Safehold
This is a place of transitions. It is both beginning and end. It is the place of arrivals, and the place of ultimate departure. You may find your bearings in Safehold, but do not linger. Leave before you are changed... as I was.While no land is truly safe within Wake, Safehold is probably the closest thing to it. A relatively small settlement, Safehold consists primarily of the highly transient new arrivals and those looking to exploit them. The structures are mostly roundhouses, although it does have a few anachronistic wooden structures. It is the seat of the Magistrate and the primary source where the Mandates of the Lord Beneath can be viewed. The village is bound in the north by the Whispering Woods and the west-east flowing Chains River in the south. To the west looms the massive stone fortress of Darkwall Keep, a terrifying symbol of the overwhelming power that lurks beyond its walls.
Demographics
Safehold is one of the most culturally diverse locales within Wake. As the arrival point for all individuals appearing within Wake, many different customs can be found.
Government
Like most settlements within Wake, Safehold's ultimate authority is the Lord Beneath, but Safehold specifically has a few additional governing influences.
The Magistrate serves in two capacities. The most publicly recognized is as an arbiter of disputes and as the one who helps enforce the Mandates laid out yearly by each Lord Beneath. Problems are brought before the Magistrate, and the Magistrate can choose to mediate or resolve immediately, or push back to some later date or time.
The second function of the Magistrate is more an open secret than a true expected responsibility. There have been a number of Magistrates over the years, and almost all have served in some capacity as a key resource (although never the leader of) any organized attempts to find a way to escape Wake. Whether this is the natural by-product of individuals that actually seek to become Magistrates or a facet of the access to additional documentation a Magistrate possesses, it is unclear if this is actually just another aspect of Wake's dark design.
Faith does not forcibly conscript followers, but she does edge her flock into almost any affair, and very little actually happens without her awareness and implied approval.
Magistrate
The Magistrate is a life-time elected position that serves the role of interpreting the will of the Lord Beneath. The Magistrate has a structure within Safehold that serves as both the Magistrate's home as well as an impromptu courthouse (and often, gallows).The Magistrate serves in two capacities. The most publicly recognized is as an arbiter of disputes and as the one who helps enforce the Mandates laid out yearly by each Lord Beneath. Problems are brought before the Magistrate, and the Magistrate can choose to mediate or resolve immediately, or push back to some later date or time.
The second function of the Magistrate is more an open secret than a true expected responsibility. There have been a number of Magistrates over the years, and almost all have served in some capacity as a key resource (although never the leader of) any organized attempts to find a way to escape Wake. Whether this is the natural by-product of individuals that actually seek to become Magistrates or a facet of the access to additional documentation a Magistrate possesses, it is unclear if this is actually just another aspect of Wake's dark design.
Church of the Formless God
Whlie tendrils of the Formless God can be seen all throughout Wake, it is no more pronounced than it is within the town of Safehold Mistress Faith leads her church with zeal and has even scrapped together the material to build the church, a structure that dwarfs every other building within Safehold including the home of the Magistrate.Faith does not forcibly conscript followers, but she does edge her flock into almost any affair, and very little actually happens without her awareness and implied approval.
History
There are two major recurring events that are critical to Safehold.
This is often wrought with pain and suffering, as despite the knowledge that a Lord's tenure exists for a single year (and that Lord is never seen again upon entering), many people often vy for this position... Sometimes Embers will attempt this journey, and sometimes ancient Gutters will even attempt this as a final way to do something different, or more with their lives.
The Arrivent
Once per year, on the Third Day of the Season of Light, the Chains River runs red. That evening, the shores of Chains River will become awash with bodies. These bodies are those who have been "collected" (as it is) from across Synergasia for the past year, those who have attempted to brave the mists dividing their realm from the rest of the world. These collected individuals are then deposited on the shore within Safehold. New arrivals, called Embers, are given a scripted greeting by the Magistrate, and then pointedly left to find their own way within this strange new realm. These newly washed up Embers are often disoriented, and a host of con-artists, would-be prophets, and profiteers descend upon them to take advantage of their vulnerable state. The Embers arrive with their possessions, and indeed, some arrive in strange vehicles or with unusual animals (most of which are dead on arrival, but not always). Sometimes these possessions are claimed by the aforementioned profiteers, and sometimes they are stolen by other Embers.Naming of the Lord
The season following the Arrivent, a new Lord Beneath must be named. This takes place immediately upon the beginning of the Season of Warmth, and is done by the chosen Lord walking from between the Destrons to the great gate of Darkwall Keep. If a single individual makes this trek, the gate will open and admit the new Lord to his (or her) new fortress.This is often wrought with pain and suffering, as despite the knowledge that a Lord's tenure exists for a single year (and that Lord is never seen again upon entering), many people often vy for this position... Sometimes Embers will attempt this journey, and sometimes ancient Gutters will even attempt this as a final way to do something different, or more with their lives.
Geography
Ruin
Directly across the Chains River is another town, this town consisting of walking nightmares and chilling memories from each person's past. Some of the most ancient inhabitants of Safehold (and indeed all of Wake) often refer to Ruin as "Southside," suggesting that the two parts may have once been considered a single town. Now, however, the Chains River is only a natural divider of something separated by far more deterring: Terror.Detailed article to follow.
Ruling/Owning Rank
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