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The Net-Mender's Wake - AI-generated fantasy Tavern

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.

Tavern · kept by Muiris

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.

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' bunkroomLodging
    A 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 stableStable
    A 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 tablesGambling
    Three 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 platformEntertainment
    A 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 rental
    A 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 patrons
  • KeeperMuiris

    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

Intrigue · GM only

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

4
1A crew offers the party 25 gold pieces to retrieve a brass strongbox from a wreck tangled beneath the old quay. They want it recovered before the tide turns, but refuse to say what is inside.
2The vanished dockworker's sister asks the party to search the pub's gear locker. She claims she saw him borrow a coil of rope there shortly before he disappeared.
3A merchant captain needs discreet guards for a late-night transfer of sealed barrels. The manifest lists lamp oil, but the barrels are cold to the touch and slosh as if filled with seawater.
4The keeper asks the party to settle a dispute between two crews before it becomes a knife fight. Both crews claim the same empty berth, and each says the harbor clerk changed the records.

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