Crossroads and Covenants
10.1 The Rules of Shelter
Not all peace is sacred. Not all sanctuaries are safe.
In the Heartlands, to claim a place of peace is to make a spiritual statement. A boundary, yes—but also an invocation. A sanctuary is not just protected space. It's an act of resistance against the Red Dirt and the systems that feed it.
But peace is never free. Shelter comes with conditions.
To sanctify a space is to enter into ritual with the land. To declare:
"Here, we will remember. Here, we will not kill for silence."
Every sanctuary has rules. Some written. Some spoken. Some only understood when broken.
These are not laws enforced by gods. They are scars kept clean through intentional repetition.
Break them, and the land will know.
10.2 The Sanctuary of the Ashen Heart
It does not move. It does not hide. It does not ask.
The Sanctuary of the Ashen Heart sits on a stretch of farmland just outside Perry, Oklahoma. The soil is old. The wind always smells of memory. The house at the center is unremarkable—until you walk through the door and feel everything fall silent.
There are no guards. There is no banner. But it is known: this place is sacred.
And if you break that sanctity, you will not be asked to leave. You will be made to remember.
Access
- Entry requires intention, invitation, and an oath: to peace, to stillness, to nonviolence.
- Any supernatural may enter: Kindred, Garou, Wraith, Mage, Fae, Imbued, even Demons.
- The only beings forbidden are agents of the Grandmother—or those who bring war in their wake.
The Law of Stillness
Inside the Sanctuary:
- No supernatural powers may be used in aggression.
- No blood may be spilled.
- No lies may be told about the past.
Violation of any of these rules triggers a response from the land itself:
Silence deepens. Time slows. Memory becomes visible. The perpetrator's spiritual history begins to unspool—unasked.
The Wards
There are no rulers here. Only Wards—keepers of the Sanctuary's memory.
- They do not lead. They tend.
- Each Ward is bound to a spiritual artifact housed on the land.
- They rotate with the seasons. No one serves forever.
Consequences
- Inside the Sanctuary, no supernatural effect functions unless used in healing or remembrance.
- Rituals still work—but only if they honor memory or protect peace.
- No one can enter with a hidden agenda. The land itself unmasks them.
To rest here is to be unmade—gently, painfully, honestly—and then remade, if you can bear it.
10.3 Other Safe Zones
The Sanctuary is the largest and most structured refuge in the Heartlands. But it's not the only one.
The Fence Lines
- Rural properties protected by generational pacts or forgotten spirits.
- Usually run by families who have no idea what their land really holds.
- Violate their terms (no digging, no shouting, no fire after sunset) and the land will close its roads to you—permanently.
Ashmouth Grange
- A fractured hospice-community built on leyline instability.
- Staffed by survivors of an Orpheus crucible collapse.
- Visitors must trade a memory to enter—and cannot get it back.
- The walls sometimes whisper in different decades.
Cracked Caerns
- Once-pure Garou caerns, now damaged or defiled, yet still potent.
- Offer safety to any who dare sleep within, but dreams manifest physically.
- Umbra flow is unpredictable.
- Spirits come and go without rules. Some bless. Some watch.
These are sanctuaries by function, not philosophy.
You can rest in them. But you will never be alone.
10.4 Making a Covenant
No one survives the Heartlands alone.
This section covers how disparate factions and supernatural beings form Covenants—temporary alliances rooted in survival, purpose, or shared memory.
Building a Covenant
- Offer: What does each side bring to the table?
- Oath: What promise is made in exchange?
- Cost: What is sacrificed to sanctify it?
Examples
- A Garou pack and Kindred coterie protect a Wraith-touched farm in exchange for silence and mutual rites.
- Mages and Changelings collaborate to unearth a buried fragment of the Consensus.
- A Demon shelters Imbued in a crumbling motel, teaching them how to hide from Heaven.
Red Dirt Pressure and Betrayal
- If a Covenant is broken, Red Dirt pressure increases significantly in the region.
- Spirits begin to behave irrationally.
- Echoes may reawaken.
- The land knows.
10.5 When Peace Fails
It always does. Eventually.
Sometimes the wound reopens. Sometimes someone brings old war into new soil. Sometimes memory cannot be held.
When a sanctuary falls:
- All pacts fracture.
- All rituals revert to raw form.
- All Echoes awaken in a twenty-mile radius.
- The land offers one final vision to those inside. It is always different. It is always true.
The Fall of a Warden
If a Warden breaks their vow:
- Their artifact cracks.
- The land removes their name.
- Spirits will not hear them. Wraiths will not speak to them. Their reflection forgets their face.
They may continue to live. But they will never again belong.
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