Common Room (3 cp per night):
Guests may sleep in the taproom after closing, either by the hearth or along the floor. Each guest is provided a blanket and a spot by the fire. The price includes a small bowl of morning porridge. Space is limited to six travelers, and weapons must remain sheathed at all times.
Shared Bunkroom (8 cp per night):
The shared bunkroom holds six beds and provides each guest with a clean straw mattress, blanket, and shared washbasin. The price includes a light morning meal of bread, butter, and watered ale. A full breakfast can be added for 2 cp, and a hot bath for 3 cp.
Private Room (1 sp 5 cp per night):
Private rooms include a single bed, washbasin, quilt, small table, and candle. The door can be locked for security. The price includes one evening meal and one morning meal of the guest’s choice. Laundry can be added for 2 cp, a hot bath for 3 cp, and extra candles for 1 cp each.
Merchant’s Room (3 sp per night):
The largest rooms are reserved for merchants and dignitaries. Each includes a double bed, lockable door, storage chest, washbasin with heated water, and multiple candles. The price includes both an evening meal and breakfast each day, as well as stable space for one animal. A hot bath is included once per stay and costs 3 cp for any repeat use.
Long-Stay Arrangements:
Guests staying a full week pay for six days and receive the seventh free. Monthly residents pay for twenty-five days and stay for thirty. Long-term guests also receive laundry once a week, one bath per week, and a mug of Dodo Stout each evening.
Stable Services (5 cp per animal per night):
The stable includes feed, water, and a clean stall for each animal. Grooming is available for 2 cp, and shoe inspection for 4 cp. Merchants’ rooms include one animal stall in the base rate.
Bathing and Laundry:
A hot bath costs 3 cp and includes soap and towel service. A cold wash costs 1 cp. Laundry costs 2 cp per load and is returned clean the next evening.
General Policies:
Additional meals and drinks are charged separately according to the tavern menu. Weapons are not allowed in rooms and must be stored at the bar overnight. Brunna maintains a strict rule against fighting inside the tavern—anyone who starts trouble spends the night outside without refund. Regulars and town workers sometimes barter services such as repair or delivery in exchange for lodging.