A tavern in Jackdog Town.
The building is ramshackle, with a reed thatched roof, though it does not leak or let in drafts. Windows are small and made of pig-hide just thin enough to let in a little light in the daytime, when the door is normally left open. The windows have mismatched shutters. There is no chimney - smoke disappears through the roof. Tables were all built by Shokan, with the largest made of the bed of the wagon he arrived on (the axles of which were used in the roof).
The bar is five metres long and carved with an intricate abstract design. The wood was stolen from a temple during a raid on an indigenous (elf) settlement and a cartographer can discern a map to the Hidden Valley, on a suitably difficult skill test.
There are seven stools and Shokan always insists one stay empty. He loses his shit if it is used and a spare not provided.
Shokan serves two types of beer: an ale and a dwarf-recipe stout. Also a couple of spirits and an over-sweet liquor he calls 'Tongues' because you can speak any language while drinking it (effect ends when the alcohol wears off).
Also serves cold meats, nuts, dried berries, apples, trail biscuits, candles, flint and steel kits, and other small, useful items.
Shokan
Level 4 Fighter.
A big but not the biggest, tells stories of his times in the gladiatorial pit and carefully cultivates his reputation and 'aura' (mainly to encourage a peaceful bar). Quick thinker, smarter than many, knows his customers even if he doesn't respect them. Only leaves the bar to sleep, eat and haggle for supplies.
Modifiers (+1) to Str, Con, Wis.
Skills include gambling, intimidate, knowledge of the local area, notice, persuade, anything to do with business.
Gear includes a sword, an old vest of armour (scale or something similar), a cudgel, a dagger, a cloak of concealment and smart clothes.
Barkeeps
Roll some d6: Afternoon: 1d6; Evening 2d6; Festivals, Holy Days and Weekends, 3d6.
1. Jormykr. Big northman, overly friendly. dark auburn hair, eyes the blue of a northern sky. A veteran. Left arm badly scarred, doesn't like to talk about it.
2. El. An elf woman. Folk say she was pulled from a burning house by her human foster parents. They don't say they were the ones that set the fire.
3. Cyanitis. A huge man with a permanent idiot expression and a living giant reptile-bat embedded in his chest and shoulder, which does all the talking.
4. Kanuta. A quiet-spoken and serious woman who arrived in town as a slave but everyone has forgotten. Including, it seems, her owner.
5. Face. Stocky male who never takes the sack off that he wears over his head. Funny, its only got one eye-hole. In the middle...
6. Growler. A wolf hound. left behind by a guest, years ago.
Regulars
Roll d6 to see how many are in at any given time.
1. The Mercenary: Krantzia, disinherited noble daughter of a powerful southern house; one arm is inhumanly hairy, the result of a witch's curse.
2. The Outlaw: Sandholm; everyone knows what he is but he is tolerated amongst the town folk (if not by the soldiery of the nearby fort) as he preys only on the wealthy merchants and kills only armed men. Said to be accompanied by a bear when in the woods, but it is never seen in town.
3. The Hunter: Malakius Whitestag, so-called for his obsession with a certain white stag he once was wounded by. The wound festers still, giving him a limp in his left leg. Some say the fortunes of the Jackdog Town depend on him never catching his quarry. Others, of course, say the opposite...
4. The Orc: Duzhgal took everyone by surprise six months ago by riding in on a horse, like any sane person would. No one is quite sure what to make of the newcomer, nor keen to test the orc's mettle with the great sword it wears on its back. (Also, round here, the word 'orc' can mean different things... )
5. The Dwarf Prospector: Tankerance Bluetooth is prospecting for glimquartz, a mineral known to glow faintly in absolute darknes, enough to provide the equivalent of dim light for 5' for a human and which is given as talismans by dwarf parents to their children (it helps them to see where they are).
6. The Whore: A heart of gold and a purseful of dust, Selnia has friendships in many quarters because of her good deeds and caring attitude towards others despite not having much to share.
7. The Madman: Mantic Hardhaven is touched by the gods. Or by something else. His visions often bring him to his knees in the middle of the street. Trouble is, some of the things he sees, are recognised by those who hear his desperate descriptions of them.
8. The Gambler: Lona Dearhart was raised with money and care but never learned to settle down. Somewhere along the way, she learned all manner of games of chance, from knuckles to dice, and from backgammon to dominoes. Everyone says don't play against her when she's wearing green...
Folk Of Reknown
Sometimes, well-known or even famous people might be found here. Sometimes, its even a good thing.
1. The Shire Reeve, Duncan of Trie, occassionally visits Shokar's place just to 'slum it' with the locals. He thinks it helps him 'stay in touch' with the common folk. He always comes with an armed guard. Gets drunk and then weeps about some past indiscretion none but (allegedly) Stargadder knows about.
2. The Falcon Of Mirlev (Bard), otherwise known as Leomar the Unmatched. A fine bard, plain and simple, whose coming is always a delight to all. Plays the lute, ridicules dwarfs and emulates elves, seduces men and women alike and always leaves everyone wanting just a bit more. Sincerity, maybe.
3. The Duellist Of Kelenved, Sadonel the Swift. Said by many to be the fastest blade in Meikos. Not really keen to prove her prowess, as killing haunts her. Makes ballads and poems in her head but only shares them under duress or when drunk. Can sing too, but only sober.
4. The Bishop, Aukinslade of Drimsdale. A holy man, who seeks to contain the duke's most fierce ambitions and give the diverse peoples of the region a chance to meld naturally into one nation, despite all their differences.
5. The Knight, Sir Belicassus of Erstwhere, passes through from time to time on quests, patrols, sorties against 'the enemy' (who he never identifies, but is possibly either orcs, a specific dragon, goblinoids and monsters in general, or just anyone he doesn't like).
6. The Emissary of the Elves, Irithiel of the Leafy Shade. This role was forced upon Irithiel, as emmissary duty to humans always is, as it is basically punishment duty, though nonetheless undertaken with all sobriety and gravity. Now forced to try and understand the halfwits that are humans and even remain on good terms with some of them.
7. The Captain of the Guard, Captain Stargadder. A big, burly, somewhat brutal man, capable of astonishing violence on those with whom he has conflict. Comes here sometimes to get away from the 'airs and graces' of the castle.
8. Thurmojid the Brave an ex-soldier from the Duke's army in the south and deadly with blade or axe in any one-to-one fight. Said to be looking for an abandoned dwarf mine that is still full of silver. Has a liking for Lona, but they're not an item.