
From: hutch@agora.rdrop.com (Steve Hutchison)
Date: Tue, 6 Dec 1994 09:00:48 -0800 (PST)
Newsgroups: alt.pub.dragons-inn
Subject: ADMIN: How to write: Dragons' Inn
Summary: info about our favorite eating and drinking place


How to Write ...

     The Dragons' Inn

This is a collection of the traditions and guidelines that have
developed over the last few years for the Dragons' Inn.  This isn't
a guideline for writing posts to alt.pub.dragons-inn, but for writing
about that central gathering place, the Inn itself, and the people
who work there.

The Inn was originally designated as the place where people come
together to talk, to eat, and to serve as a springboard for getting
characters into story threads.  It still serves that purpose, but
at times, there seems to be nobody there, because the story threads
have all the active writers going off elsewhere.  As a result, new
people don't always have access to the traditions and history.
This document is intended to remedy that problem, but it isn't The
True Gospel.  Some of this is my own opinion.  There was, for
instance, never a concrete description of all the Inn and there
was never anything like a map of the Inn.

Note that there is some variation in the way certain things are
spelled and described.  I always spell it "Dragons' Inn" where
other people spell it "Dragon's Inn"; I say "Rowan LittleFair"
while some people say "Rowan Littlefair" -- this is not worth
getting wrought up over.

Which brings up a point about this doc.  Where I have marked
a paragraph or section as [PROVISIONAL] it means that I am writing
down things that have been discussed, but never formally agreed on.
Feel free to make suggestions, changes, etc. as required by your
story and to fit your taste.  But don't try to change things that
are marked as [FIXED] without getting group approval first.

The Inn:

  The Dragons' Inn is a "fantasy" Inn and does not really resemble
  an English public house, a medieval inn, or anything out of Tolkien.
  This is in keeping with the Dragons' Inn group being a system-less
  common writing and storytelling group, not a MUD or a roleplay game.

  The building itself is located at a major intersection, of the
  Avenue of Unforgotten Heroes (north-south) and Dragon Lane (east-west).
  It's two and a half storeys tall, and has a large dining commons,
  three fireplaces, nineteen dark corners, a bar, and a stairway going
  up to the private rooms (there are about 20 of these) and the men's
  and women's common sleeping rooms.  There's also a basement for the
  more subterranean customers.  See the maps below for the layout of
  the first floor of the Inn (highly provisional) and its immediate
  neighborhood if you like that sort of thing. 

  As far as I know, it's never been really described as to its
  appearance on the outside.  It has a big sign with a dragon
  painted on it, a single customer entrance on the Avenue of
  Unforgotten Heroes, and may or may not have windows, white paint,
  Tudor-style exposed beams, stucco, or brick facing.  It has windows
  on the Avenue as well, which are frequently closed with shutters.
  If there is glass in the windows it's probably not super fine
  optical quality glass, mostly for the comfort of the people who
  lurk in the anonymity inside the Inn.

Amenities, food and drink:

   The Inn has a dining commons, which is not used as a sleeping
   area since the place is open at all hours -- Generica is a very
   busy trading city and has a large fishing fleet, and there are
   usually a few people who have come in for a meal or to trade news.

   The dining commons has a twelve-foot open-beam ceiling, and a
   number of tables with comfortable benches and chairs which can
   support creatures ranging from very small squirrel-sized folks
   up to fifteen-foot giants, trolls, and centaurs.  However, the
   really tall folks might bump their heads if they're careless.
   Most tables are undecorated, but some have tablecloths, and
   one has a chessboard imprinted on it, which is the closest
   thing to vandalism you are likely to see in the dining commons.

   There are three fireplaces, one in front, one on the side, and
   one in back near the kitchen.  There are plenty of dark corners,
   (extras were installed because of demand) and plenty of well-lit
   areas, for that matter.

   [PROVISIONAL]
   For reasons unknown, the numner of windows varies.  Assume
   that there are windows, on the side facing the Avenue, and
   possibly a few in the upstairs rooms (but they attract the
   attention of thieves, so would probably be kept closed most
   of the time.)  Perhaps they're not always there, or perhaps
   they are suttered and kept locked, most of the time.  Maybe
   the magic protecting the place doesn't like having holes
   other than doors and makes them go away sometimes.  Maybe
   some got taken out in order to fit in the Dark Corners.
   Maybe Rowan dislikes leaving openings for thieves and deadbeats.
   In any case, the place isn't stuffy or dismal because of this.
   It's remarkably clean, and well lit except where Dark Corners
   are installed.
   [END PROVISIONAL]


   Bunks in the common sleeping rooms are available and there are
   a number of private rooms, both upstairs and in the basement.

   Hot and cold baths are available either in the Bath room by the
   kitchen, or in the private rooms, and there is a stables next door.

   There is a bulletin board (see the weekly ADMIN postings) and
   the Inn is a good place to hear gossip (either from other
   writers or within your own story).

   Just about any beverage you can imagine can be gotten here, but
   the usual fare is a decent beer or ale, good wine, and pure
   drinkable water.  Coffee or equivalents, and varieties of tea
   are available.  Chocolate is available but expensive since it
   mostly comes from off-Nexus, or at least from _very_ far away.
   There is no such thing as a "drink Rowan's never heard of" and
   it's very likely that he has the ingredients for almost anything.
   If you do know a drink he's never heard of, he'll make it for
   you for free, as long as you're not making it up on the spot.

   The food is a fairly traditional "fantasy inn" fare.  There's at
   least one main "roasted meat" every day, which varies.  There are
   always at least two kinds of soup, one of which is a pease or
   lentil type, and one which is more of a broth style.  Rice or
   pasta are available.  At least one kind of steamed or boiled
   root vegetable will usually be available, as will "greens" of
   some kind.  Salad vegetables are available.  The breakfasts are
   traditional eggs, cheeze, sausage, and fried root, as well as
   journey-cake (treat as hotcakes).  They serve coffee and equivalents
   at breakfast, and oatmeal... basically, whatever "traditional
   breakfast food" you like.  "Small ale" -- a very weak beer, just
   alcoholic enough to kill the germs -- is the strongest beverage
   served with breakfast as a matter of course, but you can get
   stronger for an added price.

   Pizza and other weird snack foods, and sandwiches, are available
   sometimes, having been introduced by off-Nexus tourists or traders.
   These are all that's available outside of the regular meal times.
   Regular meals are served starting just after dawn for two hours,
   for the three hours around noon, and in the evening.  A late supper
   board is sometimes laid around midnight when the tides are such
   that merchants or sailors will be coming in around then.

Prices:

   This whole section on prices is [PROVISIONAL] but based on some
   discussion that happened in summer of 1993.  No concensus was
   reached because it's inconvenient being too picky.  Note that
   the concensus on the prices was split -- some people thought
   they were a good idea, others didn't like nailing them down.
   If you want to do something different, feel free.  Barter is
   always popular in Generica.  Feel free to overpay if you want.

   We're using a "silver" based economy by convention.  Don't sweat
   the fine details on this.  Generica is a major trading center and
   Rowan can make change as appropriate for your story needs.  Local
   conversion, for convenience: 10 coppers to a steel piece, 10 steel
   pieces to a silver, 10 silver to a gold, larger coinage varies.
   The size of a coin is deliberately unspecified.  Bank notes are
   not usually accepted except at banks.

   For rough comparison, a silver is about ten dollars american, at
   the 1994 economy, based on the ability to buy a meal.  The prices
   at the Dragons' Inn are moderately high.  Other Inns in town
   might charge less, or more, depending on costs and on the rate
   of exchange and on what the market will bear.

   In the past the silver piece has been called a "shekel" but that
   is extremely inconsistent.

   A tankard of cheap wine or house beer, and a light meal off the
   common soup kettle (with bread and cheese) is one steel piece.
   For people who don't want alcohol, coffee, tea, and pure water
   are available.  At those times when the common soup kettle isn't
   available, quick meals can be put together by the short ogre
   cook, for one to two steel pieces.

   A bigger meal with more wine is a full silver, and special drinks
   range from five steel to a gold, depending on rarity and the
   difficulty of getting more.

   A meal served to a private room is a half to full silver plus
   a two-copper service charge.

   A sleeping bunk and locker in the upstairs common room is five
   coppers.  There are two commons, one kept for women and one for
   men.  At most 20 people can sleep in each.
   A small private room is about 2 silver a night, and can accomodate
   up to four people in cramped conditions.
   A large private room can accomodate six to eight, and costs a gold;
   there are more amenities in those rooms.
   A hot bath, in the Bathing Room, is a half silver.  A hot bath,
   in a private room, is a full silver.

   Hangover cures and sobriety potions are five steel pieces, and are
   not especially nice to take, but they work.  First aid can be gotten
   for free most of the time, but getting a Healer, Cleric, or Doctor
   costs whatever they would cost plus a couple coppers for a runner
   to go fetch them.


Behaviour in the Inn:

   Courtesy is expected.  If you're too drunk to be quiet, you might
   be slipped a sober-up potion (added to your bill) if they can't
   get you to quiet down by other methods.  There's a room under the
   stairs in the basement (see map) that sometimes gets used as a
   crashspace for severe drunks.  Depending on circumstances this
   might be charged for as space in the sleeping commons.  But
   usually, if someone comes in so drunk that they aren't rational,
   they'll be served only enough to keep them going, not to get
   them more drunk.

   [FIXED]
   Fighting is discouraged, whether magical or physical.  This is
   part of the groundrules for this newsgroup.  Having seen other
   "group spaces" turn into a moil of one-up-manship fighting,
   rather like a bad MUD, the concensus was that IN THE DRAGONS'
   INN ITSELF there would be NO violence, not even "pose" violence
   where your character is introduced as Tuff N' Nasty by picking
   out a cardboard-cutout character (or someone else's character)
   and turning them into a scorched bleeding heap of dying pain.

   For character and story purposes, there is a very subtle set
   of immensely powerful spells on the Inn which that increase
   good-feeling and slows quick tempers.  In addition, people with
   murder on their minds sometimes find themselves in a completely
   different Inn (see Drag On Inn, below).  If things start to
   get hostile, Listener (the Bard, see below) will play a tune
   that is a stronger anti-violence spell.  If that doesn't work,
   there are any number of people who can act as bouncers, including
   Rowan the owner, who is a very competent fighter.
   
   Oh yeah, and magic wielded with hostile intent usually finds itself
   drained of power and reduced to harmless illusion.  Note, this
   is not saying you can't write conflict, fighting, etc; just don't
   write it happening in the Dragons' Inn.  There are plenty of other
   places in town that welcome and even encourage it (e.g. the Spitting
   Cobra, see the Tour Guide for details.)

   Yes, this does not make perfect sense, and it's at odds with
   the philosophy of "no absolutes" that I encourage and which
   I have written for other town features, but it's intended so
   that the group can always have a "peaceful" place where the
   newcomers can be introduced and get acquainted with other
   people's characters.

   Another general guideline, don't write Absolutes.  The
   problem with doing that is it presumes you know more about
   other people's characters than they do.  If you want to
   have, for instance, a character whose mind cannot be read,
   then in the description of the character that you will
   eventually submit to the Character Summaries maintainer,
   indicate that you want the character to be immune to having
   their mind read, so please contact you before writing any
   scene where that might happen.  In addition, don't write
   your character randomly reading the mind of someone else's
   character without contacting them first.

   Also, as a general guideline, do NOT write the reactions of
   other people's characters unless you've discussed it with
   them.  This includes the "everyone ignores the newcomer
   even though he's bleeding to death from a sliced throat."
   That sort of thing tends to cause "I did not" "you did too"
   wars.  If you want a reaction and don't want to wait for
   others to give it, write to someone who's got a character
   active at the inn and negotiate it!
   [END FIXED]

   There's usually conversation, good times, good meals, and the
   opportunity for games, intrigue, storytelling, all the things
   that an adventurer wants, without the danger of getting a dagger
   in the back or poison in your drink.  It's a safe place, and
   that's its main selling point.

   There is NOT a "Bar" in the sense of a long mahogany-wood
   counter where everyone stands up to drink -- there's a Service Bar
   that has the drinks and sometimes food being made ready to
   serve, laid along it.  It also has the room keys and private
   mail slots and the magical safe, money-changer, and meal tabs.

   One popular feature of the Inn is The Rabble.  This is the
   convenient name for the crowd of regular patrons from town,
   a mixture of sailors, dock-workers, adventurer-wanna-be's,
   and civil servants, who hang out at the Inn because it has
   good food, a very safe atmosphere, and you can hear the most
   outrageous stories from the wierdo Adventurers who collect
   there.  Two key figures are Cliffy (a postal courier and
   Royal Messenger) and Norm (an accountant at the Merchant's Guild)
   who (for non-Americans) are based roughly on characters in a
   popular television program now available only as reruns.

   Dark Corners have been installed -- there are 19 of them, far too
   many than should fit even in an L-shaped common dining room, so it
   must be some kind of magic, don't sweat it, and most of the Corners
   have the requisite Dark Mystery Figure.  Feel free to be one of them,
   since the number of Lurkers In the Dark varies over time, but you
   might prefer to sit in the middle tables because you'll get better
   service.  Lighting in the place is a combination of magic and
   enclosed hurricane-lamps, so it varies to be convenient to whatever
   is being written.

   There are NO "resident tarts" here.  That's not to say women and
   for that matter men, don't come here to get picked up, but they are
   discouraged from making a living doing that at the Inn, usually by
   referring them to some other place in town which can accomodate
   their profession better.  Patrons who try to pick up on other
   patrons after being told "no" are usually removed from the premises
   one way or another.

Staff:

   This section is [FIXED] but character development is always
   welcome.  Make sure that you clear major changes with the
   group first though.

   Rowan LittleFair is the owner and principal barkeep.  He's a
   man of average height, with the stocky build of a retired
   fighting adventurer.  He is NOT fat, and does not have a
   paunch or beer-gut, though he does have the expected amount of
   gray hair and wrinkles appropriate to a very fit 50 year old man.
   He is congenial and friendly, does not use casual vulgarity,
   and does not sound like a back-country hobbit tavern keeper.
   He does accept jewels to create a tab, and can change practically
   any currency you care to mention, though off-world stuff may
   be ruinously expensive to convert.  Rowan is never rude to his
   customers, though he's been known to play practical jokes on
   his friends.  Rowan brews his own beer and wines, in the building
   behind the Inn, and manages to make enough to sell to other
   Inns, but this is a sideline for him.

   Listener, a golden-elf Bard, is Rowan's "silent" partner in this
   venture.  He is an old adventuring companion of Rowan's, having
   fought alongside him in war.  They were mercenaries together and
   rumor has it they even plundered an ancient lost tomb together.
   In any case, Listener is the musical entertainment at the Inn,
   and the magical support for the peace-spells that keep it pleasant.
   
   He welcomes other musicians, on a temporary basis, but so far has
   not set up any other performers as regulars at the Inn.  He always
   takes formal holidays off, when the Inn isn't open for regular
   meals.  He also goes wandering a few months of every year, in order
   to keep current on the latest songs and stories.  He usually comes
   back from these trips completely broke -- he has no sense for money
   and the only good investment he's ever made was his share in the Inn.

   His favorite place to stay in the Inn is in the rafters over
   the second fireplace, which have been smoothed and shaped to resemble
   the tree home he hasn't seen for years.  Listener knows a very
   large number of songs, many of which are anachronistic and not
   in the "fantasy" genre.  However, he prefers the traditional stuff.
   He speaks in a very florid, formal style, as one would expect
   from a Bard.  He dresses like an elvish version of the medieval
   Minstrel -- green tights, long floopy sleeves, etc.

   Assume he can play just about any instrument, though he mostly
   has been seen to play flute, lute, and mandolin at the Inn.

   Mary LittleFair is Rowan's wife and true love.  A motherly woman
   with gold-and-grey hair, she learns everybody's names and calls
   all her regular customers by name, or "love", and will chide
   her favorites to eat their veggies, or to try some new special
   dessert or recipe.  She is in charge of most of the service side
   of the Inn and is the one who trains the waitresses and barmaids.
   Like Rowan, she is not rude to her customers, and makes sure her
   trainees aren't.  She also handles any customer who gets too familiar
   with the waitresses and barmaids and lets new waitresses and barmaids
   know that their jobs are to serve food and clear tables and be
   friendly with the customers, but not to be _intimate_ with them.
   She is the chief cook, but she's been training Bob and a new
   young man from the Low City (Vondi, a player character who doesn't
   appear in the latest Directory) how to cook.

   Bob LittleFair is a young man in his teens, combining the features
   of both parents -- he's rangier than his father and taller, but
   more tough-looking than his mother.  He enjoys his job and does
   not want to become an adventurer though he's been trained how to
   handle himself in a fight by his father and his father's friends.
   He runs the bar in early morning and part of the afternoon and
   has learned a lot from his father.  He's been written as a younger
   and more mischievous version of his father.

   Marux Ariendel, the mop boy -- Marux is an eager young fellow in
   the 8-12 range, who may be slightly brain-injured.  He takes a
   great deal of pleasure from his work, which is keeping the place
   clean.  He doesn't talk much but when he does, it's in complete
   sentences without idiot-speech, so be careful not to portray him
   as a moron or anything like that.  He's just very good at cleaning
   and likes it a lot, and he's proud of his skills.

   Serene Uhtsong is a Player Character who is the sometimes Barmaid
   at the Dragons' Inn.  Contact Dreamer (asg102@psuvm.psu.edu) in
   order to use her in a post; otherwise assume some other waitress.

   Waitresses have been coming and going in the last year or so, since
   Serene had her baby and went part-time.  None of them have yet
   been written as staying very long.  

   The Short Ogre Cook has never been seen to speak much.  He's a
   cook, he does fast food, he's a four-foot-eight ogre, and he's
   kind of gruff with people who get in his kitchen.  For those
   of you who don't speak English as a first language, his name
   is a pun on "Short Order Cook," which describes a person who
   cooks quick, small meals to a customer's order.

   Seldom seen of late, Martin is the accountant of the Dragon's Inn.
   He is a pudgy middle-aged man with dark hair and an ever-present
   5:00 shadow.  He always wears the same conservative grey business
   suit with a red paisley tie (as per modern America).  Martin is the
   invertor of Quantum Accounting: the only system that can account for
   Generica's random time fluctuations in it's billing scheme. After all,
   how can you charge someone for a day's rent if time is subjective?
   Martin is completely and totally indestructible and unchanging due
   to a strange quirk of fate.  He can't cut his hair, shave, lose weight,
   or be harmed by anything.  After discovering this, various races have
   used him as a projectile, reactor shielding, a battering ram, and a
   plasma waste container.  Generally, Martin is depressed and cynical.
   [Martin is a Player Character.  Contact Dreamer (asg102@psuvm.psu.edu)
    if you want to use him in a post.]

   "Enn Piecy" is a character introduced in 1993 to provide a
   convenient Voice Of Doom.  He's a seer, dressed in a hooded cloak
   and robes, but he's really this skinny, kind of geeky-looking, shy
   fourteen year old kid with mild acne and a voice that's always
   changing.  Strangely enough, he was fairly well characterized,
   even though his primary use is as a Plot Device.  He spends most
   of his time in the Inn, where he will sometimes come out with
   a great pronouncement, such as the warning that the Great Storm
   (major spring crossover 1993) was coming, everybody take shelter.
   He uses all sorts of obscure forms of divination: disembowelling
   stuffed animals, reading crystal bulls (not balls, bulls), tarot
   credit cards, etc.  He tries to appear mysterious, and sometimes
   succeeds, but he's really just a kid with a very powerful talent.

   Vondi is a young man from the Low Town who has come to the Inn
   in an attempt to escape the Gang life.  He's very skinny, but he's
   started to look less starved since he's been at the Inn.  He works
   as a jack-of-trades at the Inn, doing whatever Mary needs him to do,
   and in return is fed, clothed, housed, and given a wage that is, by
   Low City standards, extremely generous.  He's in his early teens,
   has long, dark hair that presumably gets pulled back in a pony tail
   while he's working, and he speaks with a version of the Low Town
   accent -- "me" instead of "I" and generally sounds a illiterate but
   not stupid.  If you want to use him for more than "color" contact
   his player, clayton@austin.ibm.com (Clayton Colwell).  Note that
   this is an old address and not much has been seen from Clayton
   since the end of December '93.

The Story Buyer:

   As an incentive for people to write stories, and so they won't feel
   shy about them, there's a Story Buyer in the Inn.  He was created as
   a way for people to post when there's nobody "in the Inn".  He's an
   excellent way to bring in a new character.  See the "Story Buyer"
   description for details.


The Drag On In:

   Sometimes people will post a wildly inappropriate story which
   misuses the characters in the Inn.  A custom developed of saying
   that they had accidentally fallen into the OTHER Dragon's Inn,
   the one in the Domains of Terror (similar to the AD&D (tm)
   RavenLoft(tm) dimension but much nastier).  In an early story
   thread in the newsgroup, a "dark mirror" reflection of Generica
   was described, and the Dragons' Inn there was a concentration of
   all that is horrible about cafeteria-style cheap all-night
   restaurant/coffee houses in America, combined with gothic horror.
   
   After the end of that story thread, two characters in that thread
   (Alita the succubus, acting Ruler of ak Ir'neg, and her pleasure-slave
   Noira, a priestess of the Pain Goddess) took over the alternate
   Dragon's Inn as a way to pass time; they will occasionally "take"
   a person who tries to come into the real Inn with violent intentions,
   or who wants a fight, across the dimensions into their imitation of
   the Inn.  They've also been known to "bounce" people out of their
   own plane into Nexus when they're too peaceful or well-intentioned;
   this lets people who like the place have a convenient way back and forth.

   Between the two of them, and some of their numerous slaves, they
   impersonate the real Inn, causing fights, acting rude, etc.  As
   this is mostly my own invention, I hereby grant permission to use
   or abuse it in any way you like, since Alita is always messing
   with things.  Just don't make them nicey-nice unless they're doing
   it to torture someone.

   The alternate staff include:

   Rowen NeverFair, a physical duplicate of Rowan LittleFair, actually
   is Alita using her shapeshifting powers.  He is coarse, vulgar,
   and likes to fight with his guests, and no matter what you order he
   will give you a rather sour, too-concentrated beer that will ruin
   your meal and start ulcers.  He's got a tendency to overcharge.

   Screamer, a fellow who used to be a heavy-metal guitarist.  He looks
   like an elf on amphetamines, and Noira has cursed him to be unable
   to sing rock music any more -- everything comes out as a bad lounge
   singer act, or as elevator music.  He's dressed in really tacky
   imitations of Listener's florid Elven garb.

   Muxup Ne'erdowell, a withered old geezer who comes, if you spill
   something, or when told to clean your table, and takes his very
   stale, greasy, grey-black mop out of the bucket of vile-smelling
   stuff he keeps it in, and slops it across the tabletop, the floor,
   and as much of you as he can get.  This creature is really a zombie.

   Barth J. Kobold, the Short Ordure Cook.  If you've ever seen the
   Nickelodeon show "You Can't Do That On Television" you know who this
   is.  Otherwise, just remember that the food is not that color because
   of the lights; if someone puts out the lights, the food will still
   be glowing that same sick green.  And that's the fresh stuff.

   Sireen (generally portrayed by Noira) is the waitress/barmaid/hooker,
   and she is at once rude, vulgar, inept, snotty, and insulting.  If
   you take her up on her not-very-subtle sexual suggestions you will
   definitely need a very good doctor, or someone who can "remove curse"
   and "cure disease" for you.

   One contributor has suggested adding Beavis and Butthead, but more
   grown-up, to this place.  I wash my hands of it.

Maps and Descriptions:


       \                    |__________|        ______\/ /      NORTH
       |                          !!           / _______/
       |                          !!          / /       \         A
  ~  ~ |                          !!         / /         |        |
       \                          !!        / /          |        |
        \        _The_Ceruputhon__!!_River_/ /           |       /|\
 ~  ~    \      /  _______________((________/            /\
         |     / /                !!                     \/
         |    / /========================================+
   ~  ~  |   / /                  !!X                    +    
          \ / /                   !!                     /\
 The Great   /                    !!                     \/
 Blue Sea    \                    !!                     |
   ~  ~  ~     \                  !!                      \

This segment of the Map of Generica shows the location of the Inn;
it's at the X.  Directly south is a stable and light-work smithy,
and directly east is a large warehouse-looking building which houses
the brewery setup where Rowan brews his own wine and beers.
This general map piece is [FIXED].

Below is the map of the Inn itself, which is HIGHLY [PROVISIONAL].

I'm only including this because I spent a lot of time tweaking
it into place, and I'm rather fond of it.  It seems to match
the general description of the Inn's ground floor.  The Basement
and the Upstairs and the Attic I am leaving completely undefined
except to say that the common rooms are near the stairs.

The Inn has one main entrance, and two service entrances in the
back.   It has a basement, an upstairs, and an attic on top of
part of the upstairs.  The first floor is pretty close to what
has been described over time, but it should be considered a very
rough idea especially since it's hard to draw nineteen dark
corners in a 2-d map.  Feel free to change the layout if you
can come up with one that works, but leave the main features:
dining commons, stairs, kitchen, baths, and service bar, and
the three fireplaces.  These have all been used repeatedly in
the past and to change them would require major renovations.

Note that the baths next to the back fireplace means that hot
water is available if you want it.  Note also that I left
out a restroom -- too many complaints about it.  Assume it's
in there somewhere, along with a room where there's enough
floor space for sword practice.

	   BREWERY
     ===================================================#  
     =================================================# "
     +-----------+==+---------++---------------------+" "
     |           +  +   <FP>     |ba   |  <fp>       |" "
     |  storage  |  |            |  th |             |" "
     |    and    |  |   kitchen  +--+--+             |" "
     |  pantry   |  |               +                |" "
     |           |  +-----  -------+                 |" "   STABLES
     |-----------|  |down   bar   |                  |" "
     |           |  +-----========+                  |" "  
     |  Rowan&   |                                   |" "   `down' goes to
     |  Mary's   |                                   |" "   the basement/
     |           |                                   |" "   winecellars
     |-----++-+--+        Dining  Commons        <fp>|" "
     |--------+-++                                   |" "
     |           |s\                                 |" "   there are stairs
     | Staff     |t\                                 |" "   down to basement
     | rooms     |a\                                 |" "   rooms under regular
     |  and      |i\                                 |" "   stairs, for the
     | office    |r\                                 |" "   customers.
     |           |              <fp>                 |" "
     +---------------+=+-----------------------------+" "



