Organisation & place

The Safehold

An island refuge where forbidden knowledge survived after the world stopped believing.

PURPOSE

The Hidden Organisation

The Safehold’s organisation sought to discover what happened to the gods and why magic disappeared. Its members maintained belief and preserved knowledge that had become illegal or discredited elsewhere.

RECRUITMENT

The Travelling Network

Potential recruits were quietly identified at annual fayres. A trader or similar traveller befriended each prospect over several years before revealing the organisation’s existence.

CANONICAL TRAINING

Knowledge Without Power

Every recruit received broad, universal training—not merely instruction for a starting class. They studied practical skills, martial combat, teamwork, history, religion, magical creatures, magical theory, wizardry and clerical practice.

At the campaign’s beginning they could not cast spells or invoke divine power. Nevertheless, each character possesses genuine education in religious and magical matters. Future abilities can therefore emerge from trained knowledge becoming usable, rather than from unexplained new learning.

THE GROUP

Ten Recruits

The player characters trained as part of a ten-person group. Eight defenders escaped beneath the Safehold during its fall; the identities and fate of the missing members remain unresolved.

STATUS

Destroyed on Day One

The stronghold was overrun by barbarians led by a disciplined commander in plain blackened plate. Its surviving recruits fled through ancient dwarven works exposed beneath the training ground.

Read the Fall of the Safehold →