This page covers the lore of Sanctuaries—metaphysical spaces created by Sanctuary, Edeia of Sanctuary.
For the spirit creatures that may form within Sanctuaries, see Sanctials on the Ideogenic Species page.
Sanctuaries are metaphysical distortions of reality created by the Edeia known as Sanctuary.
Within a Sanctuary, those with souls are prevented from acting on violent or malicious intent—but not from thinking or feeling it. Disagreements, protests, and collective action are all permitted; harm is not.
The magic adapts over time, learning the needs of its residents and adjusting accordingly.
Magic flora grows throughout Sanctuaries and can provide sustenance to any creature that requires sustenance.
There are three types: Pure Sanctuaries (created by Sanctuary alone), Ordered Sanctuaries (co-created with Order), and Obscured Sanctuaries (co-created with X, Edeia of Obfuscation).
Sanctuaries played a central role in the Age of Secrecy and continue to exist in the Age of Reunion, though many have since been dissolved.
A Sanctuary is a metaphysical distortion of physical reality. Most are situated in natural areas—forests, mountains, underwater locations, arctic regions, deserts—and their biome, geography, and overall weather will generally match the surrounding area. However, Sanctuaries are spatially expanded: the interior is larger than the exterior space they occupy, sometimes vastly so.
Older Sanctuaries often develop magical characteristics over time—aggregations of magic particles that resemble fireflies at night, aurora-like displays of light, and other ambient phenomena. These are a natural consequence of Sanctuary's magic permeating the land over long periods, rather than anything deliberately cultivated.
After creating a large Sanctuary, Sanctuary (the Edeia) must rest, often for several years. They may do so within their Abstraction or by sitting in a Sanctuary in tree-like stillness.
To enter a Sanctuary, one of the following must be true:
You meet the entry conditions of that Sanctuary.
You are consciously brought inside by a current resident.
You are teleported inside by an Edeia.
Most Sanctuaries created during the Age of Secrecy were made with the entry condition of being "of magical or supernatural nature." Those who are ideated but unaware of their magic may still fulfill this condition, sometimes stumbling inside by accident—a disorienting experience, as anyone accompanying them who does not qualify will find themselves separated without quite knowing how or why.
Non-magical creatures—including mundane animals and humans—experience a subtle "suggestion" to turn aside when they approach a Sanctuary. The effect is stronger for sapient beings and somewhat weaker for animals; in either case, the individual is unlikely to notice that they turned away at all. Wild animals may still find their way into a Sanctuary if they are wounded, dying, or otherwise in dire need—the suggestion does not prevent entry, merely makes it unlikely for those who have no need of what a Sanctuary offers.
Entry conditions can be modified in Ordered Sanctuaries (see below).
The most defining characteristic of a pure Sanctuary is its prohibition on violence and conflict, including malicious harm. This rule is an expression of Sanctuary's own values and is integral to what they believe a Sanctuary should be: a place of peace, rest, and healing.
The rule acts on those with souls. In practice, this means sapient beings—people, Edeia, and similar creatures. It does not act on plants, which have no souls in Ideation. Microbes are biological machinery, carrying at most wisps of ethereal essence but no complete soul; viruses carry no ethereal essence at all unless magically altered. As a result, biological processes at the microscopic level—immune responses, natural decomposition, and similar—continue normally within a Sanctuary. Denizens cannot be harmed by microbes and other pathogens, but their immune systems can still recognize and respond to foreign intruders.
The rule prevents physical violence, malicious harm to others, and actions that would cause significant harm to another person, whether acute or chronic.
The rule does not prevent thought and feeling. Anger, grief, resentment, malicious ideation—all of these can be felt freely within a Sanctuary. What cannot happen is acting on them in harmful ways. Aggressive feelings that would be expressed harmfully instead emerge as civil grievances; someone who might otherwise shout and strike will instead find the words coming out rationally, even if they did not intend them to.
Nonviolent forms of conflict and protest are permitted, including civil discussion, disagreement, argument, collective action, general strikes, sit-ins, and other forms of non-harmful civil disobedience are all possible within a Sanctuary. Malicious destruction of others' property (including their physical home if they have one and their belongings) and physical harm would be stopped; refusing to cooperate and loudly stating grievances would not.
Sanctuary's magic is not a rigid rulebook—it is an expression of Sanctuary's intent, and that intent is genuinely trying to maintain peace and safety for those within. Over time, the magic learns.
Patterns of behavior that cause harm—even without explicit malice—may begin to meet subtle resistance as the magic adapts. A Sanctuary might make it slightly more difficult to get words out that repeatedly cause harm to a specific individual, or create a small sense of discomfort that functions as a signal before anything is stopped outright. This adaptation is individual: the same word or action may be fine for one person and gently discouraged toward another, depending on what the magic has learned of each person. Someone who uses a word comfortably to describe themselves will not find it difficult to say; someone whom that word harms will find others struggling to direct it at them.
This adaptability means that no two Sanctuaries are entirely alike at a fine level, especially older ones that have housed generations of residents. Long-term residents may develop something almost like a personalized relationship with the space, the magic quietly shaped by their presence over years or decades.
The magic does not coddle in an overprotective way—it is calibrated to genuine wellbeing, not mere comfort. It is, in the end, Sanctuary's essence doing its best.
Magic flora—plants, flowers, mushrooms, and trees that are manifestations of Sanctuary's magic—grows throughout Sanctuaries. These are not ordinary plants, but magical formations that any creature (that requires sustenance can instinctively) recognize as edible and that provide complete sustenance. They grow more abundant as a Sanctuary ages, a natural accumulation of Sanctuary's magic over time.
Any organic creature that enters a Sanctuary can eat the magic flora. This includes animals—even those that would not ordinarily recognize plants as food will be drawn to the flora by a gentle magical suggestion. This does not biologically alter them, but means that within a Sanctuary, sustenance is never a concern.
Those who die within or near a Sanctuary's physical space may be given a second chance, returning as spirit creatures called Sanctials. For more on Sanctials, see Sanctials on the Ideogenic Species page.
A pure Sanctuary is created by Sanctuary alone. It carries the full no-conflict rule as described above, with all the adaptive qualities of Sanctuary's magic. This is the most common type and what is generally meant when "a Sanctuary" is referred to without qualification.
Pure Sanctuaries can still vary considerably from one another—in size, in age, in the density of their magic flora, in how much their magic has adapted to their residents—but their core rules are consistent.
An Ordered Sanctuary is co-created by both Sanctuary and Order. Both must be present for its creation. These Sanctuaries have custom rules—modifications to the standard Sanctuary framework that allow for specific needs not met by a pure Sanctuary.
Custom rules can involve:
Loosening the no-conflict rule in specific, defined ways. This is uncommon; Sanctuary is personally reluctant to allow it and requires compelling justification. Good reasons have included communities where controlled combat training or certain cultural practices are essential to livelihood, or situations where a blanket no-conflict rule would cause more harm than it prevents.
Adding new rules that further protect residents, their belongings, or specific objects or knowledge within the Sanctuary. For example, a rule that no objects may be destroyed could apply magical resilience to fragile items and prevent any actions that would damage them. Such rules can be broad or highly specific—protecting a category of objects, or a particular artifact of historical significance.
Rules in an Ordered Sanctuary—like in a pure Sanctuary—cannot affect the psyche, thoughts, or identity of residents. They act only on behavior. Entry conditions can also be significantly modified in Ordered Sanctuaries.
Ordered Sanctuaries are not created routinely. They generally require strong justification, such as the preservation of life, culture, historical artifacts, or specialized knowledge that a pure Sanctuary cannot adequately protect.
An Obscured Sanctuary is co-created by Sanctuary and X, Edeia of Obfuscation. X is called in by Order when needed; these are not standing arrangements, but collaborative efforts for specific purposes.
Obscured Sanctuaries do not carry the full no-conflict rule. They are designed for magical wildernesses—areas with complex ecosystems intertwined with magical phenomena, where animals cannot consent to the no-conflict rule and where imposing it would cause ecological disruption. Sanctuary understands this distinction and is comfortable agreeing to Obscured Sanctuaries for this reason: animals do not have the capacity to understand or choose, and their natural behaviors—predation, territorial conflict, parasitism—are essential to the health of the ecosystem.
What an Obscured Sanctuary provides instead is imperceptibility: it is impossible for mundane individuals to perceive, and even those with magical awareness find it difficult to detect. X's obfuscation ensures the magical wilderness is protected without imposing constraints on the life within it. Entry and exit restrictions may also be imposed, though these vary.
When a magical wilderness also has a sapient resident population, the area is typically divided: a portion becomes an Obscured Sanctuary for the wildlife, while the sapient population has a standard pure Sanctuary. If the population is willing to relocate, or if the wildlife is mundane and can be safely moved, relocation may occur instead, with the magical environment then secured in an Obscured Sanctuary and the sapient population offered their own choices for residence.
Sanctuary is among the oldest Edeia in Ideation, having Actualized long before organized civilizations formed—they began as a tree, and some awareness of that origin remains in how they exist in the world. For most of the Ancient Ages, they wandered freely, a majestic presence that humans sometimes observed and occasionally built myths around. They did not often engage directly.
Throughout this era, Sanctuary created small personal Sanctuaries for individuals in need—a safe pocket of reality for someone in danger, a child in distress, a magical creature needing refuge. These were often created without the knowledge of the person receiving them, fading when no longer needed. Occasionally, a Sanctuary might arise around a location without any particular recipient, simply because Sanctuary felt it was needed. The Zhurian culture, the ancient society from which the Edeia Ritual originated, benefited from one such Sanctuary—a partial effect rather than a complete one, protecting their location at certain times of year without them understanding why.
Around 500 CE, Order made contact with Sanctuary, and over the following century the two developed a genuine companionship. Around 1000 CE, Sanctuary began creating larger, more powerful Sanctuaries—partly to create safe places in a world growing more complicated, and partly in early preparation for the Age of Secrecy that Order was beginning to envision. These early major Sanctuaries were open to any magical individual and were generally treated as one of many magical phenomena of the age.
Around 1400 CE, as Order's plans for Secrecy grew more concrete, they began seeking out magical communities specifically to invite them into Sanctuaries. Sanctuary largely left the negotiating to Order, creating Sanctuaries as needed when communities agreed.
The Age of Secrecy was the era that defined Sanctuaries as they are most commonly known. When magic was separated from mundane society, Sanctuaries became the primary means by which many magical communities preserved their way of life while remaining hidden. For details on what this looked like in practice, see Sanctuary Residence.
Communities varied widely. Some treated their Sanctuary as a complete world—cultures that lived entirely within its borders for generations, emerging only rarely or not at all. Others used Sanctuaries as residential bases while members moved through mundane society, maintaining something of a double life. The no-conflict rule shaped these communities in ways both deliberate and incidental: disputes were resolved through words, and societies that had military traditions adapted—training against inanimate targets within the Sanctuary, conducting live practice outside its borders at the risk of Secrecy violations.
Sanctuary spent most of this era in a kind of restful awareness, sitting within Sanctuaries in tree-like stillness, the magic flora growing steadily denser in older spaces over the centuries. Occasionally they would rouse for a brief conversation, or move through human civilization in animal disguise, continuing to create personal Sanctuaries for individuals in need—particularly children, whose claims of a magical safe space could easily be dismissed as imagination.
With the beginning of Reunion, most magical communities chose to reintegrate with the wider world, their Sanctuaries dissolved or opened. Some remained—communities that prefer the peace the no-conflict rule offers, or locations like Avimus and the Arbor of Renewal where Sanctuary magic is too deeply woven into the place to separate cleanly. Many of these are registered with the Registry and have known presences in the world.
Sanctuary's contributions to Reunion extended beyond community spaces. In the early years, their ability to create spatially expanded areas helped address housing needs—residences larger inside than outside, public buildings holding more than their footprint would suggest. Some public spaces, such as libraries, carry a gentle no-conflict effect to this day, generally regarded as a pleasant quality of those buildings rather than a restriction.
In present-day united society, active Sanctuaries serve as peaceful communities, ecological preserves for magical wildernesses, places of retreat open to any who need them, and occasionally as destinations for those choosing societal exile. Sanctuary (the Edeia) continues much as always, now less concerned with being seen—wandering wilderness areas in full size, or moving quietly through the world, still creating small personal Sanctuaries for those who need them.
Sanctuaries have served as homes across all three eras of Ideation's history—sometimes as a refuge of necessity, sometimes as a community of choice, and sometimes as the only option available. The practical experience of living in a Sanctuary is shaped by the no-conflict rule and the magic flora as much as by the society within it.
How a person ends up in a Sanctuary depends heavily on the era and their circumstances.
In the Ancient Ages, residence was informal. Sanctuary created spaces as they felt moved to—sometimes for a specific individual, sometimes for a community, sometimes simply because a place needed one. These were not arrangements negotiated through any organization; they were expressions of Sanctuary's nature and care.
In the Age of Secrecy, Sanctuary residence became one of the primary structured options for magical individuals and communities who could not or did not wish to hide in mundane society. Order, the Orderly, or any Edeia aware of the Contract of Secrecy could bring a magical individual to a Sanctuary. Most commonly, this followed the discovery of an ideated or otherwise magical individual by an Edeia—though many hid their power and escaped discovery entirely. For existing magical communities, Order led the negotiations, with Sanctuary creating the space once an agreement was reached.
During Secrecy, Sanctuary exile was also possible as a consequence for Edeia who had committed serious violations. Order's power combined with Sanctuary's was required to create this condition. An exiled Edeia could still travel between Sanctuaries, access their Abstraction, and cross to other dimensions, but could no longer directly interact with mundane society until Secrecy ended or they successfully appealed.
In the Age of Reunion, residence in a Sanctuary is purely a matter of choice—for those who prefer the peace it offers, those who belong to communities that have chosen to remain, or those seeking a place of rest and healing. For individuals facing societal exile as a consequence from united society, transport to an open Sanctuary may also be offered; a Sanctuary guarantees sustenance and safety, and its doors are not closed to anyone in genuine need.
Those who are unaware of their magic may still stumble into a Sanctuary accidentally if they fulfill its entry conditions. Should this happen during the Age of Secrecy, they would be informed of the Contract of Secrecy.
The basic needs of anyone living in a Sanctuary are met by the magic flora— the magical plants that grow throughout the space and provide complete sustenance to any organic creature. Residents need not worry about hunger. Beyond that, what daily life looks like is largely up to the community itself.
Sanctuaries may have housing, whether magically constructed or built by hand. They may have crafts, arts, agriculture, scholarship, trade with the outside world, or almost none of these. Communities are generally self-governing; neither Order nor Sanctuary typically involves themself in the internal affairs of a Sanctuary's residents. The no-conflict rule does the work of keeping the peace, but it is not a governance system—decisions, leadership structures, and cultural practices are left entirely to those who live there.
The no-conflict rule does shape daily life in ways that may be subtle or significant depending on the culture. Disagreements happen, but they are channeled into words. Political conflict, social friction, and collective action are all possible—strikes, protests, and public airing of grievances are permitted—but physical violence and malicious harm are not. Communities that have lived within Sanctuaries for generations may find this entirely unremarkable; those arriving from cultures where controlled violence is part of tradition or livelihood may find the adjustment more meaningful.
Residents are free to leave and return. A Sanctuary is not a cage, and during the Age of Secrecy, many communities maintained connections to the outside world, with members moving between their Sanctuary and mundane society, sometimes maintaining a double life. Some communities also had areas of external land adjacent to their Sanctuary—hunting grounds, farmland—that fell outside the Sanctuary's no-conflict effect, where different rules applied.
Any resident may leave a Sanctuary of their own will. They remain bound by whatever other agreements they have made—for instance, by the Contract of Secrecy during that era—but the Sanctuary itself does not prevent departure.
If a community wishes to dissolve a Sanctuary entirely—that is, to continue living in the same location without the Sanctuary's effects—this requires the agreement of the majority of residents. Sanctuary (the Edeia) will appear to disperse the magic. The land remains, and the community may continue as before, simply without the spatial expansion or no-conflict rule. Those who still wish to remain in a Sanctuary may be transported to a different one.
Some locations retain their Sanctuary even into the Age of Reunion by community choice. Many of these locations are registered with the Registry and have a known, public presence in the world.