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[[quoteright:349:[[ComicBook/DisneyDucksComicUniverse https://static.tvtropes.org/pmwiki/pub/images/ranrstop.png]]]]
[[caption-width-right:349:A little slice of home-away-from-homeworld.]]
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Are you a [[TheHero hero]] on a [[TheQuest quest]] through a WildWilderness?
Have you been tramping through the [[HungryJungle jungle]] for weeks, fighting off Mooks and monsters?
Are you wounded or running out of supplies?
Is the confrontation with the BigBad approaching, causing you to wonder if you can possibly complete your quest and/or survive with your injuries and battered gear?

We have everything you need here at our Rest-and-Resupply Stop. Services provided include:
* Safety: The thick walls and [[CityGuards night watchmen]] protect you (at least temporarily) from the BigBad, his {{mooks}}, monsters, and other dangers, to allow you time to rest and plan your next steps.
* Sleep: After your long trek of sleeping in cold tents and caves on the bare ground, the rest stop offers warm, clean beds. You're guaranteed to sleep the full night, including protection from any [[RecurringDreams pesky]] [[DreamingOfThingsToCome prophetic dreams]].
* Hot food: After weeks of dried meat and hard biscuits, you'll enjoy hot stew and roasted meat, all washed down with ale and [[TheNeedForMead mead]] at the [[MyLocal friendly tavern]].
* Supplies: If you are not fortunate enough to have InfiniteSupplies, you can gather more weapons, ammo, clothes, and provisions to replace those you used or had to abandon; including [[WeSellEverything specialty items]] that [[ItMayHelpYouOnYourQuest may be needed later on in your quest]].
* [[TraumaInn Healing]]: Treatment with {{Healing Herb}}s is available for any new wounds received, or old ones that are acting up. Depending on the type of [[WoundThatWillNotHeal wounds]], you may only get partial healing, but it's enough to get you to the final confrontation (not guaranteed to last the full fight).
* Information: Our library has leather-bound volumes and ancient parchment with esoteric texts relating to the BigBad, {{McGuffin}} and [[GreatBigBookOfEverything other such useful topics]]. We can also provide mostly [[KnowledgeBroker accurate and up-to-date information]] on current affairs for those who have been out of contact, for a price.
* Directions: Either verbal, maps or the services of a guide for the next stage of your journey.
* Romance: After weeks of loneliness on the trail, you can flirt with the barmaid. Or, if your purse is filled with enough coins, some rest stops may have [[TheOldestProfession attractive courtesans]] who can help soothe your tensions away.
* Motivation: Even {{Determinator}}s can get disheartened. Here in the peace, comfort, and (optional) beauty of our Rest-and-Resupply Stop you can reflect, perhaps get advice from a [[OldMaster wise old mentor]], sage, or priest. This can remind you what you are fighting for and renew your HeroicResolve.

A harbor's rest stop will have ship repair services and nautical supplies. In science fiction, a spaceport or SpaceStation is the equivalent location for a rest stop.

Just be careful to keep your goal in mind and [[LeaveYourQuestTest not stay here too long]]. After all, TheCallKnowsWhereYouLive and we’d really rather not become a surrogate DoomedHometown. Also, you should watch your back, because even though you are fairly safe in the RARS, the enemy's spies or assassins might slip through. Especially those shady guys with the {{Black Cloak}}s and hoods, lurking in the dark at the back of the tavern.

In settings where appropriate, the RARS is often a HiddenElfVillage or equivalent. May also be an InnBetweenTheWorlds, the OnlyShopInTown or a [[TheNeedForMead fantasy tavern]]. The video game equivalent is a HealingCheckpoint.
Often contains the ActionFilmQuietDramaScene

TruthInTelevision, of course, ranging from the caravanserais and inns of the old Silk Road, to rest stops and NoTellMotel next to the modern highway, to visitor centers just over the state line, and even large towns and cities that started out in the medieval era as important rest stops for travelers and merchants passing through on carriages.
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!!Examples:

[[foldercontrol]]

[[folder:Anime & Manga]]
* ''Anime/DeltoraQuest'': Tom's Shop. Said shop includes supplies and the directions needed, but that the heroes cannot follow.
* ''Literature/FullMetalPanic'':
** In ''The Second Raid'' we have the little gem when it was the [[PlatonicProstitution similar prostitute that looks a lot like Chidori]].
** In the manga version (specifically on Sigma) we have a moment after Chidori is taken by Leonard Testarossa. After the kidnapping which includes bombs and pretty much a good deal of a good fight, Sousuke is bound to find a few of these. The {{Determinator}} part actually delivers the best gem of that arc.
[[/folder]]

[[folder:Literature]]
* ''Literature/TheLordOfTheRings''
** ''Literature/TheHobbit''. Both Rivendell and Beorn's home provide shelter and support to the weary travelers on their long trek to the Lonely Mountain.
** ''The Fellowship Of The Ring''. Frodo and his party find refuge at Tom Bombadil's house and Rivendell, and the Fellowship benefits greatly from their stay in Lothlórien.
** ''The Two Towers''. Faramir's hideout in Ithilien, where Frodo and Sam find food and rest during their journey to Mordor. Faramir grants Frodo (and anyone under his protection) the right to go anywhere in Gondor for AYearAndADay, and gives Frodo and Sam walking staffs with the (magical?) virtue of finding and returning.
* ''Literature/TheLionTheWitchAndTheWardrobe'': The beavers and their lodge acts as a rather short-term version and demonstrates the dangers of offering these services.
%%* ''Literature/HarryPotterAndTheDeathlyHallows'': The trio use Bill and Fleur's cottage in this way.
* ''Literature/TheChroniclesOfThomasCovenant'' (all three trilogies) has [[GhibliHills Andelain]]. While not a human (or other race’s) settlement like most examples, it still provides the peace, protection, and motivation.
* ''Literature/DeltoraQuest'': Pretty much each of the books has its own RARS:
%%** ''The Lake of Tears'' has Raladin for both before and after the confrontation.
** ''City of the Rats'' has [[OnlyShopInTown Tom's shop]]; particularly high on the resupply factor...
%%** In ''The Shifting Sands'': You could say that the Games Inn in could count, although they almost paid a price [[MadeASlave rather higher than expected]].%%Examples aren't ambiguous; there's no such as thing as "You could say it could count". It fits or it doesn't.
%%** ''Dread Mountain'': Their time with the Kin and the Dreaming Spring.%%ZCE
%%** ''The Maze of the Beast'' has the [[LaResistance Resistance]] stronghold, although their reception is decidedly cool.%%Why's it an example?
** ''Valley of the Lost'': Their brief visit to Tora magically relieves them of their stress and worries while they are there.
** ''Return to Del'': Withick Mire where they make their final plans and Barda heals from [[spoiler:being poisoned]].
* In "The Galaxy, and the Ground Within," the fourth book in the {{Literature/Wayfarers}} series, the tale takes place entirely at the Five-Hop One-Stop, a galactic truck stop for long-haul spacers, after a technological mishap halts all travel to and from the planet it's situated on for several days.
* In Creator/IsaacAsimov's science fiction novel ''Literature/TheStarsLikeDust'' the [[PlanetaryNation independent planet Lingane]] controls a number of strategically located small planetoids (incapable of supporting any independent populations themselves) on which the Linganians have built servicing stations which provide anything passing ships might need "from hyperatomic replacements to new book reels".
* The Creator/RobertAHeinlein science fiction short story "Literature/{{Misfit}}" details how a group of young men in the "Cosmic Construction Corps" work to convert a small asteroid into Space Station E-M3 (including moving said asteroid into a new orbit, between the orbits of Earth and Mars). When Space Station E-M3 (and two other stations, E-M1 and E-M2) are in place and completed "no hard-pushed traveler of the spaceways on the Earth-Mars passage would ever again find himself far from land--or rescue".
* In Heinlein's novel ''Literature/BetweenPlanets'' Circum-Terra Station (in orbit around Earth) is described as having many functions, from meteorology to astronomy to [[BreadEggsMilkSquick serving as the place where the government stockpiles nuclear weapons to keep Earth's population in line]]. But the space station's main function is as a transfer point for freight and passengers from short-ranged surface-to-orbit shuttlecraft to interplanetary liners, and for that purpose it has refueling facilities, repair yards, and even a large hotel with [[CentrifugalGravity artificial gravity]].
* In Heinlein's novel ''Literature/StarmanJones'' interstellar travel is accomplished by way of a PortalNetwork of "Horst congruencies", leading to one of these on a planetary scale, in the form of Garson's Planet. Garson's Planet is bitterly cold, with an unbreathable methane atmosphere; it is "the least unpleasant" of the thirteen planets of its star, Theta Centauri. However, the Theta Centauri System is at the other end of the Solar System's sole Horst congruency...but there are half a dozen other congruencies accessible from Theta Centauri, and Garson's Planet has therefore become "the inevitable cross-roads for trade of the Solar Union". While parts of it are evidently rather high-class, the parts directly depicted in the novel tend to the seedy side, with lots of bars (complete with bar girls) and other "tawdry inducements for the stranger to part with cash".
* In Creator/LoisMcMasterBujold's ''Literature/VorkosiganSaga'' interstellar travel again is via Portal Network (of "wormholes") meaning these -- whether space stations or whole planets -- are common in the setting. A notable example is Kline Station, a politically independent space habitat in a distant orbit around a "dark star" with no planets, but near which half-a-dozen wormhole exits can be found within practicable sublight cruising distance of one another; the "Docks and Locks" area of the space station complex features prominently in ''Ethan of Athos'' (mostly set on Kline Station) and it's very clear that, while it obviously has no natural resources of its own, Kline Station is nonetheless a significant commercial center on account of its position on the wormhole nexus. The planet Komarr is even more important to the action of the saga; while (unlike Kline Station) it ''is'' a planet, it's a pretty worthless one (cold and without a breathable atmosphere, with the population living in [[DomedHometown domed cities]]) without much in the way of natural resources, but once again of strategic importance on account of being at the convergence of numerous important wormhole routes. Komarr has been "a galactic trade crossroads for centuries", with an economy founded on "providing services to the trade ships of other worlds" that pass through its wormholes. As on Kline Station, Komarran domes prominently feature "Docks and Locks" districts, where cargoes can be loaded and unloaded. The broader Komarr System also features a number of off-planet space stations at the entrances to the wormholes.
[[/folder]]

[[folder:Live-Action TV]]
* ''Franchise/BattlestarGalactica'' had variations of this in both the classic and reboot shows, both in the pilots, no less:
** ''Series/BattlestarGalactica1978'': In ''[[Recap/BattlestarGalactica1978SagaOfAStarWorld Saga of a Star World]]'', ''Galactica'' and her wards are dangerously low on supplies, and put in at the planet Carillon to rest and resupply. [[spoiler:It's a Cylon trap, and it's only through the efforts of the ProperlyParanoid Colonial Warriors under Adama's orders that they are able to get the Colonial civilians back to their ships and fight their way out.]]
** ''Series/BattlestarGalactica2003'': In the pilot miniseries, ''Galactica'' is effectively unarmed, having just been converted into a museum ship, and the entire fleet is short of supplies because it consists mostly of whatever ships happened to be traveling between the Colonies when the war kicked off. So they put in at Ragnar Anchorage, a secret Colonial supply base protected by a radioactive cloud that interferes with Cylon systems. This is also how they discover the Cylon "skinjob" infiltrators when one of them begins malfunctioning due to the radiation. Once they've loaded up everything they had time to grab, they have to fight their way out past the waiting Cylon fleet.
* ''Series/DoctorWho'': The TARDIS functions as a mobile Rest and Resupply Stop despite being the iconic ship of the series. Functioning as a place where the Doctor and the companions find most of the items in the list; including supplies to chase the {{monster of the week}} such as in "[[Recap/DoctorWhoS31E10VincentAndTheDoctor Vincent and the Doctor]]".
* ''Franchise/StarTrek'':
** In an early episode of ''Series/StarTrekEnterprise'', the ''Enterprise'' crew come across an automated repair station which is just what they need after suffering damage in the previous episode. They pull in and get refitted, only finding out later that the station has no problem covertly salvaging parts (including crewmembers) from the ships it is repairing.
** "Encounter at Farpoint," the first episode of ''Series/StarTrekTheNextGeneration''. Farpoint One wants to get certified by the Federation to be an official wayside stop and the ''Enterprise'' is sent to check them out.
** ''Series/StarTrekDeepSpaceNine'': The titular SpaceStation is one of these because said station is sitting right next to a [[PortalNetwork Wormhole]] that connects the Alpha Quadrant with the Gamma Quadrant some 70,000 light years away.
** ''Series/StarTrekVoyager'': Given that the titular ship and her crew spend most of the series stranded on the far side of the galaxy in the Delta Quadrant, Voyager had to stop off at these from time to time, [[InfiniteSupplies though not as often as some fans would have liked]].
*** In "Prime Factors", a PleasurePlanet invites them to stay for R&R, asking only for tales of their adventures in payment. However, the planet also has technology that could get them home faster, causing a rift in Voyager's crew when the locals refuse to trade it.
*** In "Fair Trade", Voyager stops at a SpaceStation before crossing the Nekrit Expanse, and Neelix becomes obsessed with finding a map of the Expanse because he's passed out of the [[NativeGuide region he knows]].
[[/folder]]

[[folder:Video Games]]
* There are several such places in ''VideoGame/FinalFantasyX''. First, there is Rin's Travel Agency, which has several locations across Spira. Normal towns have also served as such for the protagonists.
* ''Franchise/BreathOfFire'':
** ''VideoGame/BreathOfFireII'': Providing Sleep, Healing, and a Save Point in the middle of a Crossroad between a Witch Tower, a Restaurant where they will cook the weak, a town where you can't save and [[ArsonMurderAndJaywalking the river route to a Cake sale]].
** ''VideoGame/BreathOfFireIII'' takes it further by making the player bring it over for almost everything but Supplies. Given that the characters discuss the events you can remember where you left your game all that time ago, but not your fairy village (which the player can make it a supply point and a place for buying some top-tier weapons), and recall which town or dungeon you needed to go.
* Poke Marts and Pokemon Centers act as a cross between this and HealingCheckpoint in ''Franchise/{{Pokemon}}'' games.
* The ports in the ''VideoGame/UnchartedWaters'' series are subdivided into full-scale ports with all manners of shops and institutions, and these--tiny settlements, usually far from the main civilization centers, whose only function is to give your fleet a chance to weather a storm, stock up on food and water, and repair your ships if necessary.
* ''Franchise/DragonQuest'':
** ''VideoGame/DragonQuestVI'' has the Service Call ability, which summons a random merchant/inn/priest while on the field.
** ''VideoGame/DragonQuestXI'' has Campfires located in many points in the Overworld, which provide not only safety from monster attacks, but a free inn, a statue that provides all the functions of a Church, a place to use the forge, a place to call your horse, and usually a merchant.
* ''VideoGame/LuxarenAllure'' has the combination inn, weapon and consumables store, and alchemy facility, on a side path off the Pehl Mountain Path.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has stables all across Hyrule, which also serve as inns, and [[IntrepidMerchant Beedle]] can usually be found nearby.
[[/folder]]
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