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Instead of a dusty oasis, Wagon-Rest is a sprawling town of emerald-green pastures and golden wheat fields. It is centered around the surface spring, which feeds a series of irrigation canals that make the surrounding miles some of the most productive land on the continent. The three inns are surrounded by vibrant orchards and gardens. The "Gristle": Reproduction here is encouraged because the land can support it. Courtship often involves "The Seed-Sharing," where families trade heirloom seeds to diversify their crops. The challenge isn't survival; it's Defense. They are the "Switzerland" of the Gap because they provide the food that keeps Gelf-Port and Vark’s Hold fed.
Race Position (Communities): Completely Intermixed
Race Position (Segregation): None
Race Position (Rights): True Equality (Survival-based)
Race(s) (Primary): Human, Half-Elf, Halfling (Deserters from Vark)
Race(s) (Secondary): Tiefling, Shadar-Kai, Aasimar
Languages: Common, Elvish, Halfling
Literacy: Low
Technology Level: High Fantasy Medieval (High-quality well-pumps)
Industries \ Trades: Well-Water Sales; Innkeeping; Animal Husbandry; Neutral Ground Mediation
Arms \ Equipment: Mismatched (Salvaged weapons from travelers)
Government System: The Circle of Three (A Human, an Elf, and a Halfling)
Ruler(s): Mayor Silas, Mother Vora, and "Lefty" the Halfling
Came to power by: Community Consensus (The ones who found the water)
Social Alignment: Neutral (True Neutral)
Civilization Archetype: Neutral Oasis / Trading Post
Settlement Type(s): Village
Settlement Population: 450
Cultural Archetype: Pragmatic, secretive, and welcoming
Rebelliousness: Moderate
Brigandage: Moderate
Founded in Y165 by a group of deserters from Vark’s hold and a broken elven merchant-train who found the spring during a dust-storm. They swore an oath that no flag would ever fly over the water but their own. So far, the water is too valuable to both Gelf-Port and Vark for either side to risk destroying it in a siege.
Vibe: Professional, Merchant-focused, and upscale (for the Gap).
The Client Base: Elven merchants from Gelf-Port, Astra-bound traders, and wealthy adventurers.
The Gristle: Owned by Mayor Silas, this inn features the "Blue Room"—a soundproofed chamber warded against scrying where high-stakes timber and silk contracts are signed. The furniture is made of imported Gelf-Wood, and they serve the only legitimate Fey-wine in the central plains.
Security: Hires "The Axle-Guard," a group of 12 veteran crossbowmen who wear tabards showing a broken gold wheel.
Vibe: Rowdy, crowded, and fiercely protective of Halfling interests.
The Client Base: Halfling refugees fleeing Vark’s Hold, "independent" scouts, and laborers.
The Gristle: Operated by "Lefty" the Halfling, this inn is built primarily underground to stay cool. It has a "Low-Ceiling" policy—anyone over four feet tall has to duck, which is a subtle jab at the "Big-Folk" warlords. It is an open secret that Lefty runs a "Smuggler’s Tunnel" out of the cellar for those looking to escape Vark’s riders.
Security: A swarm of Halfling "Bouncers" armed with saps and specialized bolas designed to trip up larger attackers.
Vibe: Spiritual, quiet, and eerie.
The Client Base: Pilgrims, Aasimar descendants, weary travelers, and those feeling the "Pull of Fate."
The Gristle: Managed by Mother Vora, this inn is built closest to the surface spring. It is less of a tavern and more of a sanctuary. There is no loud music or brawling permitted here. The walls are inscribed with prayers to Saery and Anushirvan. It is said that if you drink the water from the inn’s private well, you might receive a vision of your destination in the Forsaken Demesne.
Security: No visible guards, but the "Peace of Vora" is enforced by a powerful Hallow spell that makes it physically difficult to draw a weapon with hostile intent.