Sanctuary

Sanctuaries are places within the Nebula that are safe. They may be a hamlet, estate or small outcrop within a shard that is warded and protected. They can be host to many helpful things to assist you- while you're not about adventuring. Home to useful utilities like allies, friends, businesses and experts, it is a place your character returns to when you between missions.

As such, adventuring does not occur within a sanctuary. It may be a host to an origin event or be the location of a debriefing or brief, but they are largely abstracted to a space that occurs in the territory of downtime according to the Pathfinder Rulebook. It exists in the abstract of circulated documents, requests and player correspondence. It is message boards, quest boards, requisitions, drafting boards, debt tallies, quartermaster holds and ale halls.

Thematically, they are all spaces bound by the Grey Sea- and are thus bound by it's laws and connected by the Grey Path. One does not need to quest to travel to another sanctuary within this space, and one cannot encounter trouble while traveling from sanctuary to sanctuary. Within the default start up that is being used, all sanctuaries at start begin in an origin locus where the players can come from. They provide a number of services, although are bound to level 3 at the start. They can be expanded upon by finding a shard, (not connected to the Grey Sea) and securing it.

Starter Sanctuaries

The following sanctuaries are available for use at the start of the campaign. Their number and features can expand throughout gameplay according to player interest and investment.

Alderwood Meadows (Arboryn)
A small hamlet in a fairly isolated shard. It offers a controlled temperate climate and temperate seasonal vegetables. It boasts a small druid circle, a small library filled with occult tomes and a witch's laboratory. An adventurer can find common supplies in this place made from a rustic population of craftsmen who have meager but reliable sources for reagents. It has no inn to speak of, but there is safe camping and log cabins in the woods to spend the night. The flora and fauna are relatively demure and the people are friendly but fairly naive.

Hearthlight Hall (Semhinter)
The estate and grove of a local small god, Luma Goddess of Hearth. It is a sizeable hall ready to accommodate 1,000 people comfortably with good seating, strong tables and modest fare. It has a view of the tundra flats, the Crowned Mountain Range and the ritual henge offset from the foyer. Mortal travelers and Small Gods alike meet at the great hall to break bread and revel in mead. Regardless of capacity the hall contains a balmy stillness, the murmuring of patrons become gentle as the bubbling of a great cauldron. The Hall is home to an order of clerics who offer their medical servicest to passing adventurers and the inhabitants of this place who are gruff but curious at the sudden influx of outsiders.

Forsaken Quarter (Masque)
The desmene of Gilded Promises, a rogue formless. This series of plazas, malls and arcades are contained within a monolithic structure located off the coast of Masque inside of a towering pillar that juts out of the sea bed. Barren, but sturdy, this area of the city is a safe and remote place with plenty of empty space and interesting architecture. The tepid Grey Sea surrounding it is serene and lifeless, boats and barges can easily approach the structure without fear of running aground. Devoid of infrastructure, the bare bones of this tower have some potential to constructive minds.

Collegiate Hermitage (Sundered Tablelands)
At the sundering point at the end of the world there exists an academy retreat with a foot in two worlds. This two story estate is filled with undermaintained arcane workshops, alchemical labs and planar orreys. In the foyer is the remains of a spell cast that banished the place from The Fold into the void between worlds long ago. At the epicenter of another planar event, the estate is now beachfront property-- open to the Grey Sea at the back porch and  opening to the fields of the Sundered Tableland from the foyer.
The foyer and patio have become a meeting place for extraplanar travelers. Among the most frequent visitors are agents of the Great Archmages, recruiting new blood in the Great Wizwar at the center of the Nebula. They offer contract quests, correspondence and enlistment to those that show worth and promise. This atmosphere has attracted mercenaries as well to the place. Lost in the chaos of the last war, knights have joined their ranks to find work and opportunities to find their old lands.