Sanctuary

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Contents

Overview

Hoffman maintains Sanctuary.


It is whispered in Scotland, and further afield, that if you have nowhere else to go, then Hoffman will protect you. The whispers are not always correct. Certainly, no pursuers are allowed within the shambling confines of the old school that stands as Sanctuary in the world of men, nor in the sprawling woodlands to the rear, and Hoffman will endeavour to ensure that even the weak and foolish receive fair trial.

For one moon, he will ask no questions; will provide food and shelter, but once that time is passed, even the most penitent must leave. The wise use their month's grace well; the foolish are buried in the woods.


Mechanics: Entering the grounds of Sanctuary is an agreement to be bound by the following Pledge:

Pending

The Grounds of Sanctuary

The Track

(#Sanctuary-Track)

A dirt road flanked by thin trees shedding their last leaves, scarred with tyre marks frozen into the mud.

The track leads up to a rambling building of pale grey brick. At the front of the building is an archway, which has the following pledge chipped into it. "None who pass these doors will raise hand against another within it, nor take their property, nor cause them to cry."

Exits:

  • #Sanctuary-Lake
  • #Sanctuary-Lobby

The Lake

(#Sanctuary-Lake)

A small lake by Highland standards, the lake brims with trout & salmon. Almost narrow enough for an Ogre to throw a stone across, and less than a 100 yards in length, occasional fishermen can be found underneath the trees; small boys with string on a twig rubbing shoulders with waist-deep professionals with net and carbon fibre rod. The lake runs deep, though, despite its stillness, and upon gazing on it at night, many an individual has felt drawn in by its power.

Exits:

  • #Sanctuary-Track

Lobby

(#Sanctuary-Lobby)

A black and white checked floor in a high vaulted entrance hall.

A small booth to the side has been fashioned from the door of a side room, in which a young girl sits, reading a tabloid magazine. A staircase leads upstairs, Noise can be heard from a large room ahead of you, and a small door to the right leads into a kitchen.

Exit:

  • #Sanctuary-Kitchen


TV Lounge

(Not an open channel)

A clutch of old sofas and beanbags fill this room. There are a number of dishevelled people reading, sleeping, playing cards, listening to music, or watching DVDs on the screen ahead. Tonight's film: Spiderman 3.


Kitchen

(#Sanctuary-Kitchen)

A large industrial kitchen with old metal appliances. One wall is devoted to individual lockers.

The fridge and freezer are well-stocked and occasionally someone enters to grab something from their locker or the communal milk stock, filling in everything they took in a small book. Through the back door, a small garden can be seen.

Exits:

  • #Sanctuary-Lobby
  • #Sanctuary-Garden


Garden

(#Sanctuary-Garden)

This is a working garden, more akin to an allotment.

Vegetables grow in strips, and individuals' 'patches' are marked with scrawled placards. It's a long stretch; about 100 yards to the back of the garden, where a small iron gate leads to the woodlands at the back. In the corner of the garden, a large imposing shed dominates, secured by three heavy padlocks.

Exits:

  • #Sanctuary-Kitchen
  • #Sanctuary-Glade


Glade

(#Sanctuary-Glade)

In the summer, the woods are rich and green, but now the trees are withering with Winter. Through the branches, red deer can be seen scampering, even at night, their curiosity greater than their sense of self-preservation. Woodland creatures move underfoot, and a well-trodden path leads through the middle to a single cleared space. There's a smell of wood smoke in the air. The Wood leads to a large circle devoid of any life; only crushed brown leaves and dead twigs.

Near the centre, two bonfires burn, taller than a man; their flames licking at the night sky, staving off the cold bite of winter. A few have already gathered, mortals and Lost alike.

Exit:

  • #Sanctuary-Garden

Rumours


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