The Rusty Flagon Inn
The Rusty Flagon Inn:
The Rusty Flagon isn't much to look at from the outside – a ramshackle building with a faded sign hanging crookedly above the door. The flagon depicted on the sign is indeed rusty, and the paint is peeling. The windows are small and grimy, letting in little light. However, inside, it's surprisingly cozy (though still rustic). A large common room features rough-hewn wooden tables and chairs, a fireplace that struggles to throw off warmth, and a bar along one wall. The air is thick with the smell of stale ale, roasted meat, and something vaguely earthy.
The Innkeeper: Elara (no relation to the Denoria elf) is a middle-aged woman with tired eyes and a practical demeanor. She's seen a lot in Jode and isn't easily surprised. She's not overly friendly, but she'll answer questions if pressed and appreciates a bit of coin.
Sensory & Appearance
The atmosphere is generally subdued and weary. Most patrons are quiet, nursing their drinks and looking downtrodden. There's a sense of resignation in the air, but also a hint of underlying tension.
Denizens
- Old Man Tiber: A wizened old villager, sitting alone in a corner, muttering to himself. He seems to know a lot about the history of Jode and the surrounding area, but his ramblings can be difficult to follow. He might offer cryptic clues or insights if the players are patient and listen carefully. He's particularly fixated on stories of the "before times," before the vampires. Martha, the Weaver: A woman with calloused hands and a weary expression. She's knitting a shawl, seemingly oblivious to the gloom around her. She's lost her husband to the "Iron Hunger" and is struggling to provide for her children. She might be willing to share information about the villagers' plight in exchange for help or compassion. Brennan, the Hunter: A burly man with a crossbow slung over his shoulder. He's one of the few villagers who still hunts in the surrounding forests, though game is scarce. He's suspicious of outsiders but might be swayed by the promise of coin or assistance. He could provide information about the local wildlife, the terrain, or even rumors about the vampires' activities. Two Denoria Guards (off-duty): They are sitting at a table, drinking and playing a dice game. They are a little boisterous and enjoy showing off their (limited) authority. They might reveal some information about the castle's workings or the vampires' habits if the players can loosen their tongues with drinks or flattery. They are not particularly bright, but they are loyal to House Denoria. A Traveling Merchant: He's trying to sell his wares, but business is slow. He's eager to talk to anyone who will listen and might have news from other villages or towns. He could be a source of rumors and gossip, both true and false. He's nervous and jumpy, perhaps because he's heard stories of bandits or other dangers on the roads. A Young Villager (Elara's son): He's helping his mother at the inn, running errands and serving drinks. He's more optimistic than most of the other villagers and dreams of leaving Jode one day. He might have overheard conversations or seen things that others have missed. He might be more open to helping the PCs if he senses they are genuinely trying to help Jode.
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