Inn, pub or tavern: What’s it called?

An inn needs a name! This generator offers five randomly generated name suggestions for inns, pubs, and taverns. Most suggestions are based off traditional (mostly British) naming conventions.

In addition, you get three genuine names of inns, pubs or taverns from real life (mostly the UK), for inspiration. Some are of mythical origin, some offer specific services. Some are named for historical figures or events, and some are just plain funny. A few are named for the clearly mythical and never-actually-seen, such as the Honest Politician.

This generator provides a randomly generated inn or tavern name, as well as an example of an actual, historical inn somewhere in the real world.

Show me some names!

Your inn might be called:
  • The Crooked Wolfhound
  • The Lucky Ale
  • The Wet Pauper
  • The Fawn and Baron
  • The Ermine and Squire

Real life trumps imagination. How about ...
  • the Baron of Beef in Cambridge, UK, refers to a double sirloin steak joined at the backbone.
  • Moonrakers has nothing to do with James Bond; derived from a story in which men of Wiltshire, UK, hid smuggled liquor in a local lake and used rakes to recover their stash at night.
  • the Honest Politician, in Portsmouth, UK.
To generate another set of names, simply refresh the page.

Does your local inn, pub or tavern have a curious or funny name? Drop a note in the comments for inclusion!

Sources

Wikipedia

Major Enchantments

Magical trinkets tend to have just a few uses and not too powerful spell effects. They are often utility spells and items making every day life easier for your friendly neighborhood cave spelunker.

This generator currently has 64 entries.

Give me five ideas!

A pair of Glasses of Shadow Sight.
A Weapon of Lightning.
A Brooch of Body Heat Obscuration.
A Mace of the Ram.
A Charm of the Gentleman Adventurer.

To generate more suggestions, simply refresh the page.

Minor Echantments

Magical trinkets tend to have just a few uses and not too powerful spell effects. They are often utility spells and items making every day life easier for your friendly neighborhood cave spelunker.

This generator currently has 64 entries.

Give me five ideas!

A jar of Madame Maude's Odorous Ointment, with d4 doses left.
A Dust Devil. Never leave your home untidy again! Or, you know, really mess up somebody else's home!
A pair of Grandpa's Good Socks.
A Farrier's Charm.
A Weapon of Pain.

To generate more suggestions, simply refresh the page.

Magic gone wild!

Whenever spells are cast there is a risk of the arcane energies not acting as the spell caster intended. Spell casters with low Control scores are more prone to magical mishaps, but all mages will find themselves showered in butterflies—or tons of bricks—on occasion.

This generator currently contains the 300 entries of the Basic Rules and 18 new ones.

Give me one of each!

If the fumble was from a self-affecting spell:

The spell caster feels particularly violent for 3d10 days ahead, likely picking fights and letting her fists do the talking.

If the fumble was from an offensive or defensive spell:

The spell caster experiences a Displacement-like effect, lasting 2d10 rounds.

If the fumble was from a spell with audiovisual effects:

Any one of the d4 nearest self-aware creatures has a random Personality score raised permanently by 1 point. The spell has no effect.
To generate another set of spell fumbles, simply refresh the page.

Quirks

Quirks are traits of personality and circumstance that help make characters stand out from each other. Not two characters are likely to share the exact same combination and interpretation of their strengths and flaws. Quirks are optional; a character does not have to roll a set if the player doesn’t want to—but they help add depth and uniqueness to what otherwise may feel like a sheet of stats with no face.

This generator currently contains the 100 entries of the Basic Rules plus 7 more.

Give me four!

Adopted. The character was not born into her current family. She may know little of her true parentage and may wish to explore. She is restless and may feel that her foster family never really wanted her or that she does not fit in with them.
Immortal. The character does not age naturally beyond maturity. She is still prone to disease, injury and other trauma that may prove lethal. She remains young and vigorous until the time of her unnatural death.
Veteran. The character has seen battle and has bad memories of it. She may suffer from PTSD or distrust anything that reminds her of army life.
Heirloom. The character’s family owns a weapon or tool of exceptional quality, possibly even enchanted, which has now fallen to her. Use it well, for the honour of the clan!

To generate another combination of four quirks, simply refresh the page.

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