The Savants’ Haven

I have settled in a small manor whose warmth and quiet are like a balm for a weary mind. Here, far from the nameless horror, I can finally know a little peace.

– From the diary of a Plague Tracker

A forgotten villa, gloomily old, yet inexplicably alluring with its aura and a majesty that many people cannot quite grasp. A facade adorned with intricate reliefs, tall narrow windows, ancient walls covered in ivy, columns on the terrace and, finally, a somewhat neglected garden surrounding the whole estate. This is the classic image of the Savants’ Haven: an almost textbook vision of the adepts’ home, their shelter and the place where they prepare for their next expeditions.

This image, however, is only a simplified model and a convention. The Haven should be judged above all by what it does. Whether it really is an old manor, a rented flat in a city tenement, an inherited house somewhere in the suburbs or a train of carriages holding all of the Savants’ essential equipment – all of that is up to the Players and the Keeper of the Canon.

Some features of the Haven should stay the same, though. The Haven is at once a shelter, an infirmary and an armoury. This is where Savants recover between expeditions, dress their wounds, prepare medicines and, when needed, obtain the tools they need to fight aberrations.

The Estate

Floor plan

Floor plan of the two storeys of the manor. Ground floor: library, kitchen, dining room, hall, day room, reception room, study, archive and terrace. First floor: chemistry workshop, workshop, observatory, study and guest rooms.
An example layout of a Haven – in this case, the former manor of Doctor Nicollo Miravall (room labels in Polish).

Rules

Basic actions in the Savants’ Haven

The Savants’ Haven must be equipped so that the adepts who live there always have access to basic comforts. The list below contains all the basic activities that Savants should be able to undertake, whichever Haven they are staying in.

Basic actions in the Savants’ Haven
No.ActionDescriptionEffect
1Dressing woundsEssential for proper recovery.Heals 2 Body Conditions.
2Fencing practiceKeeps you fit and ready for the next fights.The Savant gains a bonus die on Melee tests.
3Deep sleepA rare privilege. Restores calm and a clear mind.Heals 1 Mind Condition and 1 Spirit Condition.
4Bone RitualA special restorative ceremony that comes from Sanlirynth.Heals 2 Mind Conditions.
5Crafting a resourceTakes a lot of patience and determination. Still, the potential benefits may be worth it.Requires a successful Knowledge and Manipulation test. On a success, the Savant obtains the chosen resource.
6Session of SolaceA meditation session that restores peace of spirit.Heals 2 Spirit Conditions.
7Herbal bathA soothing bath that restores harmony to all the senses.Heals 2 Motor Conditions.
8Studying an artefactResearch takes time, but it is the only way to gain valuable knowledge.Requires a successful Knowledge or Logic test. Reveals the artefact’s special properties.
9Studying a theoremRequires absolute focus and gives a deeper understanding of the field.Yields useful information from the theorem being studied.
10Writing lettersSavants often correspond with scientific authorities and other researchers, keeping up their university ties this way.Letters are a chance to obtain new information and useful hints.

The Karhorra Starter

The Karhorra Starter is available on DriveThruRPG (in Polish).

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