the most intriguing inn in Voonlar is one avoided by many respectable
travelers' because of its shady, even dangerous reputation. It's where
those fools who go adventuring stay -- and all too often fight each other,
blowing half the place to the skies!
secluded inn stands on the east side of the Northride against the edge
of the forest. It's the first Voonlarren building seen by travelers approaching
Voonlar from Shadowdale, and it marks the true southern edge of town,
whatever claims various townfolk might make with a map in hand.
at the Wizard ranges from 1 gp to 2 gp 5 sp a night, depending on the
size and luxuriousness of the furnishings. A room consists of at minimum
a bedchamber opening into its own closet and jakes, with a bed, a couch
or cot, a chair, a wall mirror, and a table -- all of which are old, mismatched
pieces of furniture salvaged from elsewhere. Rooms on the south side are
all 2 gp, and those with balconies are an extra 2 sp per night. These
rates include all meals (and as many servings as desired) with unlimited
beer. Wine and zzar are extra, by the tallglass (5 cp to 5 sp) or the
bottle (3 to 10 gp). Stabling is an extra 5 sp per beast per night.
isn't a priority at the Wizard, a problem addressed by keeping the lighting
sparse. Each guest is issued with a faerie fire baton (a baton
with a continual version of faerie fire worked upon it, similar
to an everburning torch, but shedding only as much light as a candle
in one of an assortment of hues such as pale green or purple) for walking
about in relative safety. If guests fail to surrender their batons when
they depart, they're charged an extra 90 gp per missing baton, and no
beast can be claimed from the inn stables without trading in a baton or
displaying a bill settled note bearing the innkeeper's signet ring impression
in the right color of wax.
rather strange clientele, and local reputation keep the timid and the
respectable away from the Wizard. Yet for all that, the infamous traveler
Volothamp Geddarm considered it, "A fun house of wayrest that like
a snatch-thief turning out his cloak can boast pockets of hidden luxury."
Successful Sembian merchants like Urkamond Thond of Saerloon (a LN male
human Ari4 of keen wits and great wealth made in the textile trade) judged
it, "Far better than I'd been led to believe. If all one demands
is fair food and a place to sleep unmolested, it serves quite adequately."
Thalto Bresmer of Teflamm (LN male human Exp9), who travels the Dragonreach
tirelessly selling fine furniture, hinges, handles, and locks of superior
make and appearance, and large pieces of low-value gemstone for use in
furniture inlays and wall adornment, called it "The most comfortable
bad inn it has ever been my pleasure to stay in -- quiet if shabby comfort,
privacy if one desires it, and much entertainment if one does not."
is a place of old, creaking floors, dark wood paneling, and many-layered
firequench spells that keep all flames from igniting anywhere except
the cookhouse across the stableyard from the inn proper. These spells
have led to certain amorous guests (or those meeting for shady dealings
of a more businesslike nature) using spheres of fireflies as nightlights
when the steady spellglow of a baton is deemed too bright.