Wreath & Hearth

Wilderness

Festive

Comfortable prices

Wreath & Hearth

the solstice mead-hall of the circle-roads

Built from hauled timbers and woven boughs, the hall sits in a small clearing ringed by standing oaks. Inside, a low, roaring central hearth sends sparks up through a woven smoke-lattice; garlands of dried herbs and fresh greenery hang from rafters and sway with the laughter. The air is thick with honeyed mead, roasting root vegetables, and the resinous tang of pine smoke. Musicians — ram's-horn, bodhrán, and a zither — trade tunes with storytellers; druidic visitors move barefoot across the packed-earth floor between long trestle tables, trading blessings with farmers and hunters. Lanternlight and candle-bright keep shadow-soft corners where agreements are whispered and loose fortunes are bartered for a cup.

Over the door

A heavy oak slab carved with a circle of intertwined leaves and a single burning hearth at the center; the paint is flaking but the carving's edges are rubbed smooth by hands over decades. No words, only the carved ring.

The keeper

Bramwell Stonebark

human

Manner

Bramwell runs the hall like a circle: patient, deliberate, quick to call for silence when a rite demands it, and generous with hospitality to those who honor the land. He treats troublemakers firmly but without cruelty, preferring stories and small tasks to fines when he can.

Quirk

Polishes a small, dull green stone on a leather cord between customers, smiling as if listening to it.

Stats

Treat as a Commoner-level leader: use the Cultist Veteran variant (treat as an experienced NPC), AC 12 (stout leather), carries a walking staff and a hidden dagger; Will use nonlethal force first unless the Hollow Stone is threatened.
House special

Solstice Wreath

5 sp

A warmed mulled mead steeped with juniper, laurel, and a sliver of dried moon-apple; tastes like summer light and grants calm. For 1 hour after drinking, you have advantage on Wisdom (Survival) checks to forage or navigate woodland terrain and gain +1 temporary HP per hour while outdoors in natural terrain.

Prices

Comfortable (5e lifestyle: about 2 gp a day)

The menu
Food
Roasted root and barley stew
5 sp
Charred venison with berry glaze
5 sp
Warm honeyed oatcakes and pressed cheese
5 sp
Smoked mushroom parcel with sage
5 sp
Drink
House mead (hearty, spiced)
2 sp
Oak-aged cider
2 sp
Wildflower wine (white)
2 sp
Herbal steaming tea (night-brew)
2 sp
Rooms
Common room floor
8 sp
Shared curtained cot (bunks)
8 sp
Private side chamber (one or two)
8 sp
Staff

Merri Thatch · cook

A broad-shouldered halfling who drums herbs into stews and shouts menu changes with a grin; she knows every recipe and where each foraged ingredient came from.

Garruk Fen-keeper · bouncer

A quiet half-orc whose presence clears a table without a scowl; he prefers to settle disputes with old oak proverbs rather than fists.

Regulars

Old Joren Quickthorn

A retired foreman who wants to hear of monster tracks and will pay handsomely for news of the Green Spire.

Maela of the Running Herd

A nomadic shepherd whose flock once grazed near the Hollow Stone; she comes seeking the hall's blessing to cure a blight in her lambs.

Thesin Reed, field-scholar

A bookish human who arrived with measuring rods and questions about the circle-roads; he is furtive and has been asking Bramwell odd questions about the hall's foundations.

Rumours
  1. 1

    The Green Spire: Old Joren swears a moss-covered standing stone two miles east hums at night and a trapped spirit keeps a key to a ruined grove — someone must fetch the key before the solstice moon wanes.

  2. 2

    Thesin Reed claims he's traced a map to a 'cleft gate' beneath the hall's circle benches and seeks permission to dig; he says an academic patron, Master Halverin of the Reed Archive, will pay for any relics recovered.

  3. 3

    A band of poachers calling themselves the Ashfield Knives were seen trading with a roving merchant near the western stream; Maela fears they poisoned her lambs, and Bramwell thinks they might be hunting for something buried with the Hollow Stone.

Look out for
Central hearth and sun-slot: at high noon on the solstice a single beam of sun, focused by a carved smoke-lattice, strikes a specific bench; any ritual performed then gains +1 potency (GM's discretion).Forging circle: a low, stone-lined ring beside the hearth where herb-smoke and hammered metal scents mingle — small metal items left there pick up a faint nature ward (advantage on saves vs. rust or rot for 24 hours).

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