Tavern Scenes
More Tavern Thoughts
I mentioned taverns in the last post, particularly stories that start in them. I want to expand on that. It’s not that BG has solemnly declared that a good fantasy story can’t start in a tavern. I’m no fan of those kind of absolute declarations, as though we or anyone else speaks from on high, so I thought I should make myself clear. I spoke to John Hocking about this tavern issue the other day and he summarized my ramblings into some succinct statements; together we managed a coherence I’ll do my best to paraphrase.
In many, many hands, the character type and location are a shorthand way to describe a thing without bothering to fashion any originality. When John O’Neill and I complain about stories starting in taverns, what we mean is a tavern that’s just a cardboard movie set. Here’s the tavern. Here’s the ranger. Here’s the elf. Here’s the wizard. There’s no real invention going on here, no innovation. The tavern and the characers from central casting who've walked inside are just ciphers for original work.
Can you start a story in a tavern? Sure! One of the greatest of all sword-and-sorcery stories begins with a scene in a tavern. Well, truthfully it begins with a cinematic overview of what’s going on in the area outside the tavern; the action, though, begins within a tavern… hey, I’ll shut up and let Robert E. Howard work his magic:
Torches flared murkily on the revels in the Maul, where the thieves of the east held carnival by night. In the Maul they could carouse and roar as they liked, for honest people shunned the quarters, and watchmen, well paid with stained coins, did not interfere with their sport. Along the crooked, unpaved streets with their heaps of refuse and sloppy puddles, drunken roisterers staggered, roaring. Steel glinted in the shadows where wolf preyed on wolf, and from the darkness rose the shrill laughter of women, and the sounds of scufflings and strugglings. Torchlight licked luridly from broken windows and wide-thrown doors, and out of those doors, stale smells of wine and rank sweaty bodies, clamor of drinking-jacks and fists hammered on rough tables, snatches of obscene songs, rushed like a blow in the face.
In one of these dens merriment thundered to the low smoke-stained roof, where rascals gathered in every stage of rags and tatters – furtive cutpurses, leering kidnappers, quick-fingered thieves, swaggering bravoes with their wenches, strident-voiced women clad in tawdry finery. Native rogues were the dominant element – dark-skinned, dark-eyed Zamorians, with daggers at their girdles and guile in their hearts. But there were wolves of half a dozen outland nations there as well. There was a giant Hyperborean renegade, taciturn, dangerous, with a broadsword strapped to his great gaunt frame – for men wore steel opening in the Maul. There was a Shemitish counterfeiter, with his hook nose and curled blue-black beard. There was a bold-eyed Brythunian wench, sitting on the knee of a tawny-haired Gunderman – a wandering mercenary soldier, a deserter from some defeated arm. And the fat gross rogue whose bawdy jestes were causing all the shouts of mirth was a professional kidnapper come up from distant Koth to teach woman-stealing to Zamorians who were born with more knowledge of the art than he could ever attain.
That’s “Tower of the Elephant,” in case you didn’t recognize it, text courtesy of the Del Rey The Coming of Conan collection.
See, all you have to do is create cinematic imagery in an original setting with brilliant prose. Okay, maybe it’s not that easy. Here’s how Lin Carter advised his friend Poke Runyon to bring a tavern scene to life:[1]
The scene in the inn: low rafters, a-dangle with hams and dried onions; roaring fire in huge stone fireplace with roast moofobar turning on creaking spit; sailors with bristling beards and told rings in ears sprawling on low benches wrapped in black cloaks stiff with dry salt; roar of son, scuffle of argument, rich smells of hot steaming meat and spilled grog, etc; wavering orange light splashing over everything, casting huge black flapping shadows on the walls.
This seems excellent advice to me. In short, if you’re going to take your readers somewhere, take them somewhere interesting. Bring the place to life. Even some place as ordinary as a tavern.

Someone will come into the tavern, ask a character or characters for help, they will accept, then go off on an adventure, some bit of irony will happen, and they will end up back in the tavern, no richer than before.
But if the story is unusual and the characters engaging, it doesn't matter where it starts. A tavern is as good as any other place. Indeed there are any number of things that could happen in a tavern that wouldn't involve someone coming in and hiring someone else...
-A dandy could get in a fight and let fall a perfumed letter
-All the customers could turn on a stranger and try to eat him
-The tavern owner could sell the tavern to a wanderer for a single coin
-A drinker could see the reflection of his lost love in the wine from his spilled cup
-A swordsman could accidentally kill an innocent bystander in a brawl and be plagued with remorse
-The city guard could come in, looking for an assassin, and grab the wrong man
-There could be no ale because of a dispute between the tavern owner and his brewer
-A prophet could come in and say that his god would stike them down for drinking wine, and then people start dying
-It could be an illegal tavern in a land that prohibits drinking
-A princess on the run could take lodging there and demand that the staff protect her from those that seek to kill her
Or...
-A girl could turn into a pig, with no discription of the tavern at all.
From "The Wrong Branch" by Fritz Leiber.
It happened that, while Fafhrd and the Gray Mouser were dallying in a wine shop near the Sidonian Harbor of Tyre, where all the wine shops are of doubtful repute, a long-limbed, yellow-haired Galatian girl lolling in Fafhrd's turned suddenly into a wallopingly large sow. It was a singular occurance, even in Tyre.The Mouser's eyebrows arched as the Galatian's breasts, exposed by the Cretan dress that was the style revival of the hour, became the uppermost pair of slack white dugs, and he watched the whole proceding with unfeigned interest.
But if the story is unusual and the characters engaging, it doesn't matter where it starts. A tavern is as good as any other place. Indeed there are any number of things that could happen in a tavern that wouldn't involve someone coming in and hiring someone else...>>
Great points, Nathan! And your examples were excellent as well.
You're absolutely right. There's no point taking some place interesting if it's only eye candy... something interesting and important to the plot darned well better be under way.
Howard
A farmboy goes to a tavern and has to deal with the monster that starts tearing up the place because all the standard-issue heroes are frozen by scruple.
The paladin considers the term "monster" perjorative and does not wish to inflict his religious views on another, but he's willing to form an ecumenical counsel and discuss the matter; the bard jumps onto a table and inquires about the monster's childhood ("Was he unloved? A bedwetter?"), and so on. Before the battle starts, the outcome is inevitable. When the farmboy walks in, a female warrior hands him a chain mail loin cloth, a promotion for equal-opportunity chafing. He encounters a Nordic barbarian engaged in a little white boy whining about how dark elves and southern assassins are taking all the adventuring jobs. Dwarves are dumping their pseudo-Scottish accents and experimenting with French and Russian. A witch (of the New Age variety Terry Pratchett described as a modern witch: "black clothes, lots of silver jewelry, no underwear...") gets into a catfight with a female gnoll, or dog woman. ("Bring it, Lassie!")
Yep. Absolutely destined to remain unfinished. :)
If I do ever collect them, I'll definitely modify this post in light of some of Nathan's fine observations.
Howard
Well played. ;)
-The Gneech
I read the Dark Horse Conan comics when they're printed in the collections. I enjoy them. I was reading along through the third volume and all the sudden I came to Tower of the Elephant... except that the title wasn't on the opening page, and it had been a while since I'd read the opening, so I wasn't sure. What I DID know is that all the sudden the writing in the comic was different; that it was full of life and vivid imagery. I sensed within the first few panels that this, whatever it was, had to be REH doing the writing. By the bottom of the page I knew exactly what story was starting, and settled back for the ride.
Howard
(Anonymous)
Tower of the Elephant
Re: Tower of the Elephant
(Anonymous)
So, I guess what you are saying is that my tavern-based magical ham sandwich based epic is back on?
All right!
In all honesty, I think a little prescription is fine. If I understand you, taverns are critical, when they are critical, but when they aren't, they are *eep* FORBIDDEN. I like that.
I think it is notable that the saloon doesn't appear in High Noon until 11:30 or so, and then only briefly as the location of Kane's humiliation. The cantina in Star Wars, definitely an iconic tavern in genre fiction, doesn't appear until after nearly all the characters have been established. Sure, R.E. Howard starts with a tavern, but he was Howard.
The overuse of the tavern starting point has more to do with the influence of D&D than it does with Howard's classic opening. Any setting that doesn't scream "YOU'VE SEEN THIS BEFORE! PROBABLY ON AN OLD SATURDAY NIGHT LIVE SKETCH!" is worth pursuing.
I really like how Enge opened "A Book of Silences" in an Inn that was not only vanishing, but whose history was vanishing as well.
The Inn/Tavern setting was a critical to the entire plot, and the drama evoked in that place was critical to the success of the story. In fact, if I as a reader didn't care deeply about the Inn from the outset, the story would have failed.
So I guess the caveat I take away is to interrogate your tavern - if it isn't a character, it probably shouldn't open your show.
Daniel
Right you are, Daniel. A good point. These tavern openings almost always sound like gaming fiction, because it's a standard party of adventurers who meet in the tavern prior to an adventure starting. That's the way oh so many adventures I used to play in my D and D days started; perhaps those adventures still start that way for many folks as well.
So often I think the problem comes from writers loving fantasy adventure but not really having read very deeply in it before taking their own pen to paper -- or placing their own hands on the keyboard. They don't know what's been done already, and haven't seen models of different kinds of world building. To them, fantasy MUST HAVE the ranger and the elf and the wizard. They haven't seen it other way.
Gaming seems to get people enthusiastic about telling stories; I wish it made it exciting to seek them out, as well, but perhaps the information on good stories isn't as easy to find. Erik Mona of Planet Stories recently mentioned the start he got with fantasy reading courtesy of the appendix in the original Dungeon Masters' Guide: it was a list of all kinds of great sword-and-sorcery and heroic fiction. I remember that list well; it's what led me to Leiber.
Anyone out there know if the current version of D & D has a list like that?
(Anonymous)
They, of course, have their own works of fiction to promote and various and sundry products developed by designers and playtesting. The writing process is a fascinating one, but somewhat different than traditional fiction generation. TSR oops I mean Wizards of the Coast have to tread the borderlands between being "inspired" by classic and current fantasy fiction and being accused of stealing.
For example: D&D used to tip its hat more overtly in several rule books toward Lovecraftian creatures and mythology, but really doesn't do that any more, because another gaming company, Chaosium, somehow has managed to wrangle all sorts of Lovecraftian "rights" when applied to RPGs, specifically for their game "Call of Cthulhu." (By the way, "Covenant in Mud" was a great little tale back in BG 9, I believe. A wonderful contribution within the boundaries of Lovecraft's rich cosmos. If an RPG is ever developed from it, just don't mention Lovecraft or the Cthulhu Mythos!)
So, because D&D/WoC/TSR whatever has their own products to promote and because they tread lightly around proprietary characters, resources and "properties" I think they, sadly, don't strongly promote any fantasy authors, living or dead, outside the WoC fold. Gygax did a much better job of this when he was in charge, I recall.
It can be very frustrating, however, to finally come across a gamer only to discover that their source material stems entirely from Greyhawk or Eberron or the Lord of the Rings movies. Not that those aren't rich and creative worlds with a lot of imaginative play in them, but it is kind of like going to the foothills of Colorado without ever going on to the Rocky Mountains.
Heck, I'm a decrepit old man now. I have to give gamers bread crumbs just to lead them to consider "classic" D&D modules like Castle Amber or Expedition to the Barrier Peaks! I think heads might explode if I tried to foist Lieber on them: "What? There's no way Fafhrd would have such great fortitude and will saves... I thought you said he was a rogue!" ;)
I have a nice little PDF history of the restaurant, that deals at the beginning with taverns and with boardings houses, their ancestors. It begins with this:
"Taverns made money principally from alcohol sales; inns and boarding houses from renting rooms, as well as serving food.
These institutions served a table d’hôte at fixed hours and a set price. Often the diners were a regular crowd who knew how
to sit near the table’s center. Meals could be intimidating to strangers, who sat at the common table with the regulars. A quick hand was essential, as table service was “family style,” and portioning was competitive.
There was no possibility of choice in ordering—indeed, no ordering at all. One ate what one could get from the common serving. Payment was for a place at the table, rather than for dishes ordered or eaten. Regulars would sometimes be allowed to run a tab and pay from time to time. Strangers would be quoted prices on the spot, inviting bargaining and leading travelers to complain (reasonably) that they were being exploited. Visitors reported uniformly low quality, either because of lack of variety, poorly stored food, or improper cooking. Unpredictable table companions were another cause for concern. Dining times varied from establishment to establishment, meaning that travelers would occasionally have to try several places to find a meal.2 Taverns—unlike roadhouses—had a long tradition of charging for items ordered—and providing drinks to order." ]
That #2 up there, by the way, is a footnote.
Love, C.
It looks like that's available online here, though it's divided into 10 separate pages with only a paragraph a page.
In the meantime you may find this to be equally interesting -- barley for beer -- Sumerian tavern keepers warned that they must accept barley as payment for beer, back, presumably, between 4000 and 2000 BC (Isn't it 2,000 BC when the Sumarian civilization collapsed?!
This is from page 100 of Fernand Braudel's Memory and the Mediterranean:
[ The earliest form of currency used for payment by the Sumerians was a measure of barley. So in Mesopotamia money had its origins in crop cultivation, rather than in livestock, which wa the unit used in Rome (pecunia), in Greece (bous) and in India (</i>rupia</i>). Barley as currency continued to be used for ordinary transactions, since metal, when it made its first appearance (first copper, then silver, in weighted amounts), was a sort of money of account, a scale of reference. Barley continued to be the 'real' money.
. . . . Silver as soon as it appeared and began to be used as real currency for some transactions, tended, in fact, to prevail over other forms of payment. This explains one decision of the code of Hammurabi: if the proprietress of a tavern will not accept grains as the price for a drink, but recieves silver and therefore "makes the price of the drink fall below the price of grain, the proprietress will be seized and flung into the water.".... ]
What is interesting too, further than just the idea of taking in a handful of barley to get a beer -- from which, presumably, the beer itself is made -- is that the word for the tavern keeper in Hammurabi's law is feminine, opening a window into the urban culture of the region, that long ago.
Love, C.
It is the circle of life.
Barley is what makes beer, barley is the money that pays for beer, beer attracts the money-barley that is the barley out of which cometh beer.
Which may explain why I, seeming alone of the kindred, rejoice in the Buffy ep, “Beer Bad.”
Those Sumers were very sophisticated people. It’s too bad their civilization collapsed. I bet their beer was pretty darned good. For one thing, the proprietors / proprietresses of taverns often also brewed their own beer -- brewery and tavern, one economic system.
Also there's a bit of discussion about taverns and the LOTR, re a recent new book on the Inklings, The Company They Keep over on Deep Genre, in which I mention this discussion here.
http://www.deepgenre.com/wordpress/cons
Love, C.
The book was published in France in 1998, translated into English and published here in 2001, later than his great Civilization and Capitalism, 15th–18th Centuries, 3 vols. (1979).
In this particular study Braudel elucidates his theory that Mediterranean culture is a unity, from east to west, which was created, in Braudel's argument, via the enduring legacy of the Roman Empire.
The book begins with the prehistory of the region and concludes, then, with unification under the Roman Empire.
Braudel was a, if not 'the' founder of that tranformational French school of history called the Annales that emerged post WWII (he was imprisoned by the nazis for much of the duration). He proposed a perception of historical cycles that he named the "longue durée". Part of this view is:
[ . . . . The peasant was the key to the history of France, and a true history of the mentalities could only be written in the longue durée and from a long perspective. History must do more than study walled gardens. Introduction, p.xvii ]
His work, and this study in particular, have had a great influence in shaping our thinking in our own work with the culture, religions and identity of the Caribbean and New Orleans.
I sense, however, that he and the Annales School, are considered to be a bit passé now, but not in my household!
Love, C.
(Anonymous)
We Should Buy More Tavern Stories
Way to go. :)
- John
John O'Neill
Editor
Black Gate
Re: We Should Buy More Tavern Stories
We could change the title to Black Tavern and just be done with it...
(Anonymous)
Great advice
Re: Great advice
(Anonymous)
immortal in my memory
The advice came in a chorus: Chose a different opening.
Plus, of course, make the characters less obviously derivative, give them some motives, relate them to each other -- but first off, chose a different opening.
Re: immortal in my memory
Since games such as D&D provide an introduction to fantasy for many readers and aspiring writers, many writers start with these familiar tropes. It is seldom a good idea. Even publishers of game-related fantasy, such as Wizards of the Coast, advise aspiring writers to avoid anything that resembles a game session.
Re: immortal in my memory
(Anonymous)
http://www.digital-eel.com/blog/ADnD_rea
I hope it is fair to post a link to this excerpt. It is not much longer than an extended footnote, is properly cited, and appears to be a simple blog entry and in no way an attempt to either profit from, nor harm the profits of Gygax, the former TSR or its current rights holders. Spank me if I'm wrong.
Daniel