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Drifting Sanctuary

“Refuge for All”

“We heal all who come to us. No questions. No judgment. No payment required. This is sacred work.”
Abbot Silas


Quick Reference

Attribute Details
Location Mobile—wanders unpredictably
Region All regions (path unplanned)
Size Small Island (250m diameter)
Population ~100 (monks, healers, refugees)
Government Abbot Silas (spiritual authority)
Primary Faction Independent (Clergy-affiliated)
Economy Donations only (refuses payment)
Defenses Sacred neutrality, healing reputation
Rot Status Clean (rigorous screening)
Founded ~120 S. (167 years ago) by mysterious founder

Drifting Sanctuary - Refuge for All Drifting Sanctuary - Refuge for All

Overview

The Drifting Sanctuary is a mystery wrapped in compassion. A small monastery built on a wandering island that follows no predictable path, appearing where it’s needed most—or so the monks claim. Led by the enigmatic Abbot Silas, whose age and origin no one knows, the Sanctuary provides unconditional healing to all who reach it.

Unlike other religious institutions, the Sanctuary accepts everyone: criminals, Rot-infected, outcasts, enemies. They ask no names, judge no histories, demand no payment. They simply heal, comfort, and send people back into the world with supplies and blessings. The only rule is absolute: No violence on sanctuary grounds.

The Sanctuary operates on faith—not in constellations specifically, but in the principle that all life deserves compassion. Abbot Silas teaches that healing is prayer made manifest, that kindness is the only true magic left in the Aetherium.

The island’s wandering path is legendary. Some say it’s guided by constellation will. Others believe Silas possesses secret navigation knowledge. The monks themselves claim they don’t control it—the island goes where it’s needed.

What’s certain is that the Sanctuary appears at impossible times: arriving at settlements days before plague strikes, reaching battlefields hours after conflict ends, finding lost travelers in the vast Aether. Coincidence? Divine intervention? Or does Abbot Silas know more than he admits?


Geography and Structure

The Wandering Island

Physical Characteristics: - 250m diameter, gentle hills - Natural springs (fresh water) - Gardens and orchards (remarkably productive) - Stable structure (no degradation) - Comfortable climate (despite region)

The Wandering: - No fixed route - Appears unexpectedly - Never stays long (days to weeks) - Path seems random (but outcomes suggest purpose)

Navigation Theory: - Natural Aether-Current drift (mundane explanation) - Silas pilots secretly (possible but unproven) - Divine guidance (monks’ belief) - Pre-Shattering mechanism (speculative)

Approach: - Island signals presence (bells ring) - Welcomes all airships - No appointment needed - No one turned away

The Monastery Complex

The Healing House (Main building): - 30 beds (always full) - Treatment rooms (surgery, prayer, alchemy) - Quarantine ward (Rot-infected patients) - Recovery gardens

The Chapel of Mercy: - Non-denominational (honors all constellations equally) - Simple architecture (wooden, humble) - Open always - Peaceful atmosphere

The Dormitories: - Monks’ quarters (sparse, communal) - Guest rooms (refugees, travelers) - Shared facilities

The Gardens: - Medicinal herbs - Food crops (self-sufficient) - Walking paths (meditation) - Unnaturally productive

The Bell Tower: - Signals arrival - Navigation reference - Call to prayer - Beacon of hope


Key Locations

The Healing House

Capacity: 30 patients simultaneously (often exceeded)

Treatment Offered: - Physical medicine (setting bones, treating wounds, surgery) - Herbal remedies (extensive pharmacy) - Clergy healing (prayer, sanctification) - Alchemical treatment (Rot-slowing compounds) - Psychological care (counseling, comfort)

Staff: - 15 healer-monks (trained in medicine + faith) - 5 surgeons (exceptional skill) - 10 support staff (cooks, cleaners, assistants)

Conditions Treated: - Everything (no condition refused) - Specialization: Rot-infection (early stages) - Success rate: Remarkably high - Limit: Cannot reverse Stage 3+ corruption

The Quarantine Ward: - Separate building (infection control) - Treats Rot-infected patients - Slows progression (rarely reverses) - Provides comfort (always) - Dignified death (if inevitable)

Notable: Has never lost patient to Rot spread (perfect containment record)

The Chapel of Mercy

Description: Humble wooden chapel, profound peace

Design: - Circular (represents unity) - Eight alcoves (one per major constellation) - No hierarchy (all equal) - Simple beauty

Services: - Daily prayers (dawn and dusk) - Open meditation (anytime) - Personal counseling (by request) - Funeral rites (for those who die here)

Atmosphere: - Profound calm - Even skeptics feel it - Weight lifts from shoulders - Tears flow freely (cleansing)

Mystery: - Why does everyone feel peace here? - Architecture? Psychology? Divine presence? - Unknown (works regardless)

The Gardens

Size: 2 hectares (40% of island)

Productivity: Impossible (grows 3x expected yield)

Contents: - Medicinal herbs (every useful species) - Food crops (grains, vegetables, fruit) - Flowers (beauty for beauty’s sake) - Rare plants (from across Aetherium)

Tending: - 10 gardener-monks - Work as meditation - Sing while planting - Talk to plants (claim they respond)

Theory on Productivity: - Rich soil (partial explanation) - Optimal care (true but insufficient) - Blessed ground (monks’ belief) - Pre-Shattering enhancement (possible)

Access: - Patients walk here (therapeutic) - Visitors welcome (respectful harvest okay) - Seeds given freely (spread healing)

Abbot’s Study

Description: Silas’s private chamber, rarely seen by others

Contents (according to rare visitors): - Vast library (books from everywhere) - Star charts (meticulously detailed) - Journals (decades worth) - Pre-Shattering artifacts (purpose unclear) - Navigation instruments (possibly functional)

Access: By invitation only (rare honor)

Atmosphere: - Contemplative - Smells of old paper and herbs - Time feels different (slower? Faster?) - Visitors emerge changed (subtly)

Mystery: How does he have so many books? Where do they come from?


Society and Daily Life

The Monastic Community

Population: - 40 monks (lifelong vows) - 30 novices (training) - 30 staff (non-monastic support) - ~100+ patients/refugees (constantly changing)

Daily Schedule: - Dawn: Morning prayers, breakfast - Morning: Healing work, garden tending - Midday: Lunch, meditation - Afternoon: Healing work, study - Dusk: Evening prayers, dinner - Night: Emergency care, personal devotion

Philosophy: - Compassion above doctrine - Healing as prayer - Service as worship - Judgment is cosmic, not human

Training (novices, 5-year program): - Medical skills - Herbalism - Prayer and meditation - Philosophy of compassion - Farming and self-sufficiency

Vows: - Poverty (own nothing) - Service (heal all who come) - Compassion (judge none) - Silence (optional, some monks speak little/never)

Culture

Radically Inclusive: - No rejection based on history - Criminals, Rot-infected, enemies all welcome - Only rule: No violence here

Practical Mysticism: - Spiritual but pragmatic - Prayer AND medicine - Faith AND evidence - Miracles AND hard work

Joyful Severity: - Life simple (almost harsh) - But atmosphere light - Monks laugh often - Suffering transformed into compassion

Sayings: - “Everyone deserves healing” - “Pain is universal; so must be mercy” - “We don’t ask where you’ve been; we ask: How can we help?”


Notable Residents

Abbot Silas

Role: Founder and spiritual leader

Age: Unknown (appears 60s, been here 167+ years)
Appearance: Simple robes, kind eyes, weathered face
Demeanor: Calm, wise, mysterious

Background: - Appeared 167 years ago - No one knows origin - Doesn’t discuss past - Focus always present

Abilities: - Exceptional healer (50+ years experience) - Profound wisdom (counsels deeply troubled) - Appears to know things he shouldn’t - Possibly navigates island (unproven)

Personality: - Gentle but firm - Compassionate but clear-eyed - Mysterious but not evasive - When asked direct questions, answers truthfully (or says “I cannot say”)

Mystery: - How is he 167+ years old? - How does island navigation work? - What is he hiding?

Theory: - Surviving pre-Shattering Star-Reader? - Blessed by constellation? - Rot-infected (stable somehow)? - Simply very old human?

Quest Hook: - Hints he needs specific help - Won’t ask directly (offers clues) - Implies great importance

Sister Marena

Role: Chief healer, Silas’s second

Age: 45
Background: Former Ironhold military surgeon
Personality: Practical, skilled, fierce in defense of patients

History: - Career military (20 years) - Saw terrible things (haunted) - Came to Sanctuary for healing (herself) - Stayed, took vows

Skills: - Surgery (exceptional) - Trauma care (extensive experience) - Crisis management (calm under pressure)

Relationship with Silas: - Closest to understanding him - Trusts completely - Keeps his secrets - Will lead Sanctuary if he passes

Brother Kellan

Role: Head gardener, herbalist

Age: 30s
Personality: Cheerful, chatty, green thumb

Ability: - Plants thrive under his care - Intuitive understanding (how, why unclear) - Can grow anything anywhere

Background: - Born on Sanctuary (parents were patients) - Raised by monks - Never left (no desire to) - Sanctuary is his world

Philosophy: “Plants don’t judge. Neither should we.”


Current Situation (287 S.)

Recent Arrivals

Last Month: Appeared near Murky Chasm - Treated 50+ Rot-infected refugees - Saved 30 (slowed corruption to manageable) - Provided supplies, blessings to all - Departed after 10 days

Last Week: Appeared near battlefield (skirmish between factions) - Arrived after fighting ended - Treated wounded from both sides - Enforced non-violence (even enemies shared space) - Departed after 3 days

Current: Drifting through Bright Reaches periphery

Challenges

Resource Strain: - More patients than ever (refugee crisis) - Supplies adequate (gardens + donations) but tight - Staff exhausted (working beyond capacity)

Rot Increase: - Treating more infected patients - Quarantine ward always full - Success rate declining (later-stage infections)

Political Attention: - Ironhold wants to regulate (sees security risk) - Clergy wants to incorporate (bring under hierarchy) - Silas refuses both (maintains independence)

Silas’s Health: - Visibly aging (recently, after centuries of stability) - Tires more easily - Hints time is short - No successor prepared (Marena capable but not ready)


Secrets and Mysteries

Silas’s Origin

Secret: Abbot Silas is pre-Shattering Star-Reader, survived catastrophe

Evidence: - Age (167+ years, but appears older) - Knowledge (things he shouldn’t know) - Books in study (pre-Shattering texts) - Navigation ability (Star-Reader skill)

Method of Survival: - Unknown - Astral Geometry? - Constellation blessing? - Other?

Why Hide: - Past painful - Star-Readers caused Shattering (responsibility, guilt) - Present work matters more than past

Implication: Knows more about pre-Shattering than almost anyone alive

The Island’s Navigation

Secret: Island doesn’t drift randomly—Silas pilots it deliberately

Method: - Pre-Shattering navigation system (underground) - Silas accesses through study - Charts course based on need - Appears random to conceal capability

How He Knows Where Needed: - Information network (visitors bring news) - Astronomical observation (predicts events) - Genuine precognition (constellation gift?) - All three?

Why Hide: - If known, factions would try to control - Independence essential to mission - Mystique protects better than weapons

The Garden’s Secret

Secret: Gardens grow on pre-Shattering agricultural enhancement site

Technology: - Soil enrichment system (still active) - Optimal growing conditions - Self-sustaining

Silas’s Knowledge: - Knows it’s artificial - Maintains system - Doesn’t discuss

Significance: - One of few functioning pre-Shattering systems - Could revolutionize agriculture if understood - Silas keeps secret (preventing exploitation)

The Countdown

Secret: Silas knows about constellation countdown pattern

Source: - Own astronomical observation (decades) - Plus pre-Shattering knowledge

Response: - Preparing Sanctuary for something - Training Marena intensively - Writing things down (leaving knowledge) - Behavior suggests urgency

Connection: - In ~23 years something happens - Silas won’t survive to see it - Ensuring Sanctuary continues after him


Quest Hooks

  1. The Healing: Seek treatment for corruption/injury/illness
  2. The Mystery: Investigate Silas (factions hiring)
  3. The Supply Run: Sanctuary needs rare medicine, acquire it
  4. The Defense: Pirates/zealots attacking Sanctuary, protect it
  5. The Navigation: Discover how island movement works
  6. The Succession: Help prepare Marena for leadership
  7. The Patient: Treat/protect specific person seeking sanctuary
  8. The Secret: Silas needs help with pre-Shattering facility
  9. The Pilgrimage: Escort faithful to find wandering Sanctuary
  10. The Revelation: Silas finally sharing his past (why now?)


“I have lived too long and seen too much suffering. This Sanctuary is my atonement. When I am gone, may it continue—because the world will still need mercy.”
Abbot Silas, private moment