The Ram’s Head Tavern

The Ram’s Head is a tavern built at a dimensional crossroads. It is constantly in motion, shifting from place to place. Sometimes there are only fleeting moments between shifts but most of the time, the tavern will remain in one place for a few hours before shifting away again.

There is no way to predict where the Ram’s Head will appear. It can even manifest on other planes of existence.

When the tavern appears the Innkeeper will have a sense of how long it will be until it moves again. If the surrounding area seems reasonably safe and it will be there for a few hours, they use an enchanted Ram’s Horn to sound the Call to Adventure.

Those who know of the Ram’s Head’s existence mark themselves with the Gatekeeper’s Rune - an emblem of a key with three bits and a bow that contains a triangle. Some use it to adorn their clothing or gear, others wear it on jewelry and there are those who have a tattoo (often on their palm).

Anyone who wears the Gatekeeper’s Rune will hear the Call and may answer by traveling to the tavern.

So long as the traveller focuses on the echoing going sound of the Call, any road will lead across dimensional boundaries to the Ram’s Head’s door. The journey always seems to have been about an hour no matter where they came from and how far they travelled. This is known as “walking the gray road”.

Shortly after the Call is issued, adventurers will begin to arrive. The Innkeeper will ensure that they are welcomed and well taken care of.

Depending on where the tavern manifested there may be things going on that have little or nothing to do with the Ram’s Head or it’s patrons. For example, it has appeared near the front line of a war, in a dungeon and in a small town during a festival.

Local issues aside, the main business of the Ram’s Head is that those who bear the Gatekeeper’s Rune can use cards called the Arcanum to open Portals that allow them to travel instantly to many wondrous places.

Each card allows a Portal to be opened to a specific place. There is a standard set of cards created decades ago known as the “Core” but those with the right skills can create new ones to new places. There is always a Core Set available in the back room of the tavern.

Legend has it that at one time, Portals could only be opened when the Gateway that is the source of the Ram’s Head’s power opened.

An Archmage known as the Cartomancer used the Arcanum to stabilize and harness the Gateway. It’s power now lies within the cards. The intended user simply gathers a party and invokes the card.

When time is up and the Ram’s Head is about to move on, the Innkeeper will dismiss those gathered and any who came by walking the gray road will be returned to wherever they came from.

The Ram’s Head is a nexus for adventure of all kinds. Realms saved and villains defeated, legends made - many times over. If you want to see for yourself draw the rune on your arm with ash and wait to hear the Call…

Tavern Staff

The following roles will be filled every time you play.

ARCHITECT: This is the person responsible for the campaign as a whole. They are the final word on all issues including story and rules. At the moment that is me - Malix Nystul. There is no in character element to this role but I will often also serve as Gatekeeper and Host. At some point there may be campaigns based other cities or I may pass the torch but for now I am the Architect.

CURRENTLY: Malix

ARCHIVIST: This person maintains your character records. Check in with them at the start of each event to get your badge, coins and any items you have coming. At the end of each event check out, return your game materials and let them know about anything you did to earn experience. Generally the Archivist will not be “on duty” once the session has begun. When they are off duty the check in/out materials will be with the Gatekeeper. In a pinch the Gatekeeper can also serve as Archivist.

CURRENTLY: Xenia

INNKEEPER (positioned in or around the bar and kitchen): This is a powerful entity who serves the Ram’s Head. Their power Wards the main room, preventing the use of magic. They can also banish visitors either back to their home plane or the aether. They are not to be trifled with. They are the person that will be in charge of logistics - equal parts Stage Manager and Feastocrat. They will have our store of coins so you can go to them for change should you need it.

CURRENTLY: Lauren (as Mei)

GATEKEEPER (positioned in the back room): In the past, the Gatekeeper was a powerful wizard who bore a ring of keys that opened the Portals. In our current incarnation, they assist the Innkeeper by maintaining the back room (also known as the Ritual Room) where spells can be cast and Portals opened with Arcanum cards (more on this later). This is the staff member who facilitates the use of Portals. To use a Portal, choose your card, gather your party, take them to the back room and tell the Gatekeeper you wish to go on an Expedition.

HOST: In addition to the personal goals adventurers bring with them, most sessions have a storyline, typically about the area where the Rams Head has manifested. These elements are devised and executed by the Host, who is the authority on the plotlines specific to the day’s events. There is no in character element to this role. The Host often serves as Gatekeeper

The following are roles that can and will be filled as players and characters are available to properly fill them. They are listed in order of importance.

HERALD (always in motion, checks in with the Gatekeeper and Architect): Keeps the schedule and announces the various goings on during the day. Can be tasked by other members of the staff (usually the Gatekeeper and/or Architect) to make announcements or pass messages. When there is no Herald the Architect usually does the job themself.

BARKEEP (positioned at the bar): Drinks and snacks will be available from the barkeep in exchange for in game silver. When there aren’t enough people for this to be a seperate role, the Innkeeper also serves as Barkeep.

BOUNCER (positioned in the main room): For decades, the Gatekeeper was protected by an elite squad of warriors known as the Gray Guard. The increased power of the Innkeeper makes this unnecessary. The Innkeeper will sometimes deputize a Bouncer to keep the peace so they don’t have to intercede. This can be a Support role or an Adventurer chosen when the session begins (we have a tabard they can wear to indicate that they are on duty that can be passed to someone else when they go on Expeditions).

ARENA MASTER: Many who gather at the Ram’s Head are warriors of one sort of another who welcome any opportunity to test their skills. In the arena, they may test them against each other. The Arena Master arranges these contests. Side bets are encouraged. When weather permits these battles tale place outside.

DEALER: There is usually a game going on in the Tavern. Gamble in game money with the Dealer and other characters. There are fortunes to be won and lost. Be aware that the game you will play will be an abstraction that will give an edge to characters with gambling skill but not so great an advantage that they can’t be beaten. The Dealer can teach you how to play. This is a great Support role. There isn’t always a Dealer on duty.

CURRENTLY: This role is often filled by Jimmie (as Foxglove)

COOK (positioned in the kitchen): When an event is large enough to warrant it and food will be featured, it helps to have someone specifically assigned to making sure everything comes out on time.

WENCH (positioned in the main room): Assist the Barkeep (and Cook when there is one). In this case “wench” is intended as a non gendered term - in Gateway a man can be a Serving Wench as easilly as woman).

Tavern Rules

These are in character rules that apply to the live action play space. Refer to the Rules and Restrictions section for out of character guidelines.

  • Leave your weapon at the bar. You can have it back when you go on Expedition but you can’t have weapons in the Ram’s Head.

  • No fighting except in the Arena. Attack someone and you may find yourself floating in the aether.

  • No stealing. Get caught and the best you can expect is a beating.

  • No magic in the Tavern. The Wards in the main room prevent spells and items from working. There are no Wards in the back room, so if you need to you can also use magic there.


An Important Note About Stealing: Intentionally taking something that belongs to someone else will result in being asked to leave the event. In Rennie speak “there are no ground scores”. If your character is a thief work with the staff to arrage any intended theft in a way that will be safe and fun for everyone involved.