The Eel Takes Names
The tavern began as a net-mender's storehouse beside the harbor. Its first sign showed an eel wrapped around a broken oar, after a storm dragged the building's founder out to sea. Locals said the sign warned that the water always collected its due. The warning stuck, even after the storehouse became a refuge for sailors and adventurers. The current keeper expanded it with bunk rooms and a chart table, making the place a regular stop for crews preparing to explore wrecks and coastal caves.
The Eel Takes Names
Overview
History
The tavern began as a net-mender's storehouse beside the harbor. Its first sign showed an eel wrapped around a broken oar, after a storm dragged the building's founder out to sea. Locals said the sign warned that the water always collected its due. The warning stuck, even after the storehouse became a refuge for sailors and adventurers. The current keeper expanded it with bunk rooms and a chart table, making the place a regular stop for crews preparing to explore wrecks and coastal caves.
Quirks
The keeper turns the eel sign toward the wall during severe storms, then turns it back at dawn if the building is still standing. Patrons tap the table twice before discussing a dangerous job, an unofficial habit said to keep bad luck from listening. The kitchen refuses to serve eel on nights when the tide runs unusually high.
Rooms and services6
- Upstairs RoomsLodgingSix lockable rooms with sturdy doors, simple furnishings, and iron hooks for armor. One room has a narrow window overlooking the harbor.
- Mount YardStableA fenced yard with a covered lean-to, feed troughs, and space for four mounts. The stablehand can arrange basic care while guests are away.
- Chart TableAdventuring ServiceA scarred table marked with a hand-drawn coastline, shoals, and local wreck sites. Guests can plan routes here, though some markings are deliberately misleading.
- WashroomBathA stone-lined room where guests can wash off mud, salt, and monster ichor. Hot water costs extra, and the innkeeper insists that weapons remain outside.
- Private BoothMeeting SpaceA curtained corner with a locked chest and a bell rope that rings behind the bar. The keeper offers it to groups who need to discuss business privately.
- Story BoardEntertainmentA low platform used for songs, boasts, and practical demonstrations of unusual gear. Anything involving live magic requires the keeper's permission.
People
The keeper and 6 patronsKeeperKirg Human fighter, level 5
Tavernkeeper and former caravan guardKirg The keeper, a level 5 human fighter who once guarded coastal caravans. Direct and watchful, Kirg remembers faces and dislikes anyone who mistreats the staff.
Traveling healerDagna A level 3 dwarf cleric who offers quiet first aid and expects payment in coin or useful rumors. Patient until someone lies to her.
Coastal scoutUlek A level 6 half-orc ranger who speaks little, keeps meticulous notes, and is eager to compare tracks with anyone who has hunted along the shore.
Salvage runnerBatu A level 2 halfling rogue with a booming laugh and a habit of spotting loose purse strings. He insists he only warns people about them.
Sailor and storytellerSefu A level 7 human bard who sings work songs and collects stories of shipwrecks. Charming in company, but uncharacteristically nervous when asked about brass tokens.
Arcane researcherTova A level 4 elf wizard who studies the tides and carries a notebook full of carefully copied symbols. Curious, courteous, and reluctant to show her latest page.
Keeper's Species
Human
Intrigue
What locals say
The Eel Takes Names is an adventurer's haven in a busy medieval harbor, known for practical help rather than luxury. Its clientele includes sailors, scouts, and delvers returning from nearby ruins. The chart table's wreck markings are a local custom, not an official or magical map. The keeper also maintains a small notice board where patrons post jobs, warnings, and claims on recovered salvage.
Plot hooks
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