Roadside Sites

Eight quiet places along the overworld’s roads. None of them is guarded, and they turn up a little more often than other sites, so a traveller keeps meeting them. They only appear in newly generated land, on fairly flat dry ground.
Standing in one adds a Places entry to your lore journal (H), and finding each one gives an advancement named after the site. The Wayfarer Inn’s advancement sits under Ley Line, and the other seven sit under Wayfarer Inn.
The sites
Wayfarer Inn. A spruce inn at a crossroads, in plains, meadows, forests, taiga, savanna, snow and cherry groves. It has beds, a lit hearth, tables and a resident cat. A map and a note hang by the door. The Guest Ledger on the lectern tells you about the other roadside sites. The pantry chest holds food, a map and travel runes.
Town life (0.12). Every inn has a bounty board by the door and three keepers who stay home, can’t be hurt and never leave. An inn generated before 0.12 gets its board and keepers the first time someone walks in (0.13).
- The bounty board offers you one bounty a day. Click it to read the bounty, click again to take it, and click once it’s done to be paid. Sneak-click to give a bounty up. The better the keepers know you, the more kinds it offers (0.13):
- Hunts (from the start): 3 to 8 of one creature, slain within 256 blocks of the board, for up to 8 emeralds and 5 to 10 reputation.
- Gathering (Known): bring the board 4 to 32 of one thing, such as leather, string, bone or amethyst. It’s checked and taken from your pack when you click the board.
- The great bounty (Known): once a week, your first bounty is a great hunt of 12 to 20 creatures, for 24 emeralds, 2 Mana Crystals and 20 reputation.
- Escorts (Known): the board hands you a traveller’s pack llama on a lead, to bring 160 to 240 blocks down the road to where they are bound (the board gives the spot). Now and then an ambush comes for the llama on the way. Bring it there alive and the traveller pays you on the spot, 10 to 12 emeralds and 10 reputation. If it dies, the escort is lost.
- Named elites (Friend): an elite champion with a name, such as “Grimjaw the Gloomstalker”, is set loose 48 to 96 blocks from the board. The board tells you which way it went. It is three times as tough as an elite, never despawns, and only you can claim it. It pays 14 emeralds and 12 reputation.
- Dungeon guardians (Honoured): slay any dungeon’s guardian, wherever it is, for 20 emeralds and 15 reputation.
- Standing grows with reputation: Stranger, Known (15), Friend (40), Honoured (80). It is yours across every inn and kept through death.
- Hamlets (0.13): every village with a bell and at least three villagers is a hamlet with a name of its own (such as Ashford or Thornwick) and its own standing, apart from the inns’. You’re greeted with its name and how it holds you as you come in. Each trade with its villagers and each monster you kill within 64 blocks of its bell earns 1 reputation, up to 8 a day for each hamlet. The tiers are the same as the inns’. While you’re in a hamlet that knows you, you’re its hero: Hero of the Village I at Known, II at Friend and III at Honoured, so its villagers trade cheaper and now and then give you gifts.
- Raids (0.13): at night, bandits may come for an inn while someone the keepers know (Known or better) is inside, at most once every 3 days for each traveller. Pillagers and vindicators come in waves from one side: 2 waves for Known, 3 for Friend, 4 for Honoured, with a tempered Bandit Captain leading the last. Everyone within 40 blocks defends the inn together. Hold it and the keepers pay each defender emeralds and reputation (10 emeralds and 4 reputation at Known, up to 16 and 8 at Honoured). If you all leave, or a wave isn’t beaten within 90 seconds, the bandits slip away and nothing is lost. A raid outlasts a server restart: when the server comes back, the bandits return for the wave they had reached once a defender is back inside, and give up if nobody comes within five minutes.
- The Inn Cook buys crops and sells the Camp Pot, meals and Room Keys.
- Rooms (0.13): the Inn Cook sells a Room Key, 6 emeralds for a stranger down to 3 for the Honoured. Use it at any inn, near its keepers, to rent a room there for 3 days: you wake where you stood when you used it, and sneak-clicking any inn keeper opens your 27-slot room chest. Another key adds 3 more days and moves your bed. When the stay runs out you no longer wake there, but your room chest keeps your things (through death, too) for your next stay.
- The Stablemaster sells leads, hay and saddles. As you rise, they add golden carrots and name tags; then, at Friend, the Ridgeback Deed (use it and a tame, saddled Ridgeback Stag of yours is led up) and iron horse armour; then diamond horse armour and golden apples.
- The Master’s Emissary sells blank runes and Mana Crystals, then aura shards and experience bottles, and at Honoured one technique scroll a day.
- Wandering caravans (0.13): every 8 minutes or so there’s a chance a caravan makes camp 24 to 40 blocks from someone out in the overworld, and they’re told which way. A Caravaneer and two pack llamas stay about a day, then move on. The Caravaneer sells what the inns don’t: two rare runes (tier 3 or 4, 12 or 20 emeralds, one of each), up to four as the keepers know you better, with tier 4 more likely; saddles, leads and iron horse armour, the Ridgeback Deed from Friend; and far-off ingredients such as blaze powder, chorus fruit, glow berries and cocoa beans. It buys leather. No two caravans camp within 256 blocks of each other, and none come if wandering traders are turned off.
Watchtower. A stone-brick tower on windswept hills, savanna plateaus, meadows, plains and taigas. Climb the ladder to the top for the view. The signal fire sits on hay, unlit: light it with flint and steel and its smoke rises high. The watch chest up top holds runes that read the sky, sun, moon and land, plus a spyglass and flint and steel.
Broken Bridge. A stone bridge over a creek, with its middle fallen in. Jump the gap, or fall into the deep water and climb out by the ladders on either bank. The toll booth on the far bank keeps the takings and bridge runes such as Icepath, Wind Steps and Surefoot.
Rune Library. A small stone library, lined with bookshelves, with a red carpet on one side and a blue one on the other. The Reader’s Riddle on the first lectern names a carpet and a shelf column; which one changes from library to library. Count the columns from the door and break the lowest book there to find the reading nook and its chest. The second lectern explains the Rune Catalog.
Standing Stones. Nine stones in a ring, the tallest at the far side. The book on the dais tells of the first roads, and where the road-makers left a gift for the next walker. Dig under the coarse dirt before the tallest stone.
Caravan Camp. Three covered wagons around a campfire, with a wandering trader who stays with the camp and two pack llamas. Two wagons carry chests with emeralds, leads, sometimes a saddle, and riding runes. It is also found in deserts.
Cartographer’s Hut. A birch hut with a flag on a tall pole. Maps and a compass hang on the walls. The desk chest holds a map that marks another roadside site (or a blank map when none is near), plus sense and bearing runes.
Vow Circle. An open shrine with one quartz pillar for each Circle Vow. The book on the centre lectern lists both sides of every vow, with the /vow take command for each, and how to release a vow with /vow release, which costs levels.
Rewards
Every chest holds runes that the Rune Catalog lists under Use: Travel or Use: Exploring, along with maps, books, paper and food. Open the Catalog with Ctrl+B or the Catalog link on the Cord screen. The newer travel runes are also described in the everyday rune packs.