The Net-Mender's Wake
The pub began as a net-menders' shed beside the working quay, where crews brought torn nets in after dark and traded repairs for hot stew. When the net trade dwindled, the shed became a drinking house, but its old sign stayed up. Locals say the name is a warning: a wake can lead you home, or show you what has already sunk.
The Net-Mender's Wake
Overview
History
The pub began as a net-menders' shed beside the working quay, where crews brought torn nets in after dark and traded repairs for hot stew. When the net trade dwindled, the shed became a drinking house, but its old sign stayed up. Locals say the name is a warning: a wake can lead you home, or show you what has already sunk.
Quirks
The floorboards creak in a steady rhythm like a ship under sail, even on calm nights. A brass cup is kept on the windowsill for the lost, and no one will move it. When a storm approaches, the old sign outside swings inland instead of out toward the water.
Rooms and services5
- Sailors' bunkroomLodgingA plank-sided room with six curtained bunks. The floor slopes toward a drain, and guests are advised to lash their gear to the bedframes when the tide runs high.
- Covered stableStableA stone-floored shed with feed bins, hitching rings, and a loft for drying tack. A stablehand can keep an eye on mounts for 5 copper per night.
- Bone-dice tablesGamblingThree scarred tables are set aside for dice and a local game played with carved fish bones. Bets are limited by the house, though arguments over the rules are not.
- Shanty platformEntertainmentA narrow platform near the hearth hosts sea shanties, paid announcements, and the occasional boastful account of a voyage. Performers may earn a meal and a few coppers.
- Gear lockerEquipment rentalA locked closet holds hooks, spare oilskins, rope, and common fishing gear for rent. The proprietor records every item returned, down to the last hook.
People
The keeper and 4 patronsKeeperMuiris Human fighter, level 5
Rigger and occasional messengerBrannoc A compact, sharp-eyed human rigger who laughs readily but keeps one hand near his purse. He knows which ships have delayed departures.
Harbor pilotAveline Daro A patient half-elf pilot with a flowing manner of speech. She asks careful questions about tides and becomes evasive when anyone mentions the old quay wall.
FishmongerKikue A tiefling fishmonger whose quick, off-beat jokes disguise a keen sense for bargains. She has recently bought more lamp oil than her trade requires.
Net-makerGethryn Palk A broad-shouldered dwarf net-maker, blunt and methodical. He insists the twine found near the wall is made from a fiber no local shop sells.
Keeper's Species
Human
Intrigue
What locals say
The Net-Mender's Wake is a busy stop for deckhands, fishmongers, pilots, and travelers waiting for passage. Its maritime customs are practical rather than ceremonial: never whistle toward the water indoors, never sit on a coil of rope, and leave a cup untouched on the sill for sailors lost at sea. These are local traditions, not magical protections. The pub lies in an unspecified port, so its rumors and clientele can be adapted to the campaign's coast.
Plot hooks
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