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traveller rest

Early Access Game

Get instant access and start playing; get involved with this game as it develops..

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

Why Early Access?

Approximately how long will this game be in early access, how is the full version planned to differ from the early access version.

  • More recipes for food and drink
  • New items and furniture for your tavern
  • Customer interaction (quest giving, spreading rumors, and more)
  • A world to discover and explore
  • An overarching story to progress through
  • Collectables / achievements
  • Multiplayer

What is the current state of the Early Access version?

  • Character customization
  • Crafting: farming, brewing, cooking, carpentry
  • A tavern building system
  • An original soundtrack!
  • RPG systems such as: tavern reputation, experience, technology trees
  • Renting rooms
  • Lots of things to create and collect!

Will the game be priced differently during and after Early Access?

How are you planning on involving the community in your development process, buy travellers rest, buy inmates and innkeepers bundle ().

Includes 2 items: Back to the Dawn , Travellers Rest

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Includes 2 items: Nova Lands , Travellers Rest

Buy Isolated Games Bundle BUNDLE (?)

Includes 2 items: Travellers Rest , Between the Stars

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About This Game

traveller rest

Your tavern, your rules

Tend to your customers, create your own style, discover the world.

traveller rest

System Requirements

  • OS *: Windows 7 SP1+
  • Processor: SSE2 instruction set support
  • Memory: 8 GB RAM
  • Graphics: Graphics card with shader model 4.0+
  • DirectX: Version 10
  • Storage: 600 MB available space

Credits: Music/Sfx - @paudamiariera Font - 8-bit Limit - Brian Kent Font - PIXELADE - Antaviana Typeface Division

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Travellers Rest

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Travellers Rest

Travellers Rest

A downloadable game

Travellers Rest is a tavern management game where you can brew your own beer, run a farm, and build relationships. You are an innkeeper, on a journey to transform a run-down tavern into a bustling social space. Based in a cheerful fantasy setting, Travellers Rest is home to people to meet, places to explore, and lost magic. Along your journey youā€™ll discover new things to brew, farm, cook, and build to create your perfect fantasy tavern.

https://store.steampowered.com/widget/1139980/

Crafting and progression

traveller rest

Customers and community

traveller rest

Farming and exploration

traveller rest

Plan and manage your tavern to meet customer demands. Prepare for the weekend rush or a big visitor, such as a famous bard or royalty. Create specific food and drink for the current season or the latest craze.

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the heck, you make account to promote only one game? from that what i see you already was have another game on steam (Between the Stars) why cant you just make original account with publisher name (Isolated Games) goooffy ahhh! I'm going to play the game soon but it seems too easy for me

traveller rest

The game has a lot of potential, really enjoyed the demo! Worth a look if you love Stardew! Made a short video to give people an overview but will be uploading my full demo playthrough in a few days! Keep up the good work!

Lovely game, my only bad feedback is that sometimes it is difficult to place new items. Other than that I loved the game. I definitely will be purchasing when it is available.

hey, can i ask, what do you use to make this game?

if you download the demo it will say made with unity(im not devoloper btw)

he may used unity :D

Yes, with Unity

This game seem like tavern owner simulator :3 This is awesome :) I like it! 

music is good. I feel enjoy >w<) and game design is pretty good too.(I can't said surely because i stil didn't play full game)

i just have 2-3  problems in this demo (i don't know lastest game process ) is 

(1) my finger is so tired when (because walk is slow) i want to run everytime  So i press shift and WASD in same time (can switch 'run' (without press shift) and 'walk' (with press shift) or atleast can setting this)

(2) Font is small. I can see them but hard to read them. because font is small (or maybe type of font, i don't know)

(3) I want to pick up some wood  below side but menu game is front (cover up) ;-;) It's no problem to pick up but i'm just feel little annoy. I want auto move menu from below to upper when Player move to below side.

Don't worry It's just my onion.. i mean opinion.

however, THIS IS SO NICE GAME!! :-)

Had a little fun, some mess got stuck under some of the AI and I could not clean it, rappidly losing REP. Look forward to playing it in a more finished, polished state.

Hi there! Awesome looking game. Is there a demo for Mac by any chance? If not, is there a way to try the demo on a Mac? Thanks!

I'm interested in Mac version too!

Hello, yes a Mac/Linux build is planned during Early Access!

Will this be releasing here as well? I had a lot of fun with the demo, but it cut off waaaay too soon, and I'd love to buy the game. I don't really purchase on Steam, though. It's GOG or Itch for me.

Hi there, the game will be released on GOG, hopefully!

I'm also a GoG person. It'd be really nice to see this game there, soon :)

And yes: Steam sucks :)

Lost my entire account there years back so, while I do occasionally redeem a gift or unlock some bundle content on my replacemernt accoutn, I don't really buy there anymore. I like how, with either Itch or GOG, even if I were to be completely banned from the store I wouldn't lose the games I already bought. They're on my NAS, not lost in the cloud, so while I may miss a patch if I don't have access to the account I bought it on I won't ever lose everything again.

Funny, my GoG games are also stored on my NAS :)

It's true, you can never really lose your GoG purchases and even GoG can't take them away from you!

Hey, this game looks awesome, I accidentally found this when I was searching for Stardew Valley. This looks very similar to it. I was fascinated by the fact that this was developed in unity. I appreciate the effort you put into this game. Do you run any YouTube channel or did you document your journey from starting to the end of this game? If yes I'd love to see that. Anyway, this game looks slick!

Many thanks! Here is the twitter account that was updated along the journey ( https://twitter.com/louqou1 ) but feel free to join us on Discord and ask any question you may have:  https://discord.gg/gA8RPQz

Hi! It was a nice game and I love it! and can u still keep updating this even its a demo?

Hello and thank you! I'm glad you like it. We do plan to release the game on early access so the demo will not be updated for now. 

when the game finish, does it will be free or must buy

It will not be free but still thinking about the pricing...

i hope it will be affordable :), since corona my money been depleted so fast

Thank you! I've just added the ability to rebind the customise character key in the upcoming early-access build.

Why don't you use the arrow buttons instead? I'm also left-handed (only on the computer, long story^^) and I'm totally fine with the arrow keys! :)

This is a great demo. Looking forward to playing the full game. Nice work!

Any info on when this will be available on early access?

Hi and thank you for your interest! We plan to release the early access in about a month. You can already try the demo here and wishlist the game too:  https://store.steampowered.com/app/1139980/Travellers_Rest/

Loved the demo and added it to wishlist just looking forward to the early access release.

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Best Ways To Make Money In Travellers Rest

B usiness management games are about building capital, and Travellers Rest is no exception. Simulating a real company, players juggle the assets and resources at their disposal, organizing them into a functioning whole and reaping the resulting profits. They then put those profits toward expanding their arsenal, multiplying their outcome numerous times. In short, everything revolves around money and its strategic use.

RELATED: Best Business Sim Games, Ranked

Travellers Rest pulls no punches in this respect. Players find themselves managing a chaotic inn. To stay afloat, they allocate their resources and put them toward certain creature comforts. Doing so recklessly can sink the enterprise before it's even begun. Therefore, it's helpful to know the game's structure and which items to purchase. This can lead to more informed financial decisions and a booming business. With a little strategic spending, would-be managers will be rolling in dough.

Rent Out Rooms

This goal goes without saying. It's only natural that an inn's major source of income would be renting out rooms. How curious, then, that this service isn't available right away. In Travellers Rest , players must progress a certain amount beforehand.

Turning this place into a thriving hotel takes a lot of prep work. Renting rooms doesn't become an option until reaching Level 8. Even then, managers must invest a significant amount of coins. Not only does it cost one gold coin to open a room, but owners also have to furnish it with a bed, carpet, and various other luxuries. All that may seem like a tremendous waste at first.

Eventually, though, players will see a return on their investments . The higher the room's rating, the more appealing it is to the guest. In turn, it draws more patrons to the inn. Soon, managers will make their money back and then some.

Serve Food & Drinks

The other main business branch here is culinary service . Food and drinks keep people coming back to the inn. The main lobby has plenty of tables to accommodate customers. Players must use that space to provide tables and sustenance. That's only the beginning.

RELATED: Video Games That Promote Food & Drink

Travellers Rest encourages expansion. Players can hire a bartender, cleaners, and other staff members once they reach Level 6. To save on salaries, though, they should handle the bartender role themselves. At Level 10, however, they can open the wine cellar. Every few levels, something new becomes available. That said, the expansion goes beyond simple level gains.

To keep ahead of the competition, managers should always explore new options in their repertoire. They can learn novel meal recipes by completing quests or filling in talent points on the Cooking Skill Tree. The same goes for specialized drink brews. Then comes the gathering of ingredients. Players can grow them, craft them, or buy them from the Postbox. Finally, the inn gets cold at night, so managers should remember to turn on the fireplace at 7 pm . Otherwise, the guests will make a swift departure, throwing all that hard work down the drain. The sheer number of factors can make the eatery an overwhelming task . Thankfully, if fans keep up with these elements, then they'll have a thriving restaurant. The consumers will be comfortable, and they'll have any food and drink combo they can imagine. With these needs met, they practically throw money at the business.

Fulfilling Orders

Serving customers directly isn't the only way to profit off of food and drinks . Starting at Level 4, the inn can also take special orders. These involve specific meals or brews. Managers receive three of these per in-game day . Crafting these treats and shipping them out yields sizable chunks of money in return. Then again, it's not just the immediate benefits that make these requests worth the hassle.

RELATED: Low-Budget Games That Made A Ton Of Money

In addition, they have oodles of experience. As mentioned before, these points go toward numerous improvements, from facilities to culinary skills. Such upgrades obviously make it easier to draw in customers and earn money. Because of that, special orders act as valuable stepping stones for monetary advancement. They're basically a daily bonus to the inn's growth, one which any self-respecting entrepreneur ought to take advantage of.

Just as important to players' savings is how they spend their money. Throughout Travellers Rest , managers will inevitably have to purchase several items. These range from ingredients, furniture, and even more space. On the flip side, customers offer money for the inn to service them. Players may see a fixed price on these transactions, but that doesn't mean said price is ironclad.

At certain points, the game opens the door to haggling . This mainly occurs when guests are renting a room. They state how much they're willing to pay. Players can accept that offer or negotiate a more lucrative one. Travellers Rest illustrates this with a meter containing a target section and a moving pointer. Stopping the pointer within the target section wins the minigame. Hitting that Bullseye increases the price by a certain percentage. Succeeding multiple times can propel the price further. Building one's haggling level can milk even more money from that single transaction--up to 150 percent of the original price. Sure, it reduces a silver-tongued deal to a timing gimmick, but it still requires skill from the players. They must have the utmost confidence in their reflexes. Otherwise, the freeloading patron will lowball them.

Travellers Rest is currently available on PC and Linux.

MORE: The Coziest Games On The PS5

Best Ways To Make Money In Travellers Rest

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Patricia Ellen Bradley's obituary , Passed away on May 7, 2024 in Travelers Rest, South Carolina

Patricia Ellen Bradley

July 31, 1949 - May 7, 2024 (74 years old)

Travelers Rest , South Carolina

Patricia Ellen Bradley's obituary , Passed away on May 7, 2024 in Travelers Rest, South Carolina

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Patricia Ellen Bradley Obituary

With profound sadness, we say goodbye to Patricia Ellen Bradley (Travelers Rest, South Carolina), born in Greenville, South Carolina, whose vibrant spirit touched the lives of many. Patricia Ellen left this world on May 7, 2024 at the age of 74, leaving a void in the lives of so many people. You can send your sympathy in the guestbook provided and share it with the family.

In the quiet moments of reflection, let us honor Patricia Ellen's memory by embracing the beauty of each fleeting moment, knowing that her spirit resides in the eternal tapestry of existence, forever woven into the fabric of our hearts.

She was predeceased by : her husband Wallace Eugene Bradley; and her parents, Drayton Harold and Pansy Lee Bryant Shipman. She is survived by : her children, Angela "Angie" Gilbert and Walter E. Bradley; and her grandchildren, Todd Gilbert (Kelsie), Jordan Gilbert, Jesse Gilbert, Crystal Bradley and Jeffrey Bradley. She is also survived by five loving great-grandchildren.

A funeral service will be held on Saturday, May 11th 2024 at 11:00 AM at the Bethany Baptist Church.

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Senate passes FAA reauthorization bill, sending legislation to the House

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Senate Majority Leader Chuck Schumer, D-N.Y., speaks to reporters following Democratic strategy session, at the Capitol in Washington on Wednesday. J. Scott Applewhite/AP hide caption

Senate Majority Leader Chuck Schumer, D-N.Y., speaks to reporters following Democratic strategy session, at the Capitol in Washington on Wednesday.

WASHINGTON ā€” The Senate has passed a $105 billion bill designed to improve safety and customer service for air travelers, a day before the law governing the Federal Aviation Administration expires.

The bipartisan bill, which comes after a series of close calls between planes at the nation's airports, aims to boost the number of air traffic controllers amid a shortage, improve safety standards and make it easier for customers to get refunds after flights are delayed or canceled, among other measures.

After passing the legislation on a strong 88-4 vote, the Senate passed a one-week extension to ensure that the law doesn't expire before the House considers the bill next week. The FAA has said it would have had to furlough around 3,600 workers if the law expired at midnight Friday.

The bill stalled for several days this week after senators from Virginia and Maryland objected to a provision that would allow an additional 10 flights a day to and from the heavily trafficked Reagan Washington National Airport. Other senators tried to add unrelated provisions, as well, seeing it as a prime chance to enact their legislative priorities.

With close calls mounting, the FAA will require more rest for air traffic controllers

With close calls mounting, the FAA will require more rest for air traffic controllers

But Senate Majority Leader Chuck Schumer called a vote Thursday evening after it became clear that senators would not be able to agree on amendments to the bill before the law expired. The Senate then passed the one-week extension that the House had already passed, sending that to President Joe Biden's desk.

The FAA has been under scrutiny since it approved Boeing jets that were involved in two deadly crashes in 2018 and 2019. The Senate legislation would govern FAA operations for the next five years and put several new safety standards in place.

The bill "gives the FAA the stability it needs to fulfill its primary mission ā€” advancing aviation safety ā€” while also making travel more convenient and accessible," said Senate Commerce Committee Chairwoman Maria Cantwell, D-Wash.

The legislation aims to increase the number of air traffic controllers, provides for more safety inspectors at manufacturing facilities and requires the FAA to use new technology designed to prevent collisions between planes on runways. It would require new airline planes to have cockpit voice recorders capable of saving 25 hours of audio, up from the current two hours, to help investigators after safety incidents.

It would try to improve customer service for flyers by requiring airlines to pay a refund to customers for flight delays ā€” three hours for a domestic flight and six for an international one. Lawmakers tweaked the bill this week to make it even easier for customers to receive refunds, revising language that would have put most of the onus on the customers to request them. The change put the Senate bill more in line with new regulations issued by the Biden administration last week.

In addition, the bill would prohibit airlines from charging extra for families to sit together and triple the maximum fines for airlines that violate consumer laws. And it would require the Transportation Department to create a "dashboard" so consumers can compare seat sizes on different airlines.

Why flying is still safe despite high-profile problems

Why flying is still safe despite high-profile problems

The legislation would also improve access for passengers with disabilities, requiring airlines to accommodate seating requests for disability-related needs, setting new training standards for airline personnel who handle and store wheelchairs and awarding grants for airport accessibility upgrades.

Failure to pass the popular bipartisan bill by May 10 would have been the latest setback after months of delays on the measure, and the last-minute deal to pass it was the most recent example of Congress struggling to pass major legislation that had broad bipartisan support.

Schumer, who had urged lawmakers to drop their objections and come to agreement on the legislation, said after passage that "passing this FAA bill is the best thing Congress can do to give Americans the peace of mind they deserve."

Virginia Sens. Tim Kaine and Mark Warner, both Democrats, had pushed for a vote on their amendment to block the additional long-haul flights at Virginia's Reagan National. They say the airport is restricted in size and too busy already, pointing to a close call there between two planes earlier in April that they said is a "flashing red warning light."

Several Western lawmakers have argued for more flights at the airport, saying it is unfair to consumers that there is a restriction on long-haul flights. The provision's chief proponent is Texas Sen. Ted Cruz, the top Republican on the Senate Commerce Committee, who is up for reelection this year and has argued that San Antonio should have a direct flight from the airport. Cruz blocked a vote on Kaine and Warner's amendment when Schumer tried to bring it up shortly before final passage.

Should commercial space companies contribute to the FAA the way airlines do?

Like lawmakers, airlines are also split on the idea of additional flights at Reagan National. Delta Airlines has argued for more flights, while United Airlines, with a major operation at farther-out Dulles Airport, has lobbied against the increase.

The House last year passed its own version of the FAA legislation without additional Reagan National flights after intense, last-minute lobbying from the Virginia delegation ā€” a bipartisan vote on an amendment to the FAA bill that saw members aligning not by party but geographic location. Lawmakers use the airport frequently because it is the closest Washington airport to the Capitol, and Congress has long tried to have a say in which routes have service there.

"Some of our colleagues were too afraid to let the experts make the call," Kaine and Warner said in a joint statement Thursday evening, after Cruz blocked a vote on their amendment. "They didn't want to show the American people that they care more about a few lawmakers' desire for direct flights than they care about the safety and convenience of the traveling public. That is shameful and an embarrassment."

Kaine, Warner and Maryland's two senators, Democrats Ben Cardin and Chris Van Hollen, were the only four senators to vote against final passage.

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Fishing at Dock

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EXCERPT For the Relief of Unbearable Urges Stories By NATHAN ENGLANDER Knopf Read the Review From "The Twenty-Seventh Man": The orders were given from Stalin's country house at Kuntsevo. He relayed them to the agent in charge with no greater emotion than for the killing of kulaks or clergy or the outspoken wives of very dear friends. The accused were to be apprehended the same day, arrive at the prison gates at the same moment, and—with a gasp and simultaneous final breath—be sent off to their damnation in a single rattling burst of gunfire. It was not an issue of hatred, only one of allegiance. For Stalin knew there could be loyalty to only one nation. What he did not know so well were the authors' names on his list. When it was presented to him the next morning he signed the warrant anyway, though there were now twenty-seven, and yesterday there had been twenty-six. No matter, except maybe to the twenty-seventh. The orders left little room for variation, and none for tardiness. They were to be carried out in secrecy and—the only point that was reiterated—simultaneously. But how were the agents to get the men from Moscow and Gorky, Smolensk and Penza, Shuya and Podolsk, to the prison near the village of X at the very same time? The agent in charge felt his strength was in leadership and gave up the role of strategist to the inside of his hat. He cut the list into strips and sprinkled them into the freshly blocked crown, mixing carefully so as not to disturb its shape. Most of these writers were in Moscow. The handful who were in their native villages, taking the waters somewhere, or locked in a cabin trying to finish that seminal work would surely receive a stiff cuffing when a pair of agents, aggravated by the trek, stepped through the door. After the lottery, those agents who had drawn a name warranting a long journey accepted the good-natured insults and mockery of friends. Most would have it easy, nothing more to worry about than hurrying some old rebel to a car, or getting their shirts wrinkled in a heel-dragging, hair-pulling rural scene that could be as messy as necessary in front of a pack of superstitious peasants. Then there were those who had it hard. Such as the two agents assigned to Vasily Korinsky, who, seeing no way out, was prepared to exit his bedroom quietly but whose wife, Paulina, struck the shorter of the two officers with an Oriental-style brass vase. There was a scuffle; Paulina was subdued, the short officer taken out unconscious, and a precious hour lost on their estimated time. There was the pair assigned to Moishe Bretzky, a true lover of vodka and its country of origin. One would not have pegged him as one of history's most sensitive Yiddish poets. He was huge, slovenly, and smelly as a horse. Once a year, during the Ten Days of Penitence, he would take notice of his sinful ways and sober up for Yom Kippur. After the fast, he would grab pen and pad and write furiously for weeks in his sister's ventless kitchen—the shroud of atonement still draped over his splitting head. The finished work was toasted with a brimming shot of vodka. Then Bretzky's thirst would begin to rage and off he would go for another year. His sister's husband would have put an end to this annual practice if it weren't for the rubles he received for the sweat-curled pages Bretzky abandoned. It took the whole of the night for the two agents to locate Bretzky. They tracked him down in one of the whorehouses that did not exist, and if they did, government agents surely did not frequent them. Nonetheless, having escaped notice, they slipped into the room. Bretzky was passed out on his stomach with a smiling trollop pinned under each arm. The time-consuming process of freeing the whores, getting Bretzky upright, and moving him into the hallway reduced the younger man to tears. The senior agent left his partner in charge of the body while he went to chat with the senior woman of the house. Introducing himself numerous times as if they had never met, he explained his predicament and enlisted the help of a dozen women. Twelve of the house's strongest companions—in an array of pink and red robes, froufrou slippers, and painted toenails—carried the giant bear to the waiting car amid a roar of giggles. It was a sight Bretzky would have enjoyed tremendously had he been conscious. The least troubling of the troublesome abductions was that of Y. Zunser, oldest of the group and a target of the first serious verbal attacks on the cosmopolitans back in '49. In the February 19 edition of Literaturnaya Gazeta he had been criticized as an obsolete author, accused of being anti-Soviet, and chided for using a pen name to hide his Jewish roots. In that same edition they printed his real name, Melman, stripping him of the privacy he had so enjoyed. Three years later they came for him. The two agents were not enthusiastic about the task. They had shared a Jewish literature instructor in high school, whom they admired despite his ethnicity and who even coerced them into writing a poem or two. Both were rather decent fellows, and capturing an eighty-one-year-old man did not exactly jibe with their vision of bravely serving the party. They were simply following instructions. But somewhere amid their justifications lay a deep fear of punishment. It was not yet dawn and Zunser was already dressed, sitting with a cup of tea. The agents begged him to stand up on his own, one of them trying the name Zunser and the other pleading with Melman. He refused. "I will neither resist nor help. The responsibility must rest fully upon your conscience." "We have orders," they said. "I did not say you were without orders. I said that you have to bear responsibility." They first tried lifting him by his arms, but Zunser was too delicate for the maneuver. Then one grabbed his ankles while the other clasped his chest. Zunser's head lolled back. The agents were afraid of killing him, an option they had been warned against. They put him on the floor and the larger of the two scooped him up, cradling the old man like a child. Zunser begged a moment's pause as they passed a portrait of his deceased wife. He fancied the picture had a new moroseness to it, as if the sepia-toned eyes might well up and shed a tear. He spoke aloud. "No matter, Katya. Life ended for me on the day of your death; everything since has been but nostalgia." The agent shifted the weight of the romantic in his arms and headed out the door. The solitary complicated abduction that took place out of Moscow was the one that should have been the easiest of the twenty-seven. It was the simple task of removing Pinchas Pelovits from the inn on the road that ran to X and the prison beyond. Pinchas Pelovits had constructed his own world with a compassionate God and a diverse group of worshipers. In it, he tested these people with moral dilemmas and tragedies—testing them sometimes more with joy and good fortune. He recorded the trials and events of this world in his notebooks in the form of stories and novels, essays, poems, songs, anthems, tales, jokes, and extensive histories that led up to the era in which he dwelled. His parents never knew what label to give their son, who wrote all day but did not publish, who laughed and cried over his novels but was gratingly logical in his contact with the everyday world. What they did know was that Pinchas wasn't going to take over the inn. When they became too old to run the business, the only viable option was to sell out at a ridiculously low price—provided the new owners would leave the boy his room and feed him when he was hungry. Even when the business became the property of the state, Pinchas, in the dreamer's room, was left in peace: why bother, he's harmless, sort of a good-luck charm for the inn, no one even knows he's here, maybe he's writing a history of the place, and we'll all be made famous. He wasn't. But who knows, maybe he would have, had his name—mumbled on the lips of travelers—not found its way onto Stalin's list. The two agents assigned Pinchas arrived at the inn driving a beat-up droshky and posing as the sons of now-poor landowners, a touch they thought might tickle their superiors. One carried a Luger (a trinket he had brought home from the war), and the other kept a billy club stashed in his boot. They found the narrow hallway with Pinchas's room and knocked lightly on his door. "Not hungry" was the response. The agent with the Luger gave the door a hip check; it didn't budge. "Try the handle," said the voice. The agent did, swinging it open. "You're coming with us," said the one with the club in his boot. "Absolutely not," Pinchas stated matter-of-factly. The agent wondered if his "You're coming with us" had sounded as bold. "Put the book down on the pile, put your shoes on, and let's go." The agent with the Luger spoke slowly. "You're under arrest for anti-Soviet activity." Pinchas was baffled by the charge. He meditated for a moment and came to the conclusion that there was only one moral outrage he'd been involved in, though it seemed to him a bit excessive to be incarcerated for it. "Well, you can have them, but they're not really mine. They were in a copy of a Zunser book that a guest forgot and I didn't know where to return them. Regardless, I studied them thoroughly. You may take me away." He proceeded to hand the agents five postcards. Three were intricate pen-and-ink drawings of a geisha in various positions with her legs spread wide. The other two were identical photographs of a sturdy Russian maiden in front of a painted tropical background wearing a hula skirt and making a vain attempt to cover her breasts. Pinchas began stacking his notebooks while the agents divvied the cards. He was sad that he had not resisted temptation. He would miss taking his walks and also the desk upon whose mottled surface he had written. "May I bring my desk?" The agent with the Luger was getting fidgety. "You won't be needing anything, just put on your shoes." "I'd much prefer my books to shoes," Pinchas said. "In the summer I sometimes take walks without shoes but never without a novel. If you would have a seat while I organize my notes—" and Pinchas fell to the floor, struck in the head with the pistol grip. He was carried from the inn rolled in a blanket, his feet poking forth, bare. Pinchas awoke, his head throbbing from the blow and the exceedingly tight blindfold. This was aggravated by the sound of ice cracking under the droshky wheels, as happens along the river route west of X. "The bridge is out on this road," he told them. "You'd best cut through the old Bunakov place. Everybody does it in winter." The billy club was drawn from the agent's boot, and Pinchas was struck on the head once again. The idea of arriving only to have their prisoner blurt out the name of the secret prison was mortifying. In an attempt to confound him, they turned off on a clearly unused road. There are reasons that unused roads are not used. It wasn't half a kilometer before they had broken a wheel and were off to a nearby pig farm on foot. The agent with the gun commandeered a donkey-drawn cart, leaving a furious pig farmer cursing and kicking the side of his barn. The trio were all a bit relieved upon arrival: Pinchas because he started to get the idea that this business had to do with something more than his minor infraction, and the agents because three other cars had shown up only minutes before they had—all inexcusably late. By the time the latecomers had been delivered, the initial terror of the other twenty-three had subsided. The situation was tense and grave, but also unique. An eminent selection of Europe's surviving Yiddish literary community was being held within the confines of an oversized closet. Had they known they were going to die, it might have been different. Since they didn't, I. J. Manger wasn't about to let Mani Zaretsky see him cry for rachmones. He didn't have time to anyway. Pyotr Kolyazin, the famed atheist, had already dragged him into a heated discussion about the ramifications of using God's will to drastically alter the outcome of previously "logical" plots. Manger took this to be an attack on his work and asked Kolyazin if he labeled everything he didn't understand "illogical." There was also the present situation to discuss, as well as old rivalries, new poems, disputed reviews, journals that just aren't the same, up-and-coming editors, and, of course, the gossip, for hadn't they heard that Lev had used his latest manuscript for kindling? When the noise got too great, a guard opened the peephole in the door to find that a symposium had broken loose. As a result, by the time numbers twenty-four through twenty-seven arrived, the others had already been separated into smaller cells. Each cell was meant to house four prisoners and contained three rotting mats to sleep on. In a corner was a bucket. There were crude holes in the wood-plank walls, and it was hard to tell if the captors had punched them as a form of ventilation or if the previous prisoners had painstakingly scratched them through to confirm the existence of a world outside. The four latecomers had lain down immediately, Pinchas on the floor. He was dazed and shivering, stifling his moans so the others might rest. His companions did not even think of sleep: Vasily Korinsky because of worry about what might be the outcome for his wife; Y. Zunser because he was trying to adapt to the change (the only alteration he had planned for in his daily routine was death, and that in his sleep); Bretzky because he hadn't really awakened. Excepting Pinchas, none had an inkling of how long they'd traveled, whether from morning until night or into the next day. Pinchas tried to use his journey as an anchor, but in the dark he soon lost his notion of time gone by. He listened for the others' breathing, making sure they were alive. (C) 1999 Nathan Englander All rights reserved. ISBN: 0-375-40492-9

COMMENTS

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    Travellers Rest - Craft, farm, build and cook! In Travellers Rest you will have to use all the available tools to become the best tavern keeper in the realm. Create unique dishes and drinks to please your customers as you discover the world and its colorful characters. Take your establishment to the top in this exciting new adventure!Your tavern, your rulesExpand and manage your own fantasy ...

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  8. Travellers Rest by Travellers Rest

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  11. Travellers Rest

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  27. For the Relief of Unbearable Urges

    The responsibility must rest fully upon your conscience." "We have orders," they said. ... maybe he would have, had his nameā€”mumbled on the lips of travelersā€”not found its way onto Stalin's list. The two agents assigned Pinchas arrived at the inn driving a beat-up droshky and posing as the sons of now-poor landowners, a touch they thought ...