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![]() As agents of the multiverse, we will run into many threats and dangers in our travels, but the enemy we are here to fight is the Corruption. It is uncertain where the Corruption originates, or how intelligent it is. It seems to act as a hive mind, drawing in and absorbing those souls it infects until it spreads across entire worlds. In dimensions where it has infected space faring races, it has consumed entire galaxies. Infections can be prevented, or destroyed, but we have not yet found a way to reverse the infection once it has completely taken over a host, though we hold out hope. Be aware. Be vigilant. Come back safe. OOC Corruption Questions (Click to Expand)
![]() ❔ Are there still plants/animals/air on dead/Corrupted worlds? ❗ Yes! Though these worlds have been changed, they still exist almost as ghosts of themselves. Infected plants and animals become shades, much like people, and like other Unawakened Shades, they mostly go through the motions of their old lives until they are disturbed or directed by an outside force. Bees still pollinate, trees grow beneath a sepia sun, the shadows of fish flicker through ashen streams, all in complete silence. That being said, it would probably be a bad idea to eat an apple from a Corrupted tree (if it even would taste like anything). Water is generally safe enough, as are things like canned food, but any living food sources should be avoided until purified. This can occur naturally over weeks in areas where the active sources of Corruption have been driven out, or within a few hours if Vital has been applied. ❔ Can the Corruption affect deities or beings like The Endless? ❗ The Corruption is a sort of anti-reality-- a hole in what is. If a particular entity is strongly tied to their world, they would likely suffer to the extent their world/followers would suffer, but really that extent is up to you. Beings like The Endless would have a lot more immunity, as they don't really exist in any one place over another, but if the Corruption somehow got into their realms or enough worlds succumbed to it, they might notice effects. ❔ Can non-agents find Artifacts? ❗ Someone without a Key Gauntlet may stumble across a Corrupted Artifact accidentally, but they would have to be incredibly powerful in order to hunt them down purposefully without that sort of outside assistance. Someone like Doctor Strange or Doctor Fate might be able to, for example. ❔ What happens if my character uses an Artifact? ❗ The Artifacts are kind of like The One Ring. They'll slowly gain more influence over a user over time, depending on the strength of their will and the power of the Artifact. An Artifact will always act in its own best interest, and with the goals of opening Rifts and further spreading the Corruption. ❔ Are the Artifacts always magical in nature? ❗ Nope! They can be high tech, or even just mostly mundane instead. Sometimes an Artifact's only goal is just being in the right place at the right time, like a conveniently placed knife on a table behind a politician during a heated argument. The magical ones tend to be the most dangerous and crafty, however. ![]() ![]() These Artifacts exist with the sole purpose of causing enough destruction and destabilization within a world that a rift in time and space is torn open through which polyps can slip through and grow into Behemoths. If a Behemoth is already present and growing somewhere, they exist to create food sources for it, which can range from unstable magics to nuclear war. Behemoths aren’t picky. Some Artifacts are semi-sentient, and can actively influence people that touch or venture near to them. As such, it is incredibly important that operatives are careful when handling them. In an emergency, a bit of raw silk can be used to temporarily handle and contain the less powerful ones, but Artifact Containment Gear is recommended when possible. Artifacts and their powers and influences can only be completely nullified when placed into a Walker’s Vault. The main vault is located in a hidden location in Sanctuary, but the Omphalos has a smaller working Vault for temporary holds as well. ![]() ![]() Unlike the Rifts caused by the Corruption, Gates are made with surgical precision, and are healed over again when they are closed. There are naturally occurring Rifts as well, like those that draw unlucky individuals from their own worlds to Sanctuary or other Nexus points, but those are exceedingly rare, and tend to heal up on their own within a few hours. Corrupted Rifts are ragged wounds in time and space, which can grow and become infected if not treated, allowing Behemoth polyps through to take root and spread. Omphalos operatives can carry tools called temporal needles that can be fired at Rifts to allow them to knit back together and drive back any infection. These tools can be carried and used by anyone, but there are plenty of other ways to heal a Rift which may speed up the process depending on the skill set of the given team. Many magic users have a natural affinity for it. All Rifts should always be approached with caution, but Corrupted Rifts especially. Reality tends to break down the closer one gets to the Rift, and the bigger the Rift, the worse the effects. One never knows what they might encounter, and it takes precious time to heal a Rift, time which may be taken advantage of by enemy parties. One should always wear protective gear while working with a Rift, or they risk madness or mutation, even from secondary contact with objects or animals who have been recently warped. ![]() ![]() Thankfully most worlds are not hospitable environments for these tiny horror fluffs. When worlds are healthy, they have many natural defenses that kill off the majority of invading polyps. Artifacts begin to appear with the very purpose of destabilizing those defenses, tearing open new rifts, and creating food sources for these polyps to grow. And if even one polyp manages to grow into a full sized Behemoth, things can go very bad, very, very quickly. ![]() ![]() They often burrow beneath cities or within cave systems while they are small, and then emerge when they are large enough to begin creating Heralds and infecting the local populace. At this point, a Behemoth’s huge, slug-like body is near invulnerable. They are best taken care of when small, because if they are large enough to begin producing Heralds, then they can only be destroyed from the inside. Luckily, Behemoths are not smart– they leave that to their squid-like defenders– and they will not try very hard to avoid swallowing things like explosives if one can get close enough. Behemoth nests are rife with Herald eggs, and Scavengers hatch from the very back of the monster. Equally hazardous to magic users, Behemoths often tap into and completely drain the local ley lines, and if not properly shielded, an unwary spellcaster may find their own wells tapped dry too. Behemoths are immense, usually about 100ft or so from head to tail when they are full grown. They are a sludgy gray and slug-like, and use a host of four powerful, clawed fins to get around and burrow up towards the surface. Thankfully once they are full grown, they are not incredibly mobile, though they can thrash about well enough. Behemoths that are not full grown will hide themselves within lairs underground, which tend to be putrid in smell and very cold. They can grow very quickly if left unchecked, particularly if there is plenty to eat. ![]() ![]() At the outer limits of a Behemoth’s territory, Heralds tend to travel alone, but they group together more the closer one gets to a Behemoth’s lair. They do not speak themselves, but they are far more intelligent than they may appear, and some are alarmingly good strategists, choosing to communicate their intentions through the packs of Shades they control. Heralds do not tend to strike themselves, as they are fairly delicate. Their thorny appendages are for corrupting captured individuals in order to make more Shades. They can become incorporeal as a defense mechanism, which can make for problems. However, in order to control the Shades beneath their command, they must be solid, and they must be still enough to concentrate. Many choose to wedge themselves up somewhere in order to hide while doing so, and they can fit into annoyingly small spaces to do it. Fortunately for everyone but the Heralds, they can also be tracked in the same way as the Shades themselves, as they tend to be a much lower temperature than their surroundings. Being captured by a Herald is not an immediate death sentence. It takes several hours for most average individuals to succumb to the Corruption, and those who are strong willed or possess abilities that can help them fight off the infection may last even longer. Those who escape may experience exhaustion and apathy for days afterwards, but they will eventually recover. We do not yet know of any way to reverse Corruption once it has taken hold. |
![]() ![]() They tend to travel in swarms, but the vast majority of Shades will ignore their surroundings without the presence of a Herald or Behemoth to direct them unless they are disturbed. There are exceptions to this rule, however. Some Shades seem to possess a mockery of their old intelligence and abilities. Not only can they act on their own wills, but they, like the Heralds, can control other Shades around them. Many of these Awakened Shades are considered far more dangerous than any Heralds, because while they cannot directly corrupt individuals, their abilities are often unpredictable, and they often resort to emotional manipulation of their targets of choice. It isn’t uncommon for Shades that were once loved by someone in the vicinity to abruptly become an Awakened in order to tempt their friends and family to join them. Physically, Shades often resemble the general configuration of what they once were, but most identifying features are replaced by a uniform ashy grayness and a faint translucency, though they hit far harder than any ghost. Very old Shades may become even more phantom-like, becoming nearly invisible aside from a faint shimmer in the air as they move. Luckily, they can still be detected thermally as a spot of extreme cold compared to their environments. Awakened regain much of their old appearance, though they retain no color to their features, and possess an old sort of pale eye-shine in dark spaces. Shades do not seem to feel pain or grow tired, though they can be injured or knocked unconscious in the same ways that they could before the corruption. They are generally sapient beings rather than animals, though not always, and still seem to require the same food, water, and breathable air that they did before they were shades, though to a much lesser amount. It's theorized that this is why the Corruption does not immediately completely destroy the worlds it infects--- though what it may be amassing the Corrupted for may be much more sinister. ![]() ![]() They seem to be fairly mindless outside of this, but care should be taken when dealing with the Behemoth that birthed them. Scavengers are extremely defensive within the nest, and more may hatch from the back of a Behemoth if the eggs are not quickly destroyed first. Scavengers may be small, but many of them working together can overwhelm an unwary individual, and their chitinous limbs are very tough and sharp. Dead Scavengers should be disposed of as soon as possible, as the scent of them often attracts more Scavengers. They dislike fire and will avoid approaching a large enough flame, but only as long as they haven’t been stirred into a frenzy. This tactic will do little good within a Behemoth nest. ![]() Not everyone who cooperates with the Corruption has been infected and possessed by it. Artifacts and Shades alike can be very tempting in their promises of power and other desires. They lie and coax in order to get what they want. Some fall to this temptation out of greed, others through desperation. These types of individuals are always extremely dangerous and should be approached with caution. Questions & Answers (Select to Learn More)
❔What do the Corrupted smell like? Do they have a scent? ❗ The Corrupted do have a scent, but generally it tends to be very subtle. Heralds, Behemoths, Scavengers, and Polyps all smell kind of like stale freezer, like dust and cold, which sometimes can make it hard to pick them out from their environments, which tend to be, well, destroyed cities and rubble. Behemoths also smell a bit damp. Shades smell like they did before they were Corrupted, only slightly less so. There's a touch of that freezer smell about them too, but it's hard to detect unless you're close. ❔Are the Shades physical, or are they like ghosts? ❗ The Shades can be hard to see, but they are physical for the most part. If they were something that could become incorporeal before they were Corrupted, however, that ability translates over to their Shade-self as well, and the Corruption can infect almost anything. ❔What does it feel like to go through a Rift? How do they manifest? ❗ It depends on the Rift! Natural Rifts tend to be invisible, or look like a kind of distortion in the air, like a heat shimmer, which is part of why it's so easy to stumble into them when they do appear. Natural Rifts aren't usually physically harmful, though falling through one certainly can be jarring. Some people experience nausea and dizziness for a few hours to a few days after traversing through them. This is called portal sickness. Gates are structured, stabilized Rifts which use an existing structure to form. They simply look like whatever is on the other side of the Rift, like stepping into another room. They may hum a bit when first opening and when closing. Portal sickness is much less likely to occur with stabilized Rifts, and when it does, it's often much less intense. Corrupted Rifts are extremely dangerous. No one is entirely sure where they go. The closer one gets, the sicker one gets. One notable agent was spagettified getting too close to a particularly powerful one. Do not attempt to travel through Corrupted Rifts or approach them without protective gear. They can take on many different shapes and sizes, but most often they appear as a sort of pulsing, ragged tear in an area, sometimes in mid air and sometimes up against something or on the ground. Instead of being able to see through them like with Gates, they display sickly, shifting colors and patterns that make one nauseous to look directly at. |
![]() Hello, and welcome to Sanctuary! If you are reading this, you have likely recently been displaced from your world. You may be a single survivor or one of many. Either way, everything you have ever known, you have been forced to leave behind. The path ahead of you will be hard, but no harder than the challenges that you have already faced. You are here, you have survived, and you find yourself in a city of survivors. Whatever lies behind you, "astra inclinant, sed non obligant". The stars incline us, they do not bind us. Your story is not finished yet. If you have found yourself here in Sanctuary and you have not elected to join up with the AotM, then you have automatically been placed in our Relocation Program. When the time comes, and an appropriate match is found for you, you will be given the option to relocate to a new life in a new universe, or you may stay here in Sanctuary like many others have chosen to do. There is a chance that someday your world may be recovered. There are no guarantees, but there is always hope, and the AotM will continue to fight for that hope, but these alternate options remain for you, should you wish to pursue them. In the meantime, we offer you a home in Sanctuary. This land can be a challenging one, but it remains a challenge that you will not face alone, and with the same tenacity you have always shown, we know that you will find a way to thrive here, and make this community better for all. ![]() Upon arrival, newcomers to Sanctuary are provided with some basic necessities to help them get started. Some of these provisions may be gently used or a little big where clothing is concerned, but all are clean and well maintained. Newcomers are housed in temporary lodging provided by existing residents, which will vary. Occasionally you will be housed with room-mates or other families. Food and basic living necessities will be provided, but all able bodied residents are asked to help with the city gardens and other community resources where able. All newcomers are entered into a program to provide newly built housing, either in the form of a cabin or a bower, but waits can be long, and individuals may wish to pursue their own ventures should they have the skills. Most newcomers receive: ✦ 5-7 days worth of warm, weather resistant clothes, and a pair of boots. More or less depending on availability. ✦ A pair of snowshoes for those who are able to wear them. ✦ Three Glowstones. These magically charged quartz crystals are a heatless light source common around Sanctuary, and may be recharged through personal magics, or by leaving them out in Crackle Storms. They are useful as well as dangerous. Be sure not to be caught out in one! ✦ A tinderbox (new or used), a block of dried ink & a feather pen, a bar of soap, a waterskin, a hand axe, and a small travel pack. |
![]() Sanctuary's residents tend to prefer to barter for their goods, as it can prove difficult to find a common currency between so many worlds and cultures. As such, you will likely find yourself being paid in goods, or in coinage that tends to have a common enough value across various worlds, such as copper, silver, and gold. Places that accept coin will often have prices set under these three types of metal, and trinkets or jewelry of equal size and purity are also usually accepted. Healers & Doctors of Both Body and Mind Please report to one of the new arrival stations, the city houses of healing, or the bathhouse. Search & Rescue It's easy for newcomers and the inexperienced to get lost out in the wilds beyond Sanctuary, and though numbers have dwindled in the last few years, Sanctuary still gets new arrivals slipping into this universe through the occasional rift. Experienced survivalists are always needed to patrol the area in case of animal or monster attacks, or lost travelers. Interested parties should apply at the Adventurer's Guild. Expert Gardeners, Animal Specialists, & Field Hands Sanctuary's food supply has been better secured over time, particularly with the ongoing trade with the AotM, but these are cold and unforgiving lands sometimes, and clever gardeners and hard working field hands are always needed in multiple parts of the city, as are those who have a talent with livestock or working animals. Engineers & Architects Sanctuary is somewhat limited on the space it can use to build out. Outside of the hearthstones there is no protection against wildlife, monsters, or the terrible, twisting effects of Crackle Storms. As a result, the city's builders have had to get creative, and they are always looking for like minded thinkers to dream up new solutions for Sanctuary's many unique problems. Odd Jobs There are many other jobs within Sanctuary, some which pay better than others. Work can usually be found as a: Stable hand, hunter or fisher, map maker, travel guide or escorts, builder, mail carrier or messenger, baker or cook, glowstone enchanter, entertainer or bard, street sweeper, teacher, town crier, or woodcutter. Crafts & Goods The following goods are often in high demand in Sanctuary. If you have a talent for them, you may find work selling at one of the markets, or in joining up with the Artisan's Guild, which also helps to supply goods to newcomers. Soap, candles, carved quartz for decorative glowstones, ink & dyes, textiles, clothing & blankets, herbs & spices, teas, lanterns, survival gear & low tech weaponry, furniture, wine & spirits, toys & distractions, sleds & sledges ![]() Sanctuary Guides provide a special and often difficult service to the city, and therefore are compensated well for it. Their task is to help new arrivals settle in, and often they bounce between securing resources and housing, answering questions, finding jobs, and acting as a grief counselor, often all in one day. If you find yourself interested in becoming a Sanctuary Guide, please apply at the city office building. If you find yourself in need of a Sanctuary Guide, the following individuals can likewise be contacted at the city office. Arthur "Rusty" Donaughue Psiwolf - He/Him Kawaakari Sunbird - They/She |
World #33221 - Sanctuary Please note that The Omphalos and Sanctuary are in separate places. They are connected only by two gates, which are available to the general public. Sanctuary is on a planet. The Omphalos is a floating island in a pocket dimension. The Omphalos issues keys to Sanctuary to all its agents. Sanctuary is a fellow nexus, which allows its gate’s anchor points to connect harmoniously with the Omphalos without using outside energy, and a special, dedicated gate to this location can be found just off the lobby. Operatives are welcome to come and go as they like from Sanctuary’s port, though they are warned to stay inside the city if they can. Special, magically charged stones protect Sanctuary itself, but outside its boundaries are wild animals, unpredictable magical storms, and monsters. The land around Sanctuary is a frozen landscape most resembling a mammoth steppe, and in fact, much of its native flora and fauna hails from that long bygone age, though its nature as a nexus point draws in other beasties as well. It is a small, coastal city surrounded on three sides by thick forest, and on the other side, the steppes and then the sea. Dangerous weather and out of control wild magic prevent anyone from venturing past the mountains that encapsulate the whole thing, and strange leviathans dwell in its seas. But during the summer months, the area is almost pleasant, and the Omphalos does a lot of trading with Sanctuary– mostly game, leather, furs, and fish. The city has little to no notable technology. The magic storms that strike the area on the regular degrade most technology at best, and at worst, can send it absolutely berserk. Those with cybernetic prosthetics or who are non-organic beings are warned to avoid traveling outside of Sanctuary’s walls at all, and are urged to exercise caution while within them. Most should be fine with repairs as long as they are not hit by a storm outside of the protective shielding, but it pays to be cautious. The city itself has a varied population. Many are refugees resettled from lost worlds. Some are the infamous Sunbirds, a raptorial, four armed, bipedal bird-like race that superficially resembles earth’s harpy eagles. They are wingless and possess a metallic sheen to their feathers, which is what gives them their name. They were one of the first to settle Sanctuary after they were rescued from their own dying world, and no one doubts they run Sanctuary, mostly because they won’t let anyone forget it. There are also rumors of a shapeshifting wolf people within the woods, ones with vast powers of the mind that howl to warn of storms or danger, but sightings of them are rare, and they like to keep to themselves. Tech Level ![]() Magic Level ![]() OOC Notes (Select to Learn More)
Gates As many of the friends and family of people who work in the Omphalos live in Sanctuary, there are two public gates for free use in Sanctuary that transport people back and forth to the Omphalos's lobby. Visitors are welcome in the public facing areas of the facility, and there are even school trips occasionally. One gate can be found in Sanctuary's town square, while the other can be found at the edge of town near the farming sector, just outside of the city gates. Since these gates still run off Walker blood and must be activated for use, they are only available when they are being actively manned, which also helps to prevent wild animals and bad actors from getting through. Laws & Security Sanctuary is only about five years old, and in all the rush to get food and shelter established, it doesn't have too many official, established laws yet. That being said, it's far from a free for all, and there's a general, unspoken rule of, 'everyone gets along' and 'everyone puts in work'. If you steal from or menace the populace, chances are that someone is going to catch you eventually. What happens to you then depends on who catches you and how bad what you did was. Sanctuary is a city of survivors, and they protect their own. Frontier justice is very much alive and well on the frozen steppes of this world. Crackle Storms The effects of Crackle Storms are left vague on purpose to allow player freedom. However, if you'd like a touch of fate in your encounters, feel free to use this chart to roll some dice or to use for inspiration! Crackler Effects (Mild, Temporary) Roll 1-6 on a 20 sided die - Effects last for a couple of hours to a week or so. ◂ Your character can see in ultraviolet. ◂ Your character experiences a shift in awareness that allows them to perceive time differently. Everything seems to be moving in slow motion. This only lasts a few hours, but it feels like months. ◂ Your character leaves trailing after images of themselves wherever they walk. Many NPCs generally won't touch them or get near them until this fades for fear of it being contagious. ◂ Your character experiences a personal time loop of a few seconds to minutes every time someone says a certain word or phrase. They move back, but the rest of the world stays put. The village children may decide to make a game of this. ◂ Your character finds a dead body in the snow. It's them from another timeline. If your character touches it, it dissolves into snow. ◂ Your character has no reflection. If they had no reflection before, their reflection is now someone else's face. Alternatively, their reflection gains a life of its own. It can't touch anyone, but it sure is a jerk. ◂ Your character can hear singing. It's hauntingly beautiful and sad, but they're not sure where from. It sounds more like whalesong than words. Crackler Effects (Moderate, Temporary) Roll 7-17 on a 20 sided die - Effects last for a few weeks to a few months. ◂ Your character loses their memories. ◂ One of your character's items becomes sentient. It's not friendly. ◂ Your character temporarily loses all their powers, if they had any. If they had none to start, they now have the temporary ability to float about five to ten feet off the ground at will. ◂ Your character temporarily devolves into one of their ancestor's species. How far back you go along the genetic family tree is up to you. ◂ Your character gains spirit sight. There are ghosts everywhere. Most don't say anything or move. They just stare with hollow eyes, stare and stare. ◂ Your character grows an extra eye somewhere on their body. It closes and vanishes again after a time. Your character can't see through it, but it seems to look around with a will of its own. ◂ Your character wakes up with a different amount of fingers each day for a week. Crackler Effects (Severe, Permanent) Roll 18-20 on a 20 sided die - Effects may be undone by powerful magic or by surgery, but are otherwise permanent. ◂ Your character is caught out in the storm close to a plant or animal. Some of this plant or animal's traits are a permanent part of their anatomy now. ◂ Your character ages 5 to 10 years, or de-ages 5-10 years. ◂ Your character stops aging, period. This probably won't be evident immediately. If your character was immortal before, they now begin to age normally. ◂ Your character loses one of their powers/abilities for good. ◂ Your character turns invisible and intangible whenever they are touched by the light of the full moon. ◂ Your character gains an extra, functioning limb. What they get is up to you. ◂ Your character no longer needs to sleep. In fact, they'll find that they can't. Their bodies can be knocked out and made useless, but they retain awareness the entire time. If they try to astrally project, strange things happen. ◂ Your character goes mostly blind, but can see living auras. ◂ Your character becomes inexplicably drawn towards the sea. If they finally venture in, they will find themselves growing gills, scales, and fins, and possessing a sudden immunity to the cold. However, as long as they are in this form, they will also draw the attention of monsters from the depths. ◂ Food and drink has no taste anymore, but your character finds that they can eat almost anything without becoming ill. ◂ Your character loses all their memories up until this point but retains the basics of how to speak and function. Questions & Answers (Select to Learn More)
Have a question about this world? Feel free to ask! I'll add it here! ❔ Are there cars in Sanctuary? ❗Sanctuary's streets are fairly narrow. They're made more for foot traffic and the occasional cart and beast of burden rather than modern vehicles. To add to that, most of the main streets are made from cobblestone, and most of the outer roads are dirt roads. While something smaller, like a motorcycle might be able to fit, with the crowds that tend to populate Sanctuary's inner roads, any attempts would likely be met with many angry complaints for disrupting the existing foot traffic. The dirt roads on the outer limits of the city, near where the farms are, are a better bet. As long as one is careful not to interrupt crops or livestock, there's more room to roam here while still staying within the safety of the shields. Off road capable vehicles may fare alright outside of the city entirely-- the steppes are pretty wide open. But there's always the risk of any electronics being severely damaged if caught within a Crackle storm. ❔ Do Crackle Storms mutate technology? ❗Crackle Storms tend to break technology-- if it's ordinary. The more high tech, the stranger the effects get. They don't mutate like plants and animals do, but they may explode, melt, corrode, or in the case of sapient technology like cybernetic beings or AI, they may go temporarily or permanently mad and become aggressive towards everything around them. Tech is generally safe within the shielding of the hearthstones, but some of the really bad storms can still cause damage to electronics, which is why Sanctuary tends to opt for lower tech options for day to day life. ❔What year is it? ❗ Depends on where you are! Time and interdimensional travel can make things tricky, and places like Sanctuary aren't yet organized enough to have settled on a specific calendar system. Both Sanctuary and The Omphalos tend to go by Earth's Roman calendar in terms of months and days, however-- so June, July, etc. But only the Omphalos and its agents are officially on, 'Year Three' or 0003. It's a lot harder to get Sanctuary's myriad of citizens to agree on a year, and you're likely to get different answers from different people, particularly if they're new arrivals. Tidbits & Trivia (Click to Expand)
✦ Sanctuary has two bright stars that travelers use for guidance known as 'the Lupines'. They are named after Sanctuary's psi-wolves, who often alert the locals to storms and similarly guide lost travelers to safety. There's a mercenary group called The Twin Star Mercenaries that are named after these two stars. |
![]() Gate Status: Security Level 0 Anyone may receive a gate pass to and from Sanctuary. The Agents of the Multiverse do not currently have a designated outpost or Enclave here, so overnight arrangements must be settled on a personal basis if desired. The city of Sanctuary is considered fairly safe, though venturing beyond its gates, particularly after dark, comes with far more hazards. Dominant Trade System: Bartered Goods, Precious Metal Coins Most locals prefer to trade directly for goods, but will also take any sort of coin or small object, as long as it is gold, silver, or copper. Sapient Species: Sunbirds, Psi-Wolves, Human, Many Others There is a large human population present in Sanctuary, as well as the avian Sunbirds, and the telepathically gifted lycanthropes known as the Psi-Wolves. Beyond this, as Sanctuary is a Nexus, there exist here species of all sorts from all over the multiverse. Technologically based, inorganic beings often find the hazards of Sanctuary's Crackle Storms and intense temperature drops challenging, however. Local Factions: The Switchback Forest Pack, The Twin Star Mercenaries Transportation: Horses, sled animals, hired sapient mounts, foot travel, carts & carriages, boats You may be able to get away with some forms of motorized transportation inside the city walls, though Sanctuary's streets were not built for that. Outside of the protection of the hearth stones, it is considered exceedingly foolish to bring large electronics-- they're prone to exploding or turning on their owners, and Crackle Storms are unpredictable. There are also really no proper roads. Beyond mounts both animal and sapient, a river goes through the middle of the city all the way to the sea that is often used for quick transportation by some. Hearthstones These mysterious, deep red stones are embedded in the earth at regular intervals around Sanctuary's borders, and were there long before the first of its current inhabitants arrived. No one is sure where they come from, but they keep the temperature within Sanctuary slightly warmer than the rest of the area, keep the dangerous animals and aberrations out, and most importantly, protect Sanctuary from the ravages of Crackle Storms. Notable Locations: The Sparrow & Hare Tavern, The Fireside Market, The Scrapyard, Mammothjaw Hotsprings & Bathhouse, The Vault, Switchback Forest, The Ghost Barrens, The Obsidian Sea & Osprey Cove, The Hunting Outpost The Sparrow & Hare is the city's most popular tavern, and where most visitors choose to stay if they have rooms available. The Fireside Market, named for its many, seemingly ever burning braziers and bonfires, is a pleasant place to purchase goods. The Scrapyard, on the other hand, has a habit of being a little more colorful, but you can find almost anything there. Osprey Cove and its public use hunting outpost are a long hike, but good for fishing and game hunting. Lastly, the Omphalos’s main Artifact Vault is hidden somewhere near Sanctuary, though its exact location is known only to Guardians and trusted Special Operatives. Local Trade Goods (Select to Learn More)
Flora & Fungi Cloudberry & Cranberry Tea, Candies & Jams; Nettle Tea; Beebalm Tea & Mouthwash; Duck Potato & Burdock Chips; Black Walnut for food & Ink or Dyes, Chicory Coffee, Watercress, Asparagus, Yellowfoot Chantrelles, Dulse & Dulse Bread, Sugar Kelp, Birch Syrup, Arnica Ointment, Dried & Fresh Mountain Thyme & Wild Mint, Fireweed Honey, Popped or Dried Amaranth. Fauna Meat, Fur & Feathers (Mammoth, Elk, Harlequin Duck, Caribou, Musk Deer, Steppe Bison, Wild Boar, Snowshoe Hare, Moose, Scimitar Cats, Foxes, Ermines, Black Bears, Short Faced Bears, Rock Doves, Ptarmigan, Snowcocks, Snow Geese, Highland Cattle, Giant Ground Sloths, Musk Ox, Vicuña); Seafood (Sea Cucumbers, Octopus, Shrimp, Pike, Freshwater Clams, Scallops, Red Sea Urchins, Smelt, Crucian Carp, Salmon, Chub, Various Seals & Sea Lions, Herring, Auks, King Crab, Pollock, Halibut, Whitefish, Saffron Cod, Lake Trout, Giant Isopods, Abalone, Char, Flounder, Navaga, Bluefin Tuna, Swordfish, Mackerel, Zander); Insects (Dried Mayflies, Giant Cave Spiders) Live Animals Vicuña, Steppe Horses, Caribou, Forest Cats, Rock Doves, Harlequin Ducks, Owls, Ravens, Eider, Sea Eagles, Goshawks, Peregrine falcons, Golden Eagles, Gyrfalcons. The Sun Birds, a species of large, bi-pedal, sapient avians, have formed a particular affinity for the local predatory birds, particularly the Gyrfalcons and Golden Eagles. While their ancestors were taken from the wild, the animals that the Sunbirds sell have been hand raised for generations now, and seem to be unusually clever and long lived compared to their wild counterparts. The Sunbirds are the only group allowed to breed and sell these birds, and they're very selective about who they go to. Other Vicuña Wool, Glowstones, (Quartz of various color & shape that are capable of absorbing magical energy and releasing light in return. They are often charged out in Sanctuary's Crackle Storms.), Highland Cow Butter Notable Wildlife (Select to Learn More)
Sanctuary is home to many animals now long extinct in other worlds. Mammoths roam the steppes, and mastodon can sometimes be found within the surrounding forests. Scimitar cats and enormous short-faced bears fearlessly stalk hapless travelers who venture beyond the safety of the city walls, and Giant Ground Sloths and Megaloceros can be spotted closer to the mountains. The vast majority of these prehistoric creatures seem to be from the Pleistocene Era, though the massive ground spiders and millipedes that live in the mountain caves may be from an even older time. Despite this, you're still more likely to find animals closer to Earth's 'modern era' on a daily walk. The prehistoric beasts of Sanctuary are numerous, but also often clever, and they seem to know how to vanish at a moment's notice-- even the biggest of them. The majority of them vanish entirely when Sanctuary's harsh winters set in, migrating to some unknown place. Some suspect they know a way through the tunnels that go beneath the impassable mountains that flank Sanctuary, but no one has yet been successful in tracking any of these animals through, and many don't return from trying. There are also many other animals unique to Sanctuary. Beluga Whales, Narwhals, and Orcas frequent the outskirts of Osprey Cove, along with the ever shifting seal colonies. Polar Bears and the occasional leopard seals can be encountered out on the ice, and even further out, Humpbacks, Bowheads, Sperm Whales, and even the occasional massive Blue Whale can be spotted. Going out on the water or the ice after dark is cautioned against, however, because enormous Aberrations also patrol the waters once the sun goes down, and many of them can easily swallow a ship. In the forests there are wolves, flying squirrels, ravens, and wolverines. Terns and Skua like to follow fisherfolk back to Sanctuary, and can be persistent pests where food is involved. The Sunbirds employ their raptors to keep them at bay, and to protect the flocks of Harlequin Ducks that wander the streets freely in their sector of the city. The forests here are mostly pine, fir, and spruce, but you will find redwoods, aspens, birch, rowan, and cedar as well. By nature, any flora and fauna within Sanctuary are cold-hardy species, but less hardy species can sometimes be found within the city itself, particularly in and around the hotsprings and bathhouse. Hazards & Important Notes (Select to Learn More)
It should be noted that while the locals sometimes hunt the saber cats and other predators in the area to manage numbers and for their hides, it is an unspoken rule that the wolves living in the area be left alone. It is notoriously difficult to tell the wild wolves apart from some of the smaller lycanthropes that call the area home, and the Psi-Wolves are incredibly protective of their wild brethren even without accidents. The Megaloceros that are also occasionally spotted in the area are seen as a sign of good luck, and killing them is frowned upon. More serious threats can be found in the notorious Crackle Storms and more natural deadly weather found outside of the protection of the city gates. Crackle Storms can come on suddenly, though the larger ones can usually be spotted before they occur. A distinctive crackle-hum in the air arrives before most storms, followed by a prismatic aura that is as beautiful as it is deadly. Small storms can cause damage to electronics and can inflict individuals with temporary mutations or enchantments. Larger storms can drive artificial lifeforms insane, shut electronics down permanently, or cause systems to overload. They can cause long lasting or even permanent changes in living beings caught out in them, some turning into Aberrations. Aberrations are magically mutated flora and fauna, though plants and fungi seem to be affected significantly less often. They are often larger and physically different than their natural counterparts, sometimes even unrecognizable, and are often predatory and aggressive. Curiously, some creatures seem to change in the same way each time they are affected, like Sanctuary's rare, but infamous predatory trees. The Aberrations within the sea are particularly old and dangerous. Found records suggest that some of them have been living and growing within the icy waters of the Obsidian Sea for centuries, and they can and will devour errant ships within their path. Thankfully, most, though not all Aberrations prefer to hunt at night. Research Files & Mission Logs Research Files Nothing Currently Mission Logs Nothing Currently Maps & Enclaves Nothing Currently People of Interest Nothing Currently Art & Artifacts An example of an Aberration, done by Ivyking |