The Thornclear
The tavern was built where a stubborn stand of thorn scrub once blocked the old cart track. The builders cleared it by hand, and the first keeper hung a bundle of the blackened roots above the door as a boast. Years of smoke and spilled ale have darkened the rafters, but the roots still hang there.
The Thornclear
Overview
History
The tavern was built where a stubborn stand of thorn scrub once blocked the old cart track. The builders cleared it by hand, and the first keeper hung a bundle of the blackened roots above the door as a boast. Years of smoke and spilled ale have darkened the rafters, but the roots still hang there.
Quirks
The tavern is called the Thornclear because its site had to be hacked free of dense thorn scrub before anyone could lay the first stones. A blackened knot of roots still hangs over the entrance. When the room gets loud, regulars pound their cups twice on the tables to call for a round of the old clearing song.
Rooms and services5
- Common roomGathering spaceA broad common room with scarred tables, a packed-earth floor, and a stout rail around the hearth. Most evenings, arguments over dice or ale end in wrestling matches, while the keeper keeps the door clear for anyone who wants out.
- Upstairs lodgingAccommodationSix small rooms with straw mattresses, wooden bolts, and enough space for a bedroll and a chest. The walls carry sound freely, especially when the common room is celebrating.
- StableAnimal careA roofed lean-to holds up to four mounts overnight. The stablehand will feed and water animals, but guests must secure valuable tack themselves.
- Gaming tableEntertainmentA scarred table in the corner is used for dice, knucklebones, and informal wagers. The house allows small-stakes play and forbids lending money at the table.
- Story platformEntertainmentA raised plank platform serves singers, storytellers, and anyone foolish enough to challenge the room to a drinking song. Performers may earn a meal if the crowd approves.
People
The keeper and 4 patronsKeeperOlek Human fighter, level 2
Teamster and former caravan guard, roughly a 2nd-level martial veteran by local standardsKrzeg Vask A watchful, broad-shouldered laborer who speaks little and dislikes bullies. He will step between a newcomer and a brewing fight, but expects no thanks.
Shepherd's daughter and regular dice player, an ordinary commonerMila Cheerful until challenged, then startlingly competitive. She knows every dice trick in the room and insists hers are all luck.
Dwarf mason looking for day work, a sturdy commonerDurg Blunt and loud, with a laugh that carries through the building. He is more interested in settling disputes with contests of strength than with fists.
Traveling herbalist with practical knowledge, a 1st-level apprentice healerSuyana of the South Road Patient, observant, and difficult to surprise. She asks gentle questions and remembers the answers long after others forget them.
Keeper's Species
Human
Intrigue
What locals say
This is a working-class stop for carters, field hands, and travelers who prefer loud company to a quiet bed. Its rowdy reputation comes with a few firm customs: no blades drawn indoors, no striking someone who is down, and no breaking the hearth stones. These are local house rules, not laws of the wider realm.
Plot hooks
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