Tavern Lore - OG Myth-Weavers

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Tavern Lore

 
Tavern Lore

Here is the section dealing with Tavern Lore.

As the guidelines state, the "Tavern" is neutral ground and not a place for PvP. We will be fleshing out the lore a bite further here as well. For now, only a realm DM or somebody designated should post anything here.

AppearanceFrom the outside the Realm-Folded Tavern, known to everyone as The Tavern or the RFT, looks exactly like any number of hostelries on any number of worlds, planes and dimensions; thatched roof over two storeys of beam and plaster construction. The bracket for a sign is affixed to the wall outside but the chains hang empty, whether that is because the sign has been removed, stolen or simple fallen off through age is unknown.

Inside you will find wooden tables, benches and chairs in an open room with a large fire place. Friendly staff, of a number of races, serve food and drinks at all times of day and night.


Surrounding areaThe Tavern is surrounded by a cluster of buildings of various sizes, many of which have been occupied by adventurers to set up homes, business and other concerns. The area has also seen significant development recently through investment by an organisation calling itself the Church of Commerce from one of the many dimensions and planes to which the Tavern is connected.


HistoryNone of the current staff seem to have any idea of the history of the RFT, their usual response to questions being along the lines of "well it's just always sort of been here I suppose". In fact the RFT started life as a regular inn on a remote road, offering refreshment and accommodation to weary travellers. After a while adventurers began to frequent it and it became known as a venue to meet such people of various guises. The involvement of a number of powerful mages and, it is rumoured a lost bet, has resulted in the building and its surroundings being lifted from its home dimension and it existing in a strange temporal and spacial phenomenon. The Tavern can be reached by any adventurer who wishes to do so simply by finding the old, strange tavern in any town in any plane of existence and merely walking inside. The RFT exists everywhere at once and nowhere at all at the same time; the very magic that allows it to have portals to the various realms that the jobs on its boards are in also allows it to project itself in to every realm simultaneously.


CultureThe RFT is neutral territory for all its customers; no deities hold sway in the demi-plane and no political entities or structures exist to exert control. All customers are bound by a common agreement that no harm is to be done to any other customers at any time within the confines of the Tavern building, although once outside the walls these agreements are more like guidelines resulting in the establishment of trading establishments and guilds.


Costs and feesBeyond the cost of returning to the Tavern without completing a mission, there is no cost to adventurers whilst at the Tavern. The minor costs of food and drink are covered by the charges made against those seeking to hire adventurers for their missions.

Around the RFT

The demiplane extends past the tavern proper. The plane itself is made out of a nebulous energy that responds to the desires and needs of the residents. It can’t be precisely sgaped by the average individual, but if they go looking for something, they’ll probably find it in some form or other. (You can also build things by traditional methods if you want to get exactly what you want, it’s just not the only method)

As such, the area surrounding the tavern itself is a small shanty town of no more than a few dozen buildings, disproportionately high in shops and low in residences (many adventures desire non traditional housing, or don’t think about the need to a house itself). These are largely run by retired or semi-retired adventurers. The guild halls are all around here, too.

Once you leave the buildings, things quickly turn to wilderness. To the north, in the distance mountains can be seen. To the west and to the north, nearer than the mountains, a vast forest exists. At the foot of the nearest mountain, in among the trees a great many caves and similar terrain features can be found. Quite a few adventurers have claimed one of these for themselves.

To the east there are also trees, but these very quickly give way to a shift in soil type, things growing sandy, and trees shifting. The air itself also gets saltier, you’ll come upon a cove where, if you’re lucky, you might find a mermaid or two. If they aren’t out save a world, at least.

To the west and a little south, in a large clearing just past the tree line is where I’ve envisioned Belregar’s war amp to be based. Of course, you can change that as you like.

If someone travels far enough in any direction they’ll come upon an unnatural fog. Trying to enter that, rhey’ll Feel the very air resist them. The demiplane will expand if occupancy does, but it is a finite space.

The tavern proper is the focal point and natural entrance for the plane. If someone comes upon a way to get here from their world by accident or the barkeep intervenes and brings them here for some purpose they’ll end up in the main room.

However, if someone knew of the plane’s existence and had strong enough magic, they could, theoretically, enter at any point.

Key

1 the RFT
2 houses and shops
3 guild houses
4 Ares’ Arena
5 Mermaid Cove
6 Mountains and caves
7 Primordial forest
8 Encampment

The Little Forge in the Forest is in a small clearing and the Elephant Market is just North of the encampment.

Map by @rogueblade0729
Attached Images
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