The Keys of Safeharbor Item in The Void Between | World Anvil

The Keys of Safeharbor

Deep in a well guarded building in the colony of Dawn is a storeroom featuring rows and rows of strange looking keys. A key is a powerful symbol. Homebound is an organization of Wayfarers isolating their exploration to the ruins of Safeharbor's planet wide city. They use this room to do their job. It wouldn't be possible otherwise.   When we first arrived here, the buildings were locked tight. We lacked the tools to learn it then, but the species that built this place really didn't want others to get inside. These doors survived all the explosives we threw at them. In response, we turned to the keys. Sadly, a key is nothing without its lock. We have the keys, but the locks are scattered, lost among the rubble. We live in the ruins of a lo kn g dead civilization, and each key could unlock a door to our next big discovery.   The keys are carefully categorized, labeled and hung on hooks. Each hook represents one of many sectors. Each sector is created based on where the keys are found. Sometimes the keys are picked up by scouts. Some are raised from control rooms. It is up to Homebound to take each key and test every lock on their expeditions. It takes longer than you think. This city has roots, and the roots run deep.
     

The keys

A key can be made of many different substances., but all are made of metal. They come in many shapes and colors. They keys are loyal, as are their locks. The keys feature several grooves, and We have yet to find a key that can open more than one lock. The locks are nothing special, to be honest. They are made to match. The keys, though? The keys are special indeed.   The locks are virtually impossible to pick. It requires something shaped exactly as the proper key is shaped, matching its length, its width, and the grooves adorning its body. In comparison to the locks we humans developed, they are significantly more intricate. I suppose we'd be able to emulate the same idea by combining our many different methods of designing locks.   The locks here have wards, sliding mechanisms, pins, and some even possess a password in the form of key turns in different directions, similar to our own combination locks. Without the key, you won't be getting in, and attempting to pick it will often lead to electrocution, or the activation if security measures.

Value

Homebound pays well for keys found around Safeharbor. Areas of the city once believed to be fully explored revealed vast complexes left untouched until the wayfarers were able to open the door. This can often reveal nests and dens of dangerous fauna that are far too close to the colonies for comfort, hiding under very noses.   There are nearly eight thousand keys that have yet to be reunited with their locks. It's an experiment of trial and error. Wayfarers will come and explore, then return sometime later to test new keys on the pocks that failed to open. This makes them thorough, as they often find things they overlooked in their first expedition. When it comes to the pursuit of knowledge, let no stone be unturned.   One thing that baffles me is how well-preserved these places can be. As the archivist of Safeharbor, I've managed to pull information from even the most corrupted of data vaults, but many things found in these dark places function like new.

Cover image: by Meagan Carsience

Comments

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Dec 19, 2020 19:02 by Jacob Billings

Ooh. Yay! Another shorter article, which makes my "job" a bit easier.   "lo kn g dead" is definitely a major typo.   "This city has roots, and the roots run deep." You've been talking about the keys, not the city. Especially since this is in a new paragraph, you should probably specify the name of the city. Not because it's hard to understand, but because it's a bit more formal and polite to specify.   "A key can be made of many different substances., but all are made of metal." Well. Two things here. Firstly, you clearly had to later specify since you leave a period comma mix. Secondly, I'd suggest just stating that "Keys are made from a range of metals." Or something along those lines as it's a big simpler.   "if security" Typo here, should be "of"   "pocks that failed to open." Should be "locks"   What an interesting idea. Does this mean humanity has yet to expand to the whole of Safeharbor? I might have read and instantly forgotten, but the keys lock away sections of Safehabor, correct? Anyway, pretty awesome.

Dec 19, 2020 19:08 by R. Dylon Elder

How on earth did my spellcheck miss those XD So yes. Humanity is isolated to a VERY small area of the planet. They don't venture out much for this very reason. The planet wide city is locked tight, and areas need to be scouted in search of these keys before a deep exploration can begin. They are isolated to this small area where the three colonies reside. Each key can lock a building, an underground complex, or simply a room inside one of these places. Thanks for the likes and comments my friend!

Dec 19, 2020 19:26 by Jacob Billings

Spellcheck is about as efficient as a bottle with a hole in the bottom. There's a high chance it fails. That's a super interesting way to set up a new city. It's fascinating to consider the ramification for Safeharbor being a foreign city that humanity has taken over. This is a super awesome setting. As for the likes/comments, any time.

Dec 20, 2020 00:07 by Dr Emily Vair-Turnbull

This is such an interesting idea. I love the idea of rows upon rows of keys, all waiting to be paired with their locks. That feels like such a mammoth task, especially with potential dangers lurking behind each locked door.   I feel as though there is so much potential for stories here. :D

Emy x   Etrea | Vazdimet
Dec 20, 2020 00:24 by R. Dylon Elder

Oh yesssss both in fiction and in the RPGs side. My idea was that if players wanted to play with Homebound, the map of Safeharbor would slowly open up as keys find their locks, sometimes needing players to backtrack and keep tallies on locked doors.

Dec 21, 2020 17:12

Assuming that there are only 1,000 keys in a sector and each of them only has one lock, that's still, like, 1,000,000,000 possible combinations. (probably a bit less actually, but still luidcrous) Assuming you could try one key on every single possible lock in the sector per day it would still take you around three years to unlock them all. Then you move on to the next.   TLDR: these folks have their work cut out for them.

Dec 21, 2020 19:01 by R. Dylon Elder

Oooo yes. So this is something I failed to mention. and in gonna add once I do the polish on this one. As amusing as it would be to have people just standing outside of doors with a massive key ring and testing each one, lol, there are some ways to deduce where keys go and save the time. These keys have symbols on them that match others and USUALLY, if you find a key and lock pair, keys with the same symbols will match locks in the same building. It's in development currently. I'm wondering about maybe a language, where one symbol matches a sector, another Is a building and the next is for the lock. Thank you sir! I shall clarify.

Dec 22, 2020 02:36 by Amy Winters-Voss

What a mystery!

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