One “like for like” replacement for the tavern – maybe the only one – is a village, town or city’s main square. The centre of any medieval settlement, the main square was where traders came to sell their goods at market, and it would be full of merchants, nobles, peasants, travellers, bards and other entertainers. It was also the place where politicians delivered speeches and town criers announced news from neighbouring settlements, and would play host to fairs, tournaments, street theatre, parades and other spectacles. It may also have served as a place of executions, and a gathering point during any uprisings and civil unrest.
In other words these market squares were places ripe with adventure, so your PCs will hardly need an excuse to be hanging out here, and you, as the DM, will have plenty of scope to deliver the call to action that kickstarts your adventure. Whether it’s a creepy soothsayer grabbing a PC with their spindly arm and prophesying a gruesome event, militant clerics arresting a respected civilian for heresy, or a straight forward “heroes wanted” announcement bawled aloud by a noble’s steward, the possibilities are close to endless.
After a town’s taverns and market square, there are a few other places which, while not quite as open-ended, could be considered as a potential starting point for a D&D adventure. The docks of a seaside town are a lively meeting point for sailors, gossip mongers, soldiers, custom officers, drunks, merchants, travellers and strange cargo. Pious PCs might be found in a temple (hint: injured fighters tend to develop new found piety, as do poisoned rogues), scholarly parties might have a reason to be in a library, and those with official business might be found in a town hall. A bridge is always an exciting place for a fight to break out.
Obviously larger cities have more potential for creative starting points than small villages, but in this example I want you to think of public spaces that are accessible to the PCs without any pre-conditions. You, or they, might still have to work on why they’d be there (at the same time).
One of my favourite ways to start an adventure is not at a geographical location per se, but at a social ‘location’, i.e. at an event. You hardly need to come up with an excuse for why PCs would be attending a festival, fair or tournament, and after that anything can happen. A princess throws a PC a flower (that has a secret message wrapped around its stem), a wealthy noble is poisoned, a fight breaks out between pro and anti-monarchists, a patron sees potential in the party (after they foil a thief, or win a tournament prize) that will help them achieve their aims, a valuable item goes missing from the town’s treasure vault and the travelling circus are blamed. Again the possibilities stretch a long way for this one.
Some potential events you could use as starting points would be:
i. Festival (be sure to use some real life inspiration for what that might entail… parades, costumes, religious ceremonies, music, drinking, dancing are a good start)
ii. Travelling carnival or circus
iii. (Trade) fair or exposition
iv. Tournament or sporting event
v. Royal wedding
vi. Costume or masked ball
vii. Funeral (for a statesperson or hero)
viii. Speech (announcing a controversial new law)
ix. Execution
x. Uprising or riot
Any of these would lend your world a lot of flavour and make the start of your adventure more memorable than most.
Over their 6000-year history, most drinking establishments did not look like this. In many cases, "publick houses" (hence, pubs) were simply private homes which were opened to customers seeking victuals and potables, which were usually produced in-house. Oftentimes, these establishments did not have a name, and were simply known as "the house of so-and-so, where you can get something to eat and drink".
It may seem like a randexpand point, and perhaps even a poor choice to make establishments less flavorful and memorable by calling them Johnson's instead of the Merry Mermaid. But the differences need not be merely cosmetic. Family-run taverns usually organized space differently than modern bars, which invariably serve as the models in games. If you drank there, you were essentially invited into people's house, into their familial environment. You were in a common area, sitting at tables (or even a single large table) with other patrons, and mingling with the servers, and often, cooks. If the tavern doubled as a hostel or inn, the guests also slept in the common area (or in a shed, with other guests, and not in private rooms made up with beds, chairs, and other hotel furniture short of a TV). There was often little or no division between the areas where the food was prepared and the drinks poured, and the area where the customers consumed what was being served.
The atmosphere of such establishments was more intimate. Although money might be exchanged, the visitor was more guest than client. The host's or hostess' family, including children, was usually present. It was significantly more likely that outlandish guests attracted much more attention than they would in a bar, where the only important thing was that they paid with coin. Children could become fascinated with, or frightened of, exotic visitors. Family problems would be much more visible, and the proprietors much more likely to ask powerful-looking strangers for help (without offering much in return). Long-term friendships and intimate relations with family members might arise much more frequently, but so would incidents where a desperate family might murder or rob a wounded adventurer. On the whole, a frequenter of such establishments would more quickly become integrated into the fabric of the local community than the customer in a modern-type bar.
The citadel of the local ruler is also a good place to gather information and offer one's services. Trying to get an audience with the ruler or official isn't the same as going to a bar and spending some coin. It might involve preparation (like buying presentable clothes, or the procurement of gifts, or forging letters of introduction), but the role-playing opportunities at such venues are arguably greater and more varied than in taverns. And coming to know the local notables is another step toward integration in the community.
Wealthy merchant cities had feast circuits where important people met, hobnobbed, and exchanged intelligence. Those who gathered there wielded influence and had money to spend. As members of the elite, many of them were also skilled combatants, thus privy to knowledge about expeditions and adventure. Getting invited to a feast wasn't easy if you were an unknown or a new arrival, but trying to gain admittance by performing in public, or pretending you were a foreign prince could sometimes result in an invitation. If that didn't work, hiring oneself out as a servant could get you in the door, where you could then overhear all kinds of things. How often are adventurers in the position of servants, instead of customers? Why aren't they? As a variant, VIPs can also get together in a bathhouse; it would really change things up to have an encounter there, rather than in a bar.
A caravansarai (if such an institution exists in your world) is another place where information about interesting locales, or even work as a caravan guard can be acquired. With their open-air layout, mysterious alcoves, and beguiling stories by mysterious foreigners, they provide a very different feel from the typical tavern.
1 | Airships |
2 | Alchemical items |
3 | Ale |
4 | Animal companions or particularly bred pets |
5 | Baked goods |
6 | Beast claws/teeth |
7 | Black powder or fantastical variations |
8 | Boats and ships |
9 | Bonds or investments |
10 | Brick or cobblestone |
11 | Canned goods or cans/jars themselves |
12 | Cheese |
13 | Chocolate or other delicacy |
14 | Clerical acolytes and clergy |
15 | Clockwork mechanisms or mechanical artefacts |
16 | Cloth |
17 | Coal |
18 | Coffee |
19 | Collegiate education or equivalent (students come here and return with new skills) |
20 | Dramatic Literature |
21 | Drugs |
22 | Dyes |
23 | Elaborate counterfeit luxury goods |
24 | Exotic meats |
25 | Fake teeth and dentistry equipment |
26 | Fine clothes |
27 | Fine sculptures/carvings or masterworks from particularly gifted artisans |
28 | Finished armors |
29 | Finished clothing |
30 | Finished tools |
31 | Finished weaponry and arms |
32 | Fireworks |
33 | Fruit |
34 | Furniture |
35 | Furs |
36 | Gems |
37 | Gladiatorial contestants or challenges |
38 | Glass or stained glass |
39 | Grains |
40 | Granite |
41 | Herbs for medicinal or other special purposes |
42 | Honey |
43 | Horses |
44 | Hunting animals (dogs/hawks) |
45 | Hunting traps |
46 | Incense |
47 | Inks |
48 | Ivory, worked or raw |
49 | Lamp oil |
50 | Leather |
51 | Livestock |
52 | Living fantastic creatures: wyverns, voltaic lizards, gryphons, etc. |
53 | Local Flora (flowers, tree saplings) |
54 | Lumber |
55 | Machines of war or siege equipment |
56 | Magic items |
57 | Marble or other luxury stone |
58 | Mercenaries |
59 | Metallic ores |
60 | Monster parts (for potion making, jewelry, trophies, etc.) |
61 | Mushrooms (nutritional or narcotic) |
62 | Musical instruments |
63 | Nuts |
64 | Ornate masks |
65 | Painted artwork |
66 | Paper |
67 | Pearls |
68 | Perfume |
69 | Pillows |
70 | Poisons |
71 | Porting on to other boats to avoid waterway obstacles (less an export but a good city purpose) |
72 | Potions |
73 | Pottery or fine or artistic ceramics |
74 | Refined metals |
75 | Religious trinkets or objects |
76 | Roof tiles |
77 | Rugs |
78 | Salt |
79 | Seafood |
80 | Silk |
81 | Skilled labor |
82 | Slaves |
83 | Smuggling activity or other black market environment |
84 | Souls |
85 | Specialized raw materials (mithral, adamantine, quicksilver, densewood, soarwood, etc.) |
86 | Spices |
87 | Sugar |
88 | Sweetblood, a sugary tree sap with addictive properties. |
89 | Syrup |
90 | Tea |
91 | Textiles or embroidery |
92 | Trade skills and knowledge (books or otherwise) |
93 | Trained military |
94 | Vegetables |
95 | Wagons or land vehicles |
96 | Warforged |
97 | Wines, liquors, or other spirits |
98 | Wire and cables |
99 | Wool |
100 | Worry dolls or other children�s dolls |