1. Locations

Dante's Inn

Dante’s Inn

Dante’s Inn squats along a narrow stretch of the Plank, loud enough to be found by sound alone. Laughter, shouted arguments, rough singing, and the clash of tankards spill out through its always-open doors, mixing with the stink of tar, salt, and smoke that defines the district. The building itself is old timber and dark stone, its exterior scarred by knife marks, scorch burns, and symbols that may or may not be gang tags—no one has bothered to clean them off in years.

Inside, the inn is raucous and unpredictable. The common room is packed tight, low-ceilinged, and perpetually warm, crowded with Tieflingand Dragonborn shoulder to shoulder at scarred tables. The air is thick with whiskey fumes, spiced ale, and bravado. Music breaks out without warning: a battered lute, a stamping rhythm, or someone being hauled onto a table and ordered to sing. Refusing is usually a bad idea—but so is singing badly.

Violence is casual and unevenly enforced. One night you might be handed a drink and welcomed like family; the next, you could be dragged into an alley, relieved of your coin, and left nursing bruises. Most of the time, both happen in the same evening.

Behind the bar hangs a large painting of a grinning devil’s face, all sharp teeth and knowing eyes. The smile seems to follow patrons as they move, and regulars nod to it like an old friend. Outsiders often assume it’s a joke. It isn’t.

Unbeknownst to most of the city, Dante’s Inn is the primary base of operations for the Hellish Maulers gang. Nearly everyone drinking there is a member, an associate, or someone too useful—or too dangerous—to turn away. Deals are made in plain sight, coded in song requests, drinking games, and who pours whose glass.

The second floor contains a handful of small, cramped rooms for rent, used by sailors, drifters, and low-level Maulers. The walls are thin, the locks unreliable, and privacy is more a suggestion than a promise.

The third floor is another world entirely. Hidden behind reinforced doors lies the lavish office of Nefertiti Swiftbane, the Hellish Maulers’ leader. Rich carpets, polished wood, infernal art, and carefully arranged ledgers stand in stark contrast to the chaos below. Her door is never unguarded: two dragonborn sentinels, one black-scaled and one red, stand watch at all times—silent, armored, and unmistakably lethal.

Dante’s Inn is not a place you stumble into by accident more than once. If you keep coming back, it’s because you belong—or because the Maulers have decided you do.