(How to get to the AotM Headquarters)
![]() The Omphalos, the HQ of the AotM, is located in its own mysterious pocket plain on a floating island. It cannot be accessed on foot, or by any other way but through Gates or other forms of interdimensional travel. Luckily, Sanctuary has two areas that host permanent, public facing Gates so that the city's residents can use the Omphalos's facilities, and visit friends and family. Additionally, many agents choose to live in Sanctuary and commute back to HQ for work. The primary set of Gates, of which there are three, can be found in Sanctuary's town square, near the AotM outpost office. After a quick security check to ensure there are no banned substances or unregistered weapons going through, visitors can go through and will find themselves in the Omphalos's lobby near the mail room. These Gates run 24 hours a day. The second Gate area is meant for much larger individuals, and can be found just behind Sanctuary's Giant Shelter. There is only one Gate here, and because it is so large, it takes quite a bit of power. This Gate is only powered up four times a day-- once at 6am, once at 12pm, again at 6pm, then one more time at 12am. Miss the cut off point as someone too big to fit through Sanctuary's ordinary Gates and you'll be waiting a while until the next one. The Giant's Gate leads out into the Omphalos's #colossus-bay instead of the lobby and is subject to similar inspections as the town square Gates.
Sanctuary sits in the cradle of an ancient caldera, which is responsible both for its hot springs, its black beaches, and in keeping it moderately defrosted compared to the frozen mountains that surround it. No one is sure what lies beyond the mountains. They are high and steep, and rocked nearly constantly by potent magic storm and blizzards. The only other life that the AotM is aware of is that of the Dome, an artificial rain forest environment reached through huge, ancient lava tubes that go deep beneath the mountains. The city has spread out since its early days, and is indeed bursting at the seams in some places now. It can be a cold, harsh, difficult land to live in, but a sense of solidary between its citizens keep it standing strong, and its bubbling hot springs and bustling markets lend the city its own merits. Much of Sanctuary has been settled by the refugees that the AotM bring back after a world has been deemed too far gone to save, but the area is a nexus, and occasionally individuals slip through natural rifts in the area too. You will also find that the AotM's agents also frequently prefer living in Sanctuary. Though the Omphalos may offer more modern amenities, there's less room there, and less freedom in many ways. The city itself is fairly safe, even at night, but outside of its boundaries is a wild and wooly land for sure-- literally in some cases. Sanctuary is famous for its mammoth herds. But there are also mutating magic storms, immense monsters within the sea, and hungry wildlife to contend with. It's best to go with a guide if you're wanting to travel to Osprey Cove, or know well how to defend yourself.
Sanctuary and Harbor both trade using the same system. The vast majority of traders will accept bartered goods or services as payment as well as coin, but some places, particularly places where there is a high amount of traffic or where more bulky bartering goods would be inconvenient, will only accept precious metal coins or similar small trinkets. Sanctuary and Harbor use copper, silver, gold, and 'jade' coins. Jade coins are a gold coin with a small jade piece set into its center, which can be checked for counterfeit by testing the jade for its distinctive 'ring', though some still do try to pass off colored glass or soapstone in its stead. Common Barter Goods Chopped wood, pelts & hides, duck potatoes, dried kelp, acorn flour, salt, axes & other tools, weapons, wool & textiles, thread & yarn, household goods, soap, candles, lantern oil, glowstones, dried fish & meat, alcohol, house work & building skills. Imported Goods Goods not from Sanctuary either come from Harbor (a dangerous, long journey where you might get robbed or eaten by dinosaurs), or through AotM donations brought in from other worlds. The Omphalos on its own is the size of a city, and while the AotM works hard to care for the citizens of Sanctuary, it still must feed its own first. Sanctuary has time to farm and hunt. The Agents of the AotM spend most of their time fighting The Corruption and rescuing survivors. As such, the resources the AotM can offer Sanctuary are limited. They foot the bill for getting new arrivals set up, and offer free medical care and two free meals a day in the Omphalos's mess hall to those who are in need. Each family is also entered into a lottery monthly, where they can put in a request for up to $300 dollars worth of goods to be brought back from missions with no cost to them. The rest is brought in with new arrivals by interdimensional travelers passing through. |
Tech-based beings, or individuals with technologically advanced prosthetics, often find living in Sanctuary difficult, however. While safe from the more dangerous effects of Crackle Storms within the city's bounds, technology is still often knocked temporarily offline within Sanctuary. Outside of its hearthstones, these individuals risk being storm-addled to the point of violent insanity if caught in a big enough Crackler. As such, there is often a measure of wariness from the population towards anyone with too much technology on them. ![]() (Click to Expand!)
The Twin Star MercenariesThough leadership for the Twin Stars tends to have a high turnover rate, this group of mercenaries seems to remain fairly loyal to Sanctuary and its citizens. They take it upon themselves to round up trouble makers (though what defines a 'trouble maker' tends to differ from person to person) and ensure that the city is a safe place to live and work. They also often engage in sweeps for lost travelers and individuals who have fallen through the occasional nexus rift, and take care of dangerous wildlife and mutated Aberrations after particularly bad Cracklers. For the most part, they are fairly well liked in Sanctuary, and often receive free or discounted drinks at many of the Inns. The Switchback Forest PackThough Sanctuary has a few other, smaller splinter packs of Psiwolves, the Switchback Forest Pack is its biggest and oldest. Once headed by the now deceased Kargo, it still remains a strong ally of Sanctuary and its people, though occasionally a distant one. Psiwolves tend to keep their own council, and their ability to sense Crackle Storms hours or days before they occur enable them to live well outside the city limits, only truly needing to venture into town during particularly bad storms. Many of their members are friendly though, and even the standoffish ones will often attempt warn the city of incoming storms whenever they can. ![]() (Click to Expand!)
You won't see very many modern day vehicles in Sanctuary. To start, its streets were clearly build for carts and animals or foot traffic, not cars-- they're narrow in many places and built with cobblestone. Secondly, even if you could fit a modern day vehicle down one of its streets, Crackle Storms still routinely interfere with electrical power, even inside city limits.Taking such a vehicle outside of those limits risks battery explosion or worse, and there are only very rudimentary dirt roads connecting Sanctuary to places like Osprey Cove. But some manage, even if they mostly use their vehicles for occasional off-road travel outside of the city. Doing so requires a vehicle capable of operating without electricity, and especially without batteries-- one that is also capable of handling the area's rough terrain. Finding fuel can prove challenging too. Steam power is the most popular option, but has its own drawbacks. You're much more likely to find sleds, sledges, and carts drawn by people or animals. Trained sled dogs can fetch a pretty penny, as can reindeer, yaks, and highland cattle. Horses are also popular, with the occasional more exotic mount thrown in here and there, but any creature traveling through Sanctuary must be cold hardy enough to handle its snowy winters. Bikes and walking tend to be the most popular options in Sanctuary's more mild summers for those who cannot yet afford an animal to ride or pull a cart. ![]() (Click to Expand!)
Warning: Crackle Storms!What the locals call 'Cracklers' or 'Crackle Storms' are a dangerous phenomena that rolls through the region often enough to be a frequent concern. They are storm fronts that come down off the mountains that are saturated with unstable wild magic, and are identified by their shimmering, prismatic aura and their distinctive crackling hum. Though most are mild enough only to cause slight inconveniences (glowing skin for a few hours, electronic degradation) others pose serious threats to life and property both during and after the storms, especially during Crackler Season in late winter. Severe storms can leave permanent and serious mutations in organic life. Their effect on technology is even worse. If you're lucky, a bad Crackler will simply render your electronics completely useless. If you're unlucky, it will explode or begin to run on its own with no way to turn it off. Sentient, tech based beings can become dangerous and delusional after being hit with a Crackle Storm, and are advised to avoid them at all costs. Though some may recover, there are never any guarantees. Keeping an eye on the weather over the mountains, listening for the crackle-hum of the storms, or keeping an ear out for psi-wolf alarm howls are good ways to avoid them. Thankfully, the storms tend to be fairly slow moving. Sanctuary's Hearthstones protect it from the worst of the effects of Crackle Storms. Technology still suffers, but mostly it just tends to get knocked off line and suffer from faster degrading over time. Because of this, modern technology is not very popular in Sanctuary. Most rely on more rustic means of living or magic, which can fluctuate somewhat during storms, but is much more reliable long term. Most of Sanctuary's native wildlife have adapted to all but the worst of the storms. Extreme storms can still mutate the odd plant or animal, however, resulting in Aberrations-- twisted wildlife only interested in death and destruction. Summer Summer in Sanctuary is much more balmy than one would expect, considering its harsh winters. It rarely gets hot-- even during heat waves, temperatures rare rise above 80F, but it does tend to range between a comfortable 60F-78F.Sanctuary also isn't as arid as ancient Mammoth Steppes were, despite the name. It's not nearly as rainy as the spring, but the rainfall is enough that the grass tends to stay green and lush rather than drying out. Sanctuary's mammoths have evolved special adaptations to these changes, which you can read about here. It should be noted that while the lakes and ponds around Sanctuary get warm enough to swim in, its ocean stays pretty cold, usually ranging from 45F-60F in the summer time. Osprey Cove gets a little warmer though, typically hovering at 60F-75F because of its sheltered environment and nearness to several underground hot springs. Fall Things begin to get cold very quickly in the fall. It enjoys a very brief leaf change, and then light snows begin to happen around the middle of the season. Mammoths begin fattening themselves up and growing their winter coats in earnest, and will occasionally attempt to raid gardens outside of Sanctuary's walls.Other animals begin foraging around this time, including short-faced bears, which unfortunately do frequently consider lone travelers food if they can catch them. Extra caution is important around this time. Temperatures tend to range from 40F-50F in the beginning of the season, and plummet to 20F-45F towards the end. Winter Winter is a challenging time in Sanctuary. While snow falls don't happen frequently, they do tend to dump a lot of snow all at once, especially during the start of the season while the air is still moist.Events can dump 2-3 feet of snow at a time and happen every few weeks until mid to late winter when things grow even colder and the snow tapers off. This accumulation can prove difficult for travelers and hunters alike, however, even more-so than the extreme cold that happens during later winter months. Temperatures range from 4F to 14F in the early winter to -31F to 40F in mid to late winter, and Sanctuary's Obsidian sea tends to form thick sea ice very early in the season, with the exception of Osprey Cove, which benefits from the hot springs beneath it. Crackler Season Crackler Season comes during the last month and a half of winter. Storms off the mountains intensify, bringing frequent, intense Crackle Storms. The beginning of the season is marked by the departure of the Mammoths to the Dome through the mountain tunnels. They are far too big to shelter under the trees of the Switchback forest, which provides some cover from the worst of the storms to the areas magic-adapted wildlife, and their diets don't allow them to take refuge in the mountain's caves and tunnels for the season like the giant sloths.Instead they begin to rapidly shed their thick coats, resulting in a cascade of mammoth fluff that can drift as far as the city itself as they migrate towards the tunnels in preparation for the Dome's more tropical climate. Children often gather the threads that make it to the city streets, weaving them into small bracelets and necklaces, while more enterprising individuals collect what the mammoths leave behind on the steppes to weave into valuable mammoth wool. Caution during this time is advised. Unlike the areas animals, the people of Sanctuary have no natural immunity to the Crackler's wild magic, and the storms that happen during this time are the most intense that occur all year, often happening every few days. Aberrations become alarmingly common during this season. Crackle Season is also infamous for its yearly March of the Ghosts. Every year on the same day, frozen specters rise from the ruins of old houses and make their slow, sad march towards the sea where they vanish again. It is advisable to keep your windows shut during this night and not venture out, because stare too long at them, and you may find yourself marching with them. Spring Sanctuary tends to have very wet, cold springs that swing wildly between surprise snow storms and gray, rainy days in the beginning of the season. This means lots of mud and little sun.The mammoths typically return through the tunnels from The Dome around this time with new baby mammoths in tow, living off their fat stores until spring has finally defrosted and the steppes grass comes back. They are still mostly hairless at this point and rely on their extra fat and fermentation in their gut to keep them warm until the weather warms and their fur begins to grow back. Their body temperatures remain high enough to cause them to steam in the cold spring air. They are typically highly territorial while they have their young, and will not hesitate to trample anyone who dares come near. Early spring tends to range from 20F-45F. Late spring ranges from 40F-60F. ![]() (Click to Expand!)
Hearthstones are large, magically imbued crystals about the size of a small car that someone long ago set up in a wide ring around Sanctuary.A Hearthstone's main purpose is to keep the crackle storms at bay, it seems, and they do indeed keep the worst of the effects out, as well as repelling severely mutated creatures such as Aberrations. They also provide some warmth and light to the areas directly around them. The protection of a Hearthstone grows stronger the closer one gets to a stone, to the point that some of the few buildings in the city that require their electricity and equipment to be kept safe, like hospitals, are built flush up against the stones. No one is sure what the stones are made of, or how to get or make new ones, and no one dares move or interfere with them too much for study, so for now, Sanctuary remains the only location outside of the caves and mountain tunnels safe from Crackle Storms. Some groups, like the Psi-Wolves, believe that they should be allowed to study the stones for replication, but so far their requests have been consistently denied. The risk is simply considered too great. ![]() (Click to Expand!)
Sanctuary's wildlife comes from all eras and worlds, much like its people. But it has several species that are particularly interesting, like its prehistoric Earth fauna.Sanctuary is perhaps most well known for its mammoth herds, who roam the grassy steppes east of the city. The mammoth steppes of Sanctuary are subtly different from the mammoth's ancestral habitat, however, and between this and their annual migration to the tropical meadows in the Dome, many will notice subtle and not so subtle adaptations with Sanctuary's mammoths. Besides the mammoths, Sanctuary also has many other prehistoric animals, from saber-cats to giant sloths, to short-faced bears. If you're lucky, you may even spot the illusive Megaloceros, or Irish Elk, with its massive antlers. Seeing one is supposed to bring good luck. Sanctuary also has many species more familiar to those from our most common eras of Earth. Many ungulate species populate the area, such as reindeer, elk, moose, musk deer, bison, and wild boar. There are plenty of notable smaller prey species like snowshoe hare, rock doves, ptarmigan, snow geese, and flying squirrels. And of course, there are the species that prey on them, from wolves, to foxes, to black bear, ermines, forest cats, golden eagles, and wolverines. In the waters, and closer to the shore, you will find polar bears, orcas, great auks, and various sealion and seal species, including leopard seals. Sanctuary depends heavily on the fish and sea life in its waters, from the salmon and shrimp, to octopus and abalone. Go far enough out, or get lucky on a clear day, and you may spot humpbacks, bowheads, and sperm whales, or even the occasional blue whale. The Leviathans, strange, aggressive sea monsters that will attack any ship that ventures into deeper waters, seem to leave the native wildlife alone for the most part. Between the Leviathans and the Aberrations though, never mind natural predators, it's always wise to keep ones guard up while travelling. A brief note on the area's wolves and dire wolves. Because Sanctuary shares its lands with the psiwolf packs, the psiwolves have asked that the local wild wolf populations not be hunted. This is both because of the risk of misidentification, and because the psiwolves consider the animals cousins.Anyone caught harassing, trapping, or hunting wolves or dire wolves in Sanctuary will be hit with a steep fine, with worse consequences should the behavior continue. The natural wolves mostly leave travelers alone anyway. ![]() (Click to Expand!)
Sanctuary is still young as a civilization, and with new cultures and species coming in all the time, bureaucratic organization still struggles in places. There is no mayor or city council, or anything similar. When there are problems, typically the groups and denizens of Sanctuary either turn to the AotM or one of the several mercenary groups aligned with the city.The AotM has tried to more strongly wrangle the city in the past, but some groups have proven resistant to the idea of their involvement on that deep a level, since technically the city is older than the organization itself. Krepta originally helped found it long before the AotM was a twinkle in anyone's eye when she rescued the Sunbirds, and with Kargo, the Psiwolves, and first brought them to the abandoned settlement. As such, it can be a bit of a wild west in terms of laws. There is a silent agreement that things that would harm the majority-- murder, theft, property destruction-- is dealt with swiftly and as a group, or by otherwise hiring out bounty hunters. But the little fiddly bits that help a society run like zoning or where to put criminals when you catch them tend to fall to individuals much of the time. Still, the AotM is making headway, and Sanctuary is surprisingly safe despite its disorganization-- probably because a large number of trained AotM agents also live there, and most people know how to fend for themselves, and their neighbors when needed. There are now watchtower outposts along the road leading to Osprey Cove, and while they're only manned during good weather, they still serve as a bolt hole in emergencies even then. The AotM has also begun the Steppes Forward Initiative to try and help rehabilitate criminals that they apprehend, or that Sanctuary throws out, in an attempt to reintegrate them into society. And for those too violent or unstable to allow back into the world, there's always the Dreamland Protocol. ![]() The Sparrow & The Hare The Sparrow and Hare is Sanctuary's oldest inn, and some say the best run. It's a sturdy wood and stone building on the northeast edge of town, just inside the gates. It has comfortable, clean rooms at various price levels, and offers up room and board in the stables for a bit of work as well if you don't quite have the coin.Its food is hearty, its drinks are cold in the summer and hot in the winter, and there always seems to be a bard or musician or so performing in its main hall. Its matron, Lady Grey, one of the city's sunbirds, is a greatly respected figure in Sanctuary, though she's since passed on the inn to her granddaughter, and tends to mother her guests fiercely while in the same breath ruling with an iron claw. You'll also find lodging in: The Fireside Market, The Scrapyard, and The Hunting Outpost. Other Notable Locations: Sanctuary's Main Vault (Hidden Location), Switchback Forest, The Mammoth Steppes (or the Ghost Barrens, depending on who you ask), The Obsidian Sea, Osprey Cove, and The Hunting Outpost ![]()
OOC Notes
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Locals Your character does not have to be an agent from the Omphalos. When the AotM rescue people from dying worlds, they are often rehoused in Sanctuary until a more permanent solution can be found, and you are more than welcome to play one of those people. However, keep in mind that their ability to roam the Omphalos freely, should they visit, will be limited. Some agents also choose to make their home in Sanctuary, despite the cold, as it affords them far more space and privacy than living on the Omphalos. You are also more than welcome to create a Psi-Wolf or a Sunbird to play (though please contact Jabber if you have questions about their species that aren't answered on their respective pages.) 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 a few 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. Art Credits Image of the Psi-Wolf den in the snow was done by Jabberwookie. Questions & Answers (Select to Learn More)
Have a question about this world? Ask Jabber for an answer! ❔ Can my character drive a vehicle 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's 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 Two' or 0002. 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. Research Files Sunbirds, Psi-Wolves Dossiers & Logs Nothing Currently Maps & Locations Sanctuary Map Art & Artifacts An example of an Aberration, done by Ivyking |
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Local Trade Goods
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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
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
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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.
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.
(ABOUT GLOWSTONES)
Though Crackle Storms can be dangerous, and even deadly, they do have some useful byproducts. One of the most notable is Sanctuary's main source of light: glowstones. Glowstones are made from rocks and minerals that are capable of absorbing a crackle storm's wild energies. They then slowly release these energies again in a more controlled and safe fashion in the form of light. This light generally lasts about a month before they must be recharged. Glowstones can either get their charge from another storm, or once activated by their first storm, recharged with any sort of magic that can be poured into them. Because they produce bright light without the dangers of fire, do not smoke, and are fairly plentiful, they are often chosen for lighting places over wasting valuable fuel that could be used for heat. Candles and oil lanterns are still plenty popular, though. Surface level glowstones can often be found fairly easily at night after a Crackle Storm passes through, painting the landscape in flecks of light. Glowstone Types Common Quartz & SeleniteRegular old quartz is perhaps the easiest to find of the glowstones, and therefore the cheapest. It's a fairly solid rock, as long as you don't bang it around too much, and comes in many different sizes. Most go out to gather their own rather than paying for it, though specially shaped or polished quartz can still fetch a little extra at the markets. Quartz produces a clear, steady white light. Selenite is another commonly found glowstone with a similar light quality, and it can be found frequently on the steppes and in clay deposits. AragoniteAragonite is unique on this list because not only does it appear in crystalline form, but it forms the base of many animals shells as well. Crystal forms glow the brightest and longest, but after a particularly powerful Crackle Storm, you can see the shells of many snails and clams glowing a soft, pinkish-purple for a few hours. Many people use this in particular to hunt for Mother-of-pearl and abalone, as they glow a rosy-orange and greenish yellow directly after a storm. The crystal versions grow in red clay, and must be dug for, but are fairly easy to find in the area. They come in an array of glow colors, from cream, to pastel or hot pink, to smoky white, and vivid blue. The hot springs around Sanctuary also has travertine, a rock that is a blend of aragonite and calcite. While it doesn't glow quite so brightly as pure aragonite, it does put off a nice, soft, bluish-white light that gets brighter closer to the source of the springs, making the area's hot springs quite the beautiful sight after a storm. AventurineAventurine doesn't throw as much light as some other stones, but it's popular because of its seafoam green color and its shimmering qualities beneath the glow. Polished pieces can be found in Sanctuary's riverbeds, and stumbling across one still glowing after a Crackle storm is supposed to bring good luck and fortune. Larger pieces are usually brought out of mines within Sanctuary or Harbor's cave systems. Other Common StonesThere are several other commonly used glowstones that can be found all around Sanctuary's lands or in its caves with a bit of effort. Amethyst is fairly popular, with its warm purple light and attractive crystals. Citrine casts a comforting amber hue, which is popular in children's night lights. Agates come in a wide range of colors, and with their tree like rings, are often used for a stained glass effect. And finally, you have Spirit Quartz, which has a habit of splitting the light coming from it into a twinkling starlight effect. Smoky Quartz is particularly notable, as it seems to do strange things to color, washing them out until anything within its light gains a strange, almost sepia hue. It's not popular for every day use, but it does lend quite an interesting atmosphere to a room. Rarer StonesOther glowstones are rarer naturally in the area and must be imported, or are present, but require treks deep into the more dangerous parts of the caves and tunnels beneath Sanctuary and Harbor. Rose or Strawberry Quartz are popular for their pinkish to jammy red hues, where Iris Quartz is beloved for its dazzling rainbow display. You also have several gemstones with glowstone capabilities, such as opals, topazes, Fluorites, Tourmalines, and Beryls. Many of these tend to be more popular as gifts to loved ones in the form of jewelry rather than whole-room lights unless you are someone particularly wealthy. (TRADE GOODS)
Priced for a 2" size About the size of a walnut Common Quartz & Selenite - Clear White Light - 1-2 Copper Aragonite - White, Pink, or Blue Light - 7 Copper Aventurine - Seafoam Green Light - 8 Copper Agate - Stained Glass Effect - 1 Silver Sodalite - Firefly Effect - 2 Silver, 5 Copper Amethyst - Warm Purple Light - 3 Silver Citrine - Comforting Amber Light - 4 Silver Smoky Quartz - Dim Light, Unique Sepia Effect - 4 Silver Spirit Quartz - Starlight Effect - 5 Silver, 1 Copper Fluorite - Varying Colors & Lights - 6 Silver Scheelite - Ghostly Blue Light - 9 Silver, 1 Copper Topaz - Vivid Pink Light with Purple Facets - 1 Gold Tourmaline - Various Colors & Lights - 1 Gold, 2 Silver Rutilated Quartz - Golden, Scattered Light - 1 Gold, 8 Silver Sphalerite - Various Colors in Vivid Neon, Shallow Light Cast - 1 Gold, 5 Silver Rose Quartz - Warm, Rosey Light, Said to Stabilize Moods - 2 Gold Esperite - Alien Yellow-Green - 2 Gold, 5 Copper Strawberry Quartz - Jammy Red Light - 2 Gold, 5 Silver Common Opals - Quiet, shimmering rainbow light - 3 Gold Hackmanite - Blacklight Effect - 4 Gold Iris Quartz - Vivid, Scattered Rainbows - 6 Gold Prasiolite - Sunny Green Light - 7 Gold Cat's Eye Quartz - Focused, Powerful Beam - 9 Silver Ametrine - Bisected Purple and Gold Light - 9 Gold Blue Quartz - Otherworldly Blue Light - 12 Gold Priced for a 7mm size About the size of a Pea Beryl - Minty Green Light - 1 Gold Phenakite - Beacon Like, Purple, Orange, or Pink - 4 Gold, 5 Silver Boracite - Seafoam - Seems to Repel Leviathans - 10 Gold
(PLACES TO ADVENTURE)
(TRADE GOODS)
Lantern Oil - Fish Oil (1 Pint) - 1 Copper, 32 Wooden Matches - 3 Copper, Lantern Oil - Walnut - (1 Pint) - 4 Copper, A Carved Bone Whistle - 4 Copper, Waterproofing Wax (1oz) - 5 Copper Wool Socks - 1 Silver, A Rough Spun or Patch-Hide Shirt - 1 Silver, 7 Copper, Buckskin Work Gloves - 2 Silver, Fur Lined Mittens - 2 Silver, A Hand Axe - 3 Silver, A New Tinderbox - 3 Silver, A Modern Notebook - 3 Silver, A Waterskin - 4 Silver, Rawhide Rope (15 Feet) - 4 Silver, A New Backpack - 4 Silver, A Polished Wooden Staff - 4 Silver, Field Knife - 4 Silver, An Obsidian Knife - 4 Silver, A Cheap Bedroll - 4 Silver, A Basic Shield - 5 Silver, A Tin Foot Stove - 8 Silver, A New Pair of Boots - 9 Silver, A Road Flare - 9 Silver A Metal Flip Lighter - 1 Gold, A New Bow & Arrow Set - 1 Gold, 2 Silver, Basic Fishing Gear - 1 Gold, 2 Silver, An Oil Lantern (Copper or Horn) - 1 Gold, 2 Silver, A Mid Quality Bedroll - 1 Gold, 4 Silver, Beaver Fur Lined Gloves - 1 Gold, 6 Silver, A Small Tent - 2 Gold, A Fine Wool Shirt - 2 Gold, A Nylon Rope (15 feet) - 2 Gold, A Primitive Pistol & A Box of Ammo - 2 Gold, A Wool Lined Jacket - 2 Gold, A Good Quality Bedroll - 3 Gold, A Sealskin Jacket - 6 Gold, 3 Silver, A Bear Fur Lined Jacket - 16 Gold
(DOMESTICATED ANIMALS)
(TRADE GOODS)
Care & Transport Dried Straw (1lb) - 1 Copper Sled Dog Boots (per boot) - 2 Copper A Nose Bag - 2 Silver Four Horse Shoes - 4 Silver, 2 Copper A Falconer's Glove - 6 Silver A Stable Blanket - 1 Gold A New Sledge - 6 Gold A Sturdy Ox Cart - 7 Gold A Tack & Harness (Large) - 10 Gold Live Animals A Live Harlequin Duck - 1 Silver, 5 Copper A Domestic Forest Cat - 1 Silver, 5 Copper A Pet Rock Dove - 2 Silver A Pet Flying Squirrel - 3 Silver A Hunting Ferret - 3 Silver A Chicken - 3 Silver A Trained Barn Owl - 5 Silver A Shetland Sheep - 6 Silver A Trained Great Horned Owl - 8 Silver A Goat - 8 Silver, 5 Copper A Scouting Raven - 9 Silver A Mountain Pony - 1 Gold, 3 Silver A Trained Reindeer - 1 Gold, 5 Silver A Homing Pigeon - 2 Gold A Pig - 2 Gold A Trained Yak - 4 Gold A Trained Hunting Goshawk - 4 Gold A Draft Horse - 5 Gold An Adult Highland Cow - 9 Gold A Hunting Dog - 10 Gold A Sunbird Bred Hunting Bird - 3-15 Gold A Donkey - 15 Gold A Trained Fishing Otter - 21 Gold A Draft Mule - 32 Gold A Sunbird Bred Peregrine - 50 Gold A Sunbird Bred Gold Eagle - 1 Jade, 66 Gold Hunting A Snowshoe Hare Pelt - 3 Copper Highland Cattle Wool (1lb) - 3 Copper A Winter Ermine Pelt - 1 Silver, 6 Copper A Red Fox Pelt - 2 Silver Duck Feathers (1lb) - 3 Silver Yak Wool (1lb) - 4 Silver A Deer Pelt - 4 Silver An Arctic Fox Pelt - 6 Silver A Black Bear Pelt - 9 Silver A Quality Scimitar Cat Fang - 1 Gold A Black Fox Pelt - 5 Gold A Short Faced Bear Pelt - 20 Gold A Quality Mammoth Tusk - 35 Gold One Adult Mammoth Hide - 1 Jade
(RELAXATION & FUN)
(TRADE GOODS)
Dried Harbor Ginger (1oz) - 2 Copper, Dried Harbor Turmeric (1oz) - 3 Copper, One Harbor Banana - 3 Copper, Harbor Cane Sugar (1lb) - 3 Copper, A Harbor Coconut - 4 Copper, A Harbor Grapefruit - 6 Copper, Imported Scented Soap (1oz) - 8 Copper An Imported Candy Bar - 1 Silver, A Jasper Bead Bracelet - 1 Silver, An Imported Soft Cover Book - 1 Silver, An Imported Scented Votive Candle - 1 Silver, Coffee Beans (1lb) - 1 Silver, 2 Copper, Harbor Oranges (1lb) - 1 Silver, 5 Copper, An Imported Bag of Potato Chips - 2 Silver, Vanilla (1oz) - 3 Silver, Imported Bubble Bath - 4 Silver, An Agate Pendant - 4 Silver, An Amethyst Necklace - 4 Silver, Cinnamon (1oz) - 4 Silver, 5 Copper, Imported Shampoo - 5 Silver, A Sunstone Ring - 5 Silver, A Carved Obsidian Pendant - 6 Silver, Imported Lotion - 6 Silver, Cacao Beans (1lb) - 6 Silver, A Garnet Necklace - 8 Silver, A Peridot Ring - 8 Silver, A Fresh Pineapple - 9 Silver An Imported Board Game - 1 Gold, Opal (Common) Earrings - 1 Gold, A Good Bottle of Wine (Usually Imported) - 1 Gold, 5 Silver, A Set of Legos - 1 Gold, 6 Silver |
(PLACES TO EAT)
The Sparrow & The Hare The Sparrow & The Hare is Sanctuary's oldest Inn. It serves affordable local foods like fried clams, wild boar stew, and cloudberry scones; as well as beverages such as teaberry tea and cloudberry wine. The Fireside Market The Fireside is a large market that can be found in the middle of the city, just next to the river. You'll find all sorts of foods from all across the multiverse here, though local offerings like roasted venison or fried fish are generally more affordable. Still, if you're hoping to snag that candy bar you're feeling nostalgic for, and don't mind paying a pretty penny for it, you're likely to find it at the Fireside. Hot Springs You can find snack vendors selling different things around the hot springs depending on the time of year, from smoked eggs, to iced tea, to a custardy kind of ice pop in the summer time. The Scrapyard Sanctuary's other market has a reputation for being somewhat less than reputable, but it's very popular with the crowds who brave the trip back and forth from Harbor, which means that you're likely to find more tropical goods here at a potentially better price than the Fireside Market. There are also a few popular bars located in this area too. (TRADE GOODS)
Sanctuary's cold, wet climate can make it difficult to grow things sometimes, though many of Sanctuary's citizens have found a way around that by utilizing small greenhouses attached to their homes, or by importing seeds for cold hardy varieties of things. Seafood is plentiful, though, as is wild game. Typically most of Sanctuary's seafood is shore caught. Most do not own the kind of large boats needed to do any kind of serious off shore fishing, and Sanctuary itself doesn't have an official harbor. This is in part because the currents in the summer and the ice in the winter can make any kind of navigation with a boat tricky, and as soon as you get into deeper waters, you have the deadly Leviathans to deal with, who are forever lurking just beneath in the inky depths. Occasionally deeper water fish will chase a meal into shallower waters though, and nabbing something like a tuna or a halibut will net you a pretty penny. Lastly, there are the mammoths. A great deal of new-comers are very curious about how they taste. In truth? Terrible. Their meat is greasy and tough and is practically given away when there's a slaughter. It can be stewed into something palatable, but its considered the kind of meat one buys on an extreme budget in Sanctuary. Mammoths are mostly hunted for their ivory, their warm hides, and their fat, but hunts are only allowed during the fall, and to preserve the population, only a certain amount of mammoths are selected for culling each year. In terms of drinks-- like Harbor, Sanctuary is still a fairly young city, so if you're looking for things like aged wine, it simply hasn't been around long enough. But there are imports aplenty, if you're willing to shell out a bit more for the good stuff. If not, there's always cloudberry wine. Octopus (1lb) - 1 Copper, A Snack Bag of Popped Millet - 1 Copper, Oats (1lb) - 1 Copper, Sea Salt (1lb bag) - 1 Copper, Cranberry Hard Candies (1oz) - 1 Copper, Dried Mountain Thyme (1lb) - 1 Copper, Fresh Wild Mint (1oz) - 1 Copper, Acorn Flour (1lb) - 2 Copper, Dried Chicory Coffee (1lb) - 2 Copper, Fresh Cloudberries (1lb) - 3 Copper, Birch Syrup (4oz) - 3 Copper, Mammoth Meat - Tough, Gamey, Greasy (5lb) - 2 Copper, A Bag of Burdock Chips - 2 Copper, Wild Boar Meat (1lb) - 2 Copper, Watercress (1lb) - 2 Copper, Herring (1lb) - 2 Copper, A Loaf of Dulse Bread - 2 Copper, Apples (1lb) - 3 Copper, Yellowfoot Chantrelles (1lb) - 3 Copper, Smelt (1lb) - 3 Copper, Duck Potatoes (1lb) - 3 Copper, Salted Cod (1lb) - 3 Copper, Seal Meat (1lb) - 3 Copper, Mussels (1lb) - 4 Copper, Hazelnuts in the Shell (1lb) - 4 Copper, Dried Sugar Kelp (1lb) - 4 Copper, Fresh Manchurian Apricots (1lb) - 4 Copper, Fireweed Honey (1oz) - 4 Copper, Dried Goji Berries (1lb) - 4 Copper, Yak Butter (1lb) - 4 Copper, Salmon (1lb) - 4 Copper, Shrimp (1lb) - 4 Copper, Dried Sea Cucumbers (1lb) - 5 Copper, Wheat Flour (1lb) - 5 Copper, Walnuts (1lb) - 5 Copper, Cloudberry Jam (1oz) - 5 Copper, Pike (1lb) - 5 Copper, Asparagus (1lb) - 5 Copper, Reindeer Meat (1lb) - 5 Copper, 1 Dozen Duck Eggs - 5 Copper, Duck Meat (1lb) - 6 Copper, Dried Apricots (1lb) - 6 Copper, Cranberry Tea (1lb) - 7 Copper, Trout (1lb) - 7 Copper, Chicken Meat (1lb) - 8 Copper, A Loaf of Wheat Bread - 8 Copper Abalone (1lb) - 1 Silver, Bay Scallops (1lb) - 1 Silver, Highland Cow Butter (1lb) - 1 Silver, King Crab (1lb) - 1 Silver, Halibut (1lb) - 1 Silver, 5 Copper, Shelled Pine Nuts (1lb) - 1 Silver, 5 Copper, Highland Cattle Beef (1lb) - 2 Silver, Bison Meat (1lb) - 2 Silver, 5 Copper, Sea Urchins (1lb) - 3 Silver, Bluefin Tuna (1lb) - 3 Silver, 6 Copper, Pink Salt (1lb bag) - 5 Silver, A Cheap Bottle of Local Wine - 7 Silver
(PLACES TO SEEK HEALING)
(TRADE GOODS)
Pine & Mint Steam Bundles (1lb) - 1 Copper Dried Usnea (1oz) - 1 Copper Pine Charcoal Powder (1oz) - 2 Copper Therapeutic Clay Mud (1oz) - 2 Copper A Pumice Stone - 3 Copper Nettle Tea (1lb) - 3 Copper Yarrow Powder (1oz) - 3 Copper Elderberry Syrup (1oz) - 3 Copper Stinging Nettle Salve (1oz) - 3 Copper Fish Liver Oil (1 oz) - 4 Copper Sulfur & Walnut Oil Salve (1oz) - 5 Copper Dried Kingsfoil (1oz) - 5 Copper Willow Bark Tea (1lb) - 7 Copper Arnica Ointment (1oz) - 7 Copper Chaga Tea (1lb) - 7 Copper Linen Bandages (1lb) - 8 Copper Valerian Root Tea (1lb) - 1 Silver An Obsidian Scalpel - 1 Silver, 4 Copper
(HOMES IN SANCTUARY)
(TRADE GOODS)
A 6" Terracotta Plant Pot - 1 Copper, Hide Parchment, 1 Sheet - 1 Copper, A Jar of Horse Tail (plant) Hair Rinse - 1 Copper, A Wooden Spoon - 1 Copper, A Feather Pen - 1 Copper, A Tallow Candle - 1 Copper, A Fired Clay Bowl - 2 Copper, A Wooden Cup - 2 Copper, A Bundle of Firewood - 2 Copper, 10 Pieces of Chalk - 2 Copper, A Tin Plate - 3 Copper, Tallow Soap - 1lb - 3 Copper, A Bone Comb - 3 Copper, A Jar of Beebalm Mouthwash - 4 Copper, A Boar Bristle Toothbrush - 5 Copper, A Linen Tea Towel - 5 Copper, A Drinking Horn - 5 Copper, Black Walnut Ink (1oz) - 5 Copper, A Grass Stuffed Pillow - 7 Copper, A Straw Broom - 7 Copper A Beeswax Candle - 1 Silver, Tallow Balm (4oz) - 1 Silver, 2 Copper, A Tied Rag Rug - 1 Silver, 3 Copper, A Set of Wooden Building Blocks - 1 Silver, 4 Copper, A Woven Grass Basket - 1 Silver, 5 Copper, A Coarse Wool Blanket - 2 Silver, Carved Toy Wooden Animal - 2 Silver, A Large Iron Cookpot - 3 Silver, A Wooden Checkers Set - 4 Silver, A Nettle Fiber Bath Towel - 5 Silver, 5 Copper, A Grass Stuffed Mattress - 7 Silver, 5 Copper, A Hand Cut Wooden Puzzle - 8 Silver, A Small Copper Cookpot - 8 Silver, 3 Copper, A Hay Stuffed Armchair - 9 Silver A Modest Wooden Desk - 1 Gold, A Sturdy Wooden Chest - 1 Gold, A Small Bookshelf - 1 Gold, A Woven Wool Rug - 1 Gold, 2 Silver, A Wool Stuffed Mattress - 1 Gold, 5 Silver, A Small table and 4 chairs - 2 Gold, 7 Silver, A High Quality Wool Blanket - 3 Gold, A Wool Stuffed Couch - 3 Gold, 5 Silver, A Feather Mattress Topper - 4 Gold, 5 Silver
(MAGICAL SERVICES)
Glowstone Yards Activation or Recharge - 4 Silver While many glowstones are just raw quartz, rarer or specially carved or polished specimens stand the risk of being stolen if just left out in a Crackle Storm without protection. While some people have secret recharge spots outside of the city, others opt for the convenience of a locked and sorted re-charge yard. Most charge a flat fee no matter the stone, and then optional insurance for particularly rare or sentimental stones. (MUNDANE SERVICES)
Laundry Services Typically done by the load. A Basic Wash - 4 Silver, 5 Copper Scrubbed by hand in hot spring water with lye soap and line dried. Deep Clean & Surface Repairs - 1 Gold, 6 Silver An extra long soak and extra scrubbing for deeply soiled garments and gear. Small holes repaired on clothing, boots shined up, small stains corrected. Pressed or Scented - 3 Silver add on Fragrant herbs in mint, thyme, or lavender to give clothing a pleasant scent. Pressed and softened. Quick-Dry Spell - 2 Silver add on For those in a hurry, a bit of magic can speed the drying process along. Must be done carefully to avoid shrinkage, so be careful on skimping on this service. Waterproofing - 4 Silver, 5 Copper per foot Strip old wax away, or prep a surface for a fresh coat of waterproofing wax. Dry Cleaning - 1 Gold Specialized minerals a good beating are used to clean garments, pelts, and blankets that cannot be traditionally washed. Tailor Simple Repair (Per 1hr) - 4 Silver Patch a tear, replace some buttons, or reinforce an aging seam. Simple Embroidery (Per 1hr) - 7 Silver A simple decorative design or identification mark. Complex Embroidery (Per 1hr) - 1 Gold Intricate or large designs. A Farrier Hoof Trimming & Re-Shoeing - 4 Silver All four hooves. Typically an upcharge for difficult or complex animals. A Wilderness Guide Guide Services & Gear (Per Day) - 2 Gold Typically minimally armed, and tends to focus on danger avoidance rather than combat. A specialist in navigation, they get you to and from your destination and ensure you steer clear of trouble and don't starve or catch diseases from dirty water. Often includes borrowed gear and meal prep, but may be cheaper if the client provides these things themselves. A Mercenary Escort Guide Services & Gear (Per Day) - 4 Gold Typically can do everything a Wilderness Guide does, but is capable of serious combat if needed too. Typically hired when someone is expecting trouble or travel into dangerous territory. May be cheaper if they're just expected to be hired muscle rather than also acting as a guide. High Threat Specialist (Per Day) - 7 Gold The real tough guys. These individuals are elite mercenaries, hired when things are expected to get really hairy. The listed price is generally just the starting range. Prices can go up with skill, threat level, and expected side duties. Stable Services Basic Stall & Feed (Per Night) - 3 Silver Many of Sanctuary's Inns will offer up a clean stall, fresh bedding, and a basic feed for herbivorous mounts for the night. Carnivores or predatory species that rile up the other mounts may be turned away, housed separately, or require an extra fee, particularly if the Inn is providing meat instead of hay. Groom & Board (Per Night) - 8 Silver, 5 Copper All the basics, plus a full brush down, a hoof picking, and a warm mash. Carnivorous mounts may get higher cuts of meat. |
Moderators: Jabberwookie



















A brief note on the area's wolves and dire wolves. Because Sanctuary shares its lands with the psiwolf packs, the psiwolves have asked that the local wild wolf populations not be hunted. This is both because of the risk of misidentification, and because the psiwolves consider the animals cousins.


northeast edge of town, just inside the gates. It has comfortable, clean rooms at various price levels, and offers up room and board in the stables for a bit of work as well if you don't quite have the coin.




