There is one of these royal mausoleum-turned-taverns in every major city: Ansalman, Iron Gate, Grenadyne, Crossroads, and Dragonbane. They are all, somehow, exactly the same: not just a chain of associated taverns, but five simultaneously existing iterations of ONE tavern. At each establishment, you will find the same friendly ghost inhabitants — the same drinks on the menu —even the same Quartermaster: Quentin Martelle, a gruff, cheerfully no-nonsense individual who can help equip you with any equipment you may need for a quest. Only when you emerge from the Merry Mausoleum is it possible to see which city you’re in.

Listen well, friend: the Merry Mausoleum is a SAFE PLACE. No combat happens there; the adventure starts as soon as you step outside. (If you start getting violent in the Merry Mausoleum, the ghosts who inhabit the tavern may get violent in return. If you want to take on a dozen angry ghosts . . . well, don’t say I didn’t warn you.)

Listen well, friend: the Merry Mausoleum is a SAFE PLACE. No combat happens there; the adventure starts as soon as you step outside. (If you start getting violent in the Merry Mausoleum, the ghosts who inhabit the tavern may get violent in return. If you want to take on a dozen angry ghosts . . . well, don’t say I didn’t warn you.)

Not only is this tavern the best place to get a drink and rest from your travels, but it is also a hotbed of rumors and gossip — and, thus, a source for adventure. If you stay there long enough, you may even meet some of the ghosts whose presence helped give this establishment its name! (Queen Abilani’s a bit stuck up, but I have always found her trustworthy; King Kaveho is a terrible gossip, but oh FORTUNA is he a fun drinking partner.)

As you set out from the Merry Mausoleum, you’ll want to know about the lands you’ll be traveling to . . . Gazetteer