There need to be portraits or SOMETHING of green, red, yellow and blue dudes/outlines. A few noblemen or different clerics in coloured robes hoisting their tankards with slight nods to the original colour gang's poses?
o Long Tables o Square Tables<<<
o Round Tables
· Wall Art o Portraits<<<
· Lighting o Bright and Lively<<<
o Dark and Moody
· Room Types o Luxurious (large bed room with high class accessories)<<<
o Functional ( single bed room with matching accessories)
o Common ( bunk beds and chairs)
What would you like the name of the inn/tavern to be? (Please keep under 30 characters)
Golden Ale Fellowship
· What would you like the innkeeper's name to be? (Please keep under 30 characters)
Levi van Erol
· In 50 words or less, describe the basic concept of what the innkeeper.
An old retired mercenary that decided he had seen enough death for several lifetimes. He decided that making coin in an inn is safer and he's less likely to end up with his guts spilled out on the ground. Pretends to be a simple man, but those who know him...
· In 50 words or less, describe the basic concept of what the inn/tavern. E.g.: "High class inn where nobles and important business men meet to discuss future deals."
The Golden Ale Fellowship is an inn for nobles and wealthy businesses men, but anyone with decent enough clothing and a purse full of coins is welcome as long as they behave. In here many alliances have been forged and many contracts sealed: assassinations, arranged marriages, and other secret contracts.
· In 75 words or less, describe the appearance of the inn/tavern. E.g.: "High end furniture with lots of polished metal fittings are neatly arranged in the main room. The walls are draped with fine art and the whole place has a feeling of class and sophistication."
The biggest Inn in the city, it houses some of the finest furniture from all around the world. Almost all of them with intricate patterns in different colors. The white walls are decorated with portraits of important people from history and banners of many kinds. There are VIP rooms in the back that are always booked, it seems. These backrooms are simpler with wooden couches and tables. These rooms are not used for their comfort.
· In 100 words or less, describe the concept for the history of the inn/tavern. E.g.: "The tavern was founded by Jonas Sayne, a merchant from a noble background. Realizing that Defiance Bay lacked a place for the rich and powerful to meet to discuss business, Sayne commissioned the creation of The Discreet Gentleman in the business friendly Copperlane disctrict. It is rumored a backroom of the tavern houses an entrance to the city jail dungeons.
Having ended his mercenary career at the age of 34, Levi and some of his men bought an empty building in the Market District. It had previously belonged to a former nobleman. Thinking about what sort of clientele he was looking for, he came to the conclusion that it would be very likely that many of his former employees would do business there. The reason being that he was known to be a very discrete man, something that cant be said about mercenaries in general. And so it came to be that the Golden Ale Fellowship was founded four years ago.
A hub of information, with flavor. Political officials speaking with the intent of being heard, shadowy figures roaming around offering information for sale or even just handing out slips of parchment for those that dare to pursue its truth or falsehood.
To get in, the party must be someone (renown threshold?), run into the owner somewhere in the game world's wilderness, or go in person, put their names on the list with the bouncer and wait for a courier to contact them.
Arguments break out at the drop of a hat, leaving the premises volatile. Several guards roam around, both gritty veterans (e.g. The Bishop, hammer-wielding paladin) and soft-spoken scholars (e.g. the cipher Stump the Nine-Fingered and wizard Nirolak the Splitter), ready to mediate arguments or defenestrate the patrons if necessary. The party can participate in some of these heated arguments, and leverage them to win favor from some of the officials in order to secure information or special access elsewhere, but getting involved and not playing the right cards could result in getting bounced and locked out for a time.
The owner of the inn shows up on occasion carrying souvenirs from foreign lands and gathering members of the inn around with pints to tell a story of adventure.
Several guards roam around, both gritty veterans (e.g. The Bishop, hammer-wielding paladin) and soft-spoken scholars (e.g. the cipher Stump the Nine-Fingered and wizard Nirolak the Splitter), ready to mediate arguments or defenestrate the patrons if necessary.
In a quiet side street sits an inn. A jagged line divides the greystone bones of the damaged lower level from the once-perfect russet stucco exterior of the upper floor.
An adventurer steps inside, to find a menacing doorman with crazy eyes. "Are you a member?" he demands impatiently. "Only members allowed. "
"Yes", replies the adventurer.
"Password?" Asks the doorman.
"The lore reeks of evil."
"Very well, enter. But watch yourself. You don't want me to have to throw you out."
The adventurer enters the main room of the inn. A single candle illuminates each round table, and a small space around it. As the adventurer walks to the bar, he hears small snippets of debate. Each table seems to have a group passionately arguing a different subject. He passes on, not wishing to get involved.
Suddenly the noise level increases around one table. "You idiots are wrong!" Screams a patron. "I have personal knowledge showing my rectitude! " He feels a breath on the back of his neck and spins around to find his throat held in a steady grip. "Show me your proof", whispers the doorman. As the entire crowd quietly watches the offender being cast into the street on his head, murmers are audible. "Never mess around where the Bishop can hear."
Not having played my copy of Baldurs Gate, I'm not sure on the flavor of dialogue that's appropriate.
I'm the one who suggested it, I'm glad people like it.
The idea was that a round tavern sign with an orange fox and a grey goose could be made to vaguely resemble the GAF logo without being too obvious. It's very important that nothing looks off to the other players. I just hope there are actually foxes and geese in this universe.
If there will also be stories from GAF implemented in the Inn, someone could tell the tale of the singer Dennis the Duck (or Dennis Dye Acke), who spread songs everywhere in the country about 'Goose and Fox' and it's visitors being responsible for everything bad in the world, until he was finally banished and sank with his ship the 'pars quinque'.
Maybe something more fleshed out, but you get the idea.
Expanding on Lore's idea, occasionally the guards should throw out a particular NPC every now and then who admits to the party he'll just return under a different alias to piss on the boorish politicals for shits and giggles.
A quest would involve Ameerox - a powerful and well-known arbiter of the den - who is revealed to be secretly using powerful magicks which alter the memories of past conversations for hidden and insidious ends! The party could choose to side with the dastardly Ameerox, thus gaining free tips or whatever mechanics the GAF Inn would possess at a discount. To reveal his treachery would mean they can get some special "arbiter" privileges at the Inn, which include throwing out NPCs and guiding topics of the conversations.