Shed 7
The tavern began as a victualling shed for crews unloading fish, timber, and salvage. Its present owner bought the building after a storm tore away the old quay and kept the name from the harbor survey: it was listed as Shed 7, though it now stands several streets from the water. Over time, its cheap food and late hours drew deckhands, fishers, and sailors between voyages. A fire scorched the rafters years ago, but the regulars helped rebuild them, carving their ship marks into the beams.
Shed 7
Overview
History
The tavern began as a victualling shed for crews unloading fish, timber, and salvage. Its present owner bought the building after a storm tore away the old quay and kept the name from the harbor survey: it was listed as Shed 7, though it now stands several streets from the water. Over time, its cheap food and late hours drew deckhands, fishers, and sailors between voyages. A fire scorched the rafters years ago, but the regulars helped rebuild them, carving their ship marks into the beams.
Quirks
The tavern's old beams creak like a ship in a swell, even when the weather is calm. When the room grows rowdy, the keeper bangs a brass serving tray three times; regulars know this means to clear the center floor for a dance, a bout, or both. The house has a strict rule against drawing blades indoors, but fists and harmless spell tricks are common enough.
Rooms and services6
- Main HallGathering spaceA long, salt-stained hall with bolted benches, a scarred plank floor, and a hearth built from old ballast stones. Sailors settle wagers here, and arguments sometimes end in a wrestling match.
- Loft BerthsLodgingSix curtained bunks above the main room. Guests pay extra for a hook to secure their belongings, though the floorboards carry every late-night song and quarrel.
- Quay YardStable and storageA fenced yard with a lean-to for pack animals and a locked rack for small boats and fishing gear. The keeper can arrange a watch for a few copper.
- Song PatchEntertainmentA cleared patch of floor where fiddlers, shanty singers, and knife jugglers perform. Patrons who know the chorus are expected to join in.
- Wager TablesGamblingTwo stout tables marked with chalk grids. Dice, cards, and a local game of shipboard bluff are played for copper or silver, with the house taking a modest cut.
- Cistern WashBathingA rope-and-bucket bathing stall supplied by a rain cistern. Hot water costs extra, and the drain occasionally brings in tiny crabs.
People
The keeper and 5 patronsKeeperMerrick Human fighter, level 5
Sailor and frequent brawler, roughly a 2nd-level warriorHroft A broad-shouldered human deckhand who laughs loudly, buys rounds when paid, and remembers every slight until the next storm.
Fishmonger and part-time server, roughly a 1st-level commonerNella A gentle, observant halfling cook who speaks softly and notices which customers leave their drinks untouched.
Retired ship's navigator, roughly a 4th-level expertKestrel Voss A clipped, practical dwarf navigator who dislikes boasting and will gladly correct anyone's account of the tides.
Traveling performer, roughly a 3rd-level bardTōru An elven fiddle player with an unexpected, lilting cadence. He is charming on stage and evasive when asked where he learned a particular shanty.
Harbor patrol veteran, roughly a 5th-level fighterBrynja of Harth A watchful half-orc fisher who speaks plainly, dislikes gambling, and steps between strangers before a quarrel turns dangerous.
Keeper's Species
Human
Intrigue
What locals say
In this harbor district, a good shanty is practical knowledge: its verses can preserve tide timings, shoal warnings, and the names of safe anchorages. The older regulars insist that one verse sung here is missing a line because the original singer drowned before passing it on. No one agrees whether the missing words are merely a sailor's warning or directions to something worth finding.
Plot hooks
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