Haven Creation
TIER
Tiers are a rough guide to how close to the Heart itself (and therefore how weird) your haven is. The deeper you are, the more creative you can become – but the harder you will have to work to retain a sense of humanity. For example, if your inhabitants are all songs trapped in jars, you might struggle to get the players to connect with them on a personal level.
Tier 1
Located on the outskirts of Derelictus, these havens still follow most rules of space and time. There aren’t any weird portals to otherworlds, the walls are mainly made out of wall rather than meat or intelligent crystal and the people basically look like people. Generally these places don’t rely on magic or weird technology to stay intact, so they look like real-world underground structures.
Tier 1 landmarks are safer than deeper places, but they usually end up controlled by one or more existing power structures (e.g. the Vermissian Collective, the Hounds or the Church of the Moon Beneath). This can upset the inhabitants if they’d rather go their own way.
Tier 2
These landmarks have something definitely weird about them. Maybe gravity doesn’t work right, or the streets keep rearranging themselves when no-one’s looking or ghosts walk alongside the living. The inhabitants are similarly weird, having deliberately or accidentally severed themselves from normal society.
Tier 2 is significantly more dangerous than Tier 1, so most havens at this level are carefully guarded. Walls, gates and defences are commonplace, and Hounds will take an active role in protecting the populace rather than trying to keep society on an even keel as they do on Tier 1. The folk who live here are suitably suspicious of outsiders, but if you can prove (or fake) your trustworthiness, most will be keen to sell you a hot meal and trade stories.
Tier 3
Get as weird as you like. You don’t have to worry about making sense any more. Seas, woodland, alien skies, enormous pulsating organs, frozen caverns, cursed burial chambers of otherworldly sorcerer-kings, ghosts of entire settlements haunting other settlements; if you can make it fit the overall theme of Heart, go for it.
Havens at this depth are much rarer. It’s hard to maintain any kind of stability, and doubly so if you’re trying to support a community. Any permanent landmark you find will have a trick of keeping itself intact, whether that’s a unique method of living, bargains with otherworldly
entities, advanced (if not entirely understood) technology or changing their bodies to suit the environment.
Tier 4
The Heart Itself. There are no havens here...or maybe it’s one big haven! That’s up to you. (The latter is unlikely, though.)
Rogue
If you want to have a mobile haven that can move between tiers, giving it the Rogue tag lets you put it wherever you want whenever it’s narratively appropriate. Make sure that moving it is difficult, though. Give it some unusual requirements to get it started, make it need protection as it shifts between tiers or have elders in charge who need to be persuaded to move it at all.
Fracture
Fractures are extra-dimensional snickets that exist parallel to the standard plane of reality. They can be accessed from multiple locations, via ritual or through multiple specially-prepared portals. Fractures allow you to get creative with the makeup of the haven, but they’re hard to reach without trouble. Plus, their inherently strange nature means that they often lack something concrete for player characters to connect with, so be careful when building them.