Waystations Settlement in Genesis | World Anvil
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Waystations

Waystations are the covert safehouses run by the Watchers, serving as refuges for the people of Genesis as they travel between the shards. While they tend to have an unremarkable appearance and don't have much to make an Old Worlder suspect they're anything more than an out-of-the-way inn or B&B, Waystations are far more than they seen and help serve the varied needs of the travelers who rely on them. 

Location

Waystations are typically located near the entrances of the various shards, as well as being found spaced along the major travel routes used by Genesis-born travelers. Due to the fact that keeping a Waystation well-supplied and maintained is no small task, they're not the only place that serve as refuge; travelers can also take shelter among various magical communities who help fill the gaps between the Waystations, though this is generally on a volunteer basis and doesn't offer nearly the same services that a Waystation can provide.   Waystations can be found around the world, and it's thought that a total count would number well over a thousand.

Layout and Features

A typical Waystation has several key components, though they vary wildly from place to place in order to fit in with the local population.   The primary function of all Waystations is to provide shelter, and as a result they're all centered around having space to accommodate as many as thirty guests at a time; travelers wait at the Waystation for up to several days waiting for drivers willing to help them navigate the Old World, who run predetermined routes either periodically or on-demand depending on the popularity of the route. As a result, Waystations are typically walled enclosures that feature a large common room, a floor dedicated to housing, and an area of sight-shielded garden where guests don't have to feel trapped indoors.   Many travelers coming out of Genesis via remote gates are traveling on horseback, and many entering the shards need the same. Waystations typically buy and sell horses and have a small stable in order to have mounts on hand. They'll also keep a handful of cars available to rent for the rare regular travelers who know how to drive. Thanks to the remoteness of most shard entrances, the presence of horses and an ever-changing roster of vehicles is able to be explained away by portraying Waystations as some sort of small country getaway housing overnight tourists.   Another important role that Waystations play is that of outfitter; they can provide inconspicuous clothing, travel supplies, and local currency to those feeling bold enough about their ability to pass among the Old World population. Waystations also stock a significant number of vanity charms that can disguise a nonhuman traveler as a human. A decent portion of the Waystation's space is taken up by storage.   And finally, there are times when a traveler can't afford to wait for mundane overland travel. Used only in urgent situations or for a truly exorbitant fee, most Waystations are linked by magical foci that reduces the prodigious amount of energy required for true teleportation. This usually takes the form of a magical sanctum used by any mage members of the resident group of Watchers, whose floor will be marked with an elaborate magical array. As the most obviously supernatural element of the Waystation, this room is always carefully hidden in such a way that it's impossible to glimpse through a window or stumble upon in a casual walkthrough of the place.

Population

Waystations have a small group of permanent inhabitants, consisting of 10-12 Watchers and one or two dedicated staff from a local magical community who handle the day-to-day logistics of cooking and cleaning. Most of the time there'll be a handful of guests waiting for transportation across the shard, but the majority of the time Waystations only operate at about a quarter of their maximum capacity.

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