooden tables for larger groups, and smaller tables for individuals or smaller groups. The wooden floors show signs of wear, bearing witness to the countless boots that have crossed them. The walls are decorated with various memorabilia, including old weapons or shields, and a portrait of Ulek Ironjaw laughing heartily.
- Bar Area: Located to the left when you enter, it has a sturdy wooden counter where patrons can sit on stools and order drinks. Behind the bar, there's a display of various ales, meads, and spirits, and even a special brew named after Ulek.
- Kitchen: Located behind the bar and separated by a swing door. The smell of the mutton stew wafts from here. It's a busy area with cookware hanging from hooks and a large pot over a controlled fire.
- Backroom: Accessible from the kitchen. This is where Hulmarra keeps her ledger, deals with suppliers, and has private meetings. It's also where the more valuable items are stored under lock and key.
- Larder: Adjacent to the kitchen, it's a cool room where perishable items are stored. Stocks of meat, vegetables, and dried goods are kept here.
- Staircase: Located to the right of the entrance. It's a sturdy wooden structure leading to the upper floor.
Upper Floor:
- Hallway: As you come up the stairs, there's a long hallway with rooms on either side. There is a window at the end of the hallway, providing some light during the day.
- Guest Rooms: There are about 6-8 rooms for travelers. Each room has a simple bed, a small table, a wash basin, and a window. One or two are larger suites, including a sitting area.
- Hulmarra's Quarters: Located at the end of the hallway, it's a larger room where Hulmarra resides. It’s personal, with family portraits and personal memorabilia.
- Storage: There's a small storage area on this floor, where extra linens, blankets, and cleaning supplies are kept.
Outside:
- Stable: To the side of the tavern, there's a small stable where travelers can house their horses. It's a simple structure with hay and water troughs.
- Well: A few meters from the tavern, there's a well where fresh water is drawn.
- Outhouses: Simple wooden structures for nature's calls.
Lighting:
- Hearth: The central source of light and warmth in the common room would be the large hearth. The flickering flames would cast dancing shadows across the room, especially in the evening.
- Candles: Spread across tables and mounted on walls in sconces, candles would provide much of the ambient light in the tavern. Some are be placed in colored glass holders to add a touch of color.
- Oil Lamps: Hung from the ceiling or placed on wall-mounted brackets, oil lamps would give a steadier light than candles. They'd be particularly useful in areas where consistent lighting is required, like the bar and kitchen.
- Lanterns: For areas like the outhouses, stables, and the path leading to the tavern, lanterns with handles would be used, as they're portable and protect the flame from wind and rain.
- Windows: During the day, natural light would flood in through the windows. They have simple wooden shutters that can be closed during storms or at night.
Story
The tavern was attacked at night by a group of Red Wizards.