The Regulars

Who's who in the tavern and the town, what pressing each of them gets you, and what the marks over their heads mean.

Last looked at 2026-10-30

The people who were here first

Most of the faces in the tavern aren't players. They're the regulars: the people who keep the place, drink in it, and occasionally need something doing. They keep their own hours, so who's in depends on the day and the time — the room you walk into at noon isn't the room you walk into at midnight.

They talk. A line in a bubble over somebody's head is them saying it. Looking at the whole room you see every bubble, small, so you know where the talk is; walk over to an area and you hear only the people in it. Now and then two of them get into it with each other, a line each, and finish before going back to their own business. Nobody talks to themselves: a regular with nobody in their part of the room keeps quiet.

Press any of them — click, tap or right-click — and you get what they'll do. Everybody can be given Take a proper look, and most will take a drink if you Stand them a drink, and say something back for it. The rest depends on who they are.

The marks over their heads

  • ! — they have a job going, and it's yours if you ask.
  • ? — you've done it, or you've got something for them. Go back and they'll settle up.

Jobs pay in coppers. A mark is only ever there for you; somebody else may see a different one over the same head.

Who's who

WhoWhat they arePress them for
The landlordKeeps the place. Has heard it before.He greets you, minds the house rules, and shows newcomers round. Pours, listens, and has never once been asked to sit down for a hand.
NessWorks the counter, and the room when it needs working.Order a drink — anything off the bill of fare, brought to wherever you're sitting. Ask about the cat, when the cat's gone missing, and Buy cat treats — down the cellar, Indifferent comes for one.
AlderBy that fire longer than anybody can account for. Sleeps through most of it.A drink wakes him, and a man woken by a drink has things to say.
WrenIn most nights, in the same spot. Nobody has ever asked her anything.Ask about the bats, A new floor plan if you have taken her job and lost yours in the cellar (bring paper and ink), and Buy arrowheads — bodkins and fire arrows, of her own making.
PegThe cellarer. Up from the cellar, and not for long. Keeps fair measure and expects the same.Ask about the cellar: she has the key, a job, and pays for every floor you clear. Ask about the locked door — every lock in the building has a key on her ring. The Cellar
MercerThe pedlar. Knows where every piece in his pack has been.His stall is in the square by day; at night and in bad weather he's in here. Wares, cellar supplies, and he buys what you bring up. The Town
SableThe limner. Sets up by the window while the light lasts and takes likenesses for coin. Has never painted their own.Sit for a portrait — your first is on the house, and frames and grounds are chosen as you sit. Ask about the paints, because they're always short of something; once you've brought what they asked for it's Sell painting supplies — dry boards, ochre, beetle shell and silk, for coppers, or handed over a few at a time toward a sitting. Sit for a Portrait
WireThe musician. Plays the room rather than to it, eyes down, every evening.Sit and listen and they'll play for you, from then on, until you say That's enough for tonight. Ask about the music: pages have been going missing.
BickThe smith.At the forge by day, at the counter of an evening. Sells, mends and buys arms and armour. The Town
TueBick's apprentice. Six years into seven.Always at the forge, and does whatever Bick would when Bick's out.
CorbenHas sat at the corner table for as long as the room has existed.Nothing. Nobody has ever got a word out of him, and you won't be the first.
DaleComes in now and then, sits at the corner table, and leaves without troubling anybody.Nobody knows what he does.
IndifferentThe cat. Belongs to the building.She sits near whoever she has decided to sit near, which is not a decision anybody else is party to. Stand close with the sound on and she purrs.
The smith's dogBick's.Spends his days with whoever is about and his evenings under Alder's chair. Goes home to sleep, and when it rains.

Things worth knowing

  • Hours are real. If somebody isn't in, they're not in. Mercer and Bick are out in the town by day, and Wren isn't in every night. Come back later.
  • A drink buys a word, never a person. Standing a regular a drink gets you a line back and, for Alder, a waking. It never jumps a queue or unlocks a job early.
  • When a festival is on, some of them have stories. Their menu offers Tell me a story, and once you've heard one, Tell it again.