Main Page

Premise:

“What Happened?” This is the first question one asks when one materializes in a room at The Wayfarer’s Inn. The last conscious memory you have is of the blow that ended your life. Those who have arrived here before you cannot share any light on where you are at right now. Some claim that the inn is located in a lost dimension somewhere between the planes, and that maybe there is a way back to the world in which you came from. Others think that this is just a waypoint one stops at before going on to the other side. One thing you have been assured of though, in this quasi-life, is that it is possible to die again. What happens then is anyone’s guess…

Dimension:

The Wayfarer Inn is located on the outskirts of a small town aptly named Dimension. The population of the town and surrounding farmlands varies, but is somewhere between four and five hundred. Dimension is run by Mayor Veil, a willowy human male who has held the office for longer than anyone knows, or seems to care. It is said he was the first being to arrive here, and that he has never stepped foot outside of the town limits.

Dimension isn’t walled and it doesn’t even have a militia. The defense of the town depends on volunteer heroes to handle any threats to its populace. There’s always a hero to be found. About 20 miles or so away from the town, just beyond the farmlands is a boundary. The boundary encircles the town and farmlands, like a cage that holds a falcon. Folks call it the Mistwall. Few have dared to travel beyond the Mistwall, and fewer still have returned. Those who have returned, speak softly and fearfully of what they have seen beyond it, if they will speak at all, but all their stories share the same message. Go beyond the misty wall and you will experience terror’s beyond one’s imagination.

Things you have learned:

The first thing that one notices when one steps out of the inn, is that the town and its surroundings have an indistinct appearance. Objects look the same and are identified easily enough, but their images seem faded with an almost vaporous outline. People tend to look the same way, as if they are translucent at times.

The second thing you learn is that the money that you have doesn’t exist in Dimension. Coins from other areas are useless relics sometimes sought after by collectors but better melted down for the value of their metal, and taken to the bank to be exchanged for the Trade Token. The citizens of Dimension don’t have many of these tokens, so they usually trade goods for the things they desire, or they offer to work for it. All merchants will accept the Trade Tokens, but bartering is still the main way they do most of their business. The Trade Token is roughly the equivalent of a gold piece. There are no other coin denominations. For playing purposes, anything in the official D&D 3.5 books that costs less than a gold now costs one Trade Token, and any item costing 1 gold and up will be marked up 10%. All first level characters will start with 130 Trade Tokens worth of equipment and 20 Trade Tokens for personal spending. 5th Level characters will start with 10,500 Trade Tokens, and 10th Level characters will start with 62,000 Trade Tokens. A Trade Token has a picture of the town of Dimension embossed on one side, and is blank on the other. Some say the blank side represents the unknown beyond the Mistwall.

The third thing that may come as a surprise is that food, drink, and a bed at the Wayfarer’s Inn does ‘t cost anything. Folks just look at you oddly if you ask why, so it’s best not to pry. It seems that nobody even owns the inn, and that the employees just work there because it’s something to do to while away the time. The inn always has a good supply of refreshments, just about anything a guest would want, yet there isn’t an explanation as to why this is so.

The last thing one learns is that the law is quite simple in Dimension. Laws are based on a code of morality and good conduct. The populace as a whole determines if an act is considered immoral, and Mayor Veil is the man who carries out the sentencing if the populace decides the act went against the moral majority. If one is caught and found guilty of an immoral act they are exiled to the lands beyond the Mistwall. This simple punishment seems to work well because there has never been an exiled person to return to Dimension. Murder, rape, arson, and theft are a few acts that the majority of the populace have found to be immoral, but there are always those who will test the will of the populace and find themselves adding new acts of immorality to this list.

In Dimension people seem to come and go without any explanation. The population fluctuates but never really seems to change. A person you may have met in town is here today and gone tomorrow. A merchants store has a new owner, the farm down the road a new family, but when asked what happened to the former tenant, one usually gets an opaque answer. Dimension is definitely a unique town. Welcome traveler.

  • I plan to use this area to communicate the diary of former events that have been run in our gameroom. Gamemasters need to simply submit a brief, (200 words max), summary of what transpired in your game, the date, the gm, and the players information to Milo_Talon’s email. I will post the games here in chronological order.

Main Page

The Wayfarers Inn Rhyder_Draynit