The Trailhome

The Trailhome

Origins and Purpose

The Trailhome grew where Naath’s western barkstone gives way to understory paths. It was planned as a quiet quarter for returning scouts and hired guides, but it became the base for the Seekers, the council-chartered band that takes work beyond routine patrols. Its lodges, sheds, and greens follow the slope and the roots. Nothing here is for show. Paths run straight to the gates, to the Cloister, and to Ezra’s Tavern, because speed matters when a contract is posted or a warning arrives from the woods. The district serves the city without claiming more than it needs. It is a working place for people who leave often and return changed.

Trailhome’s authority starts at the Fountain Pavilion, where the Naath Council sets policy, posts permissions, and records writs. The Seekers act outside the castes but under council sanction. When the wardens cannot spare numbers or when the work risks a longer range, the Council routes it to the Trailhome boards. Completed reports travel back to public record through clerks and voteboards so that law and memory remain open. Slow, careful rulings at the Pavilion are what keep a fast place like this honest.

Trailhome also anchors a line of responsibility along the forest edge. Rootwatch keeps the borders, the shrines, and the marked paths, but when storms, predators, or trespassers press the line, the Seekers take the burdens others cannot. They map disturbed ground, escort traders, carry messages to the lake, and walk the first miles into the high country when signs point uphill. The wardens hold the ground near; the Seekers range and return with proof. Together they keep the city warned and ready.


Places and Daily Work

Ezra’s Tavern. This is the Trailhome’s public door. Crews form at its long benches, and lone hands find partners under rules posted by the boards. Ezra keeps a rear chamber for contracts and a shelf for sealed writs. The room holds hooks for courier slips, escort notes, and bounty marks. Ezra serves rootbrew and a steady table, but the trade is information: trails, weather, warden notices, court postings, and quiet advice on who to trust for a given task. People from every caste step through here when work crosses lines.

The Seeker’s Board Hall. Two boards face the room: one for city writs by urgency and pay, the other for private postings cleared by clerks. Scribes renew them twice a day. Tokens mark who has taken what, and a roster wall tracks crews in the field. New hands sit brief orientations here: codes, hazards, who can issue clearance, and how to write a report that a Lorekeeper can file without guesswork. Finished contracts return to these desks for confirmation and copying into ledgers. The hall closes only during winter rites or when a red-ribbon alarm calls every blade to the gates.

Twin Yards. One yard drills weapons and shield lines on sanded lanes. The other trains movement: vault beams, rope climbs, uneven ground, and soft earth for falls. Senior Seekers give simple tests—trail sign, distance judging, and how to cross a rootbridge with full kit without scarring the wood. Morning sessions are open. Afternoon drills are for assigned crews. Repairs are handled at dusk by a volunteer rotation with tools loaned from the Embergrove.

Armament Shed. The quartermaster signs out bows, blades, cord, field packs, and survival tools. Special items and minor enchantments sit behind locked rootglass and require a board stamp. Damaged gear is logged, tagged for the Embergrove smiths, and either reforged or broken down for parts. Nothing leaves without a name, a route, and a due-back mark. The shed’s order is what turns scattered fighters into a reliable service.

Bunkgroves. Longhouses offer sleeping rolls, plain food, and lockable cubbies. Time limits depend on season and traffic. Notices are nailed to bark-plated boards: departure schedules, lake fog advisories, warden hazard marks, and quiet warnings about a bad ridge or a broken bridge. Older Seekers keep the peace. Fights end fast or end outside. The place is not a home, but it is shelter between paths.

Healer’s Circle. An open-air infirmary for splints, stitches, burns, infections, and the rough edges of spell backlash. Clerics, herbalists, and potion-crafters work in teams. Every treatment is logged for the Cloister and for any later ruling on safe practice. Apprentices learn to treat wounds made by tooth, stone, surge, and iron. The goal is simple: stabilize, record, and return a Seeker to duty or move them to the Roothearth for longer care.


Oaths, Law, and the Stone of Names

The Seekers run on four simple codes: share signs, carry your dead, pay your debts, and report the truth. The Council accepts these codes because they match city law. Trailhome crews submit to open records, permit checks, and the limits set by the Lorekeepers on risky workings. Anything that pulls on the flows must be recorded and, when needed, witnessed. The Cloister cares about weight and consequence; the Seekers care about staying alive and keeping promises. These aims align more often than not, and the city survives because they do.

The Stone of Names stands at the district’s center. When a Seeker is confirmed lost or fallen under a sanctioned contract, a guild elder oversees the carving. There are no dates and no ranks. New crews touch the Stone before taking their first posting. During winter rites, names are read aloud so the young learn what the work costs. Families leave small tokens, letters, and worn tools at the base. The Stone is not a ceremony for visitors. It is a record for those who carry the city’s risks.

Law binds every board notice. Theft of gear draws fines or loss of permit. Violence in the district brings confinement and service. Unauthorized spellwork earns public censure and, if it harms the flows, exile. Disputes without magic go to merchant arbiters or council clerks. Magical disputes and questions of safe working go to the Lorekeepers, whose rulings set practice for everyone. The Seekers accept judgments in public, because the city must see that even its risk-takers live under the same rules.


Neighbors, Routes, and Threat Lines

Trailhome’s routes point in five directions. East to the Embergrove, where gear is made and mended. North toward the Wyrmshade line, where paths close and sound carries wrong, so crews move with strict sign and rope. Northwest to Maer’thalas Ridge and its three danger zones. West along outer posts through the Verdwood, where waymarks are scrubbed and shrine stones are set steady after storms. South to Selenford, where lake fog, sudden pulls, and carved stone under the eastern water make every rescue and ferry escort a measured risk under the lake-warden eye.

The Varnhollow Peaks are a hard stop without a writ. Webs string across pillars and ledges. Tunnels run under stone cut in older ages. The Skeliri keep the heights with silence and precision. They remove intruders without warning. If a Council writ sends a Seeker crew there, it comes with exact terms, ritual passes, and a list of lines not to cross. Most work is observation at the margins or message carrying to a marked drop ledge. Many contracts end with a simple note: no contact made, border respected, path clear. That is considered success.

The Bronthok Reaches rise red and hot in dry years. Redfang orcs hold the passes with fast raids and strict shamanic law. When game thins or storms cut their routes, they press outward. The city prefers warning and distance over battle. Seeker jobs here favor mapping safe curves around new watchfires, timing caravan runs, and carrying terms between cliff holds and council desks. Trade is rare and tense. War is costly. Every report from Bronthok is read at dawn by Rootwatch and copied again for the Pavilion.

The Hulderhorns are higher and colder. Giants wander there, tending old shrines and moving herds. They push borders without plan and punish trespass without talk. No Seeker crew goes high without offerings for marked cairns and a clean plan for retreat. Most contracts steer travelers around the heights or recover those who ignored such advice. When a path must cross a giant line, the boards post the risk in plain words and the Council requires a second crew shadowing the first.

Lake Selenmere sets its own limits. Fog rolls across boats and piers. Sound bends. Old stone lies under the eastern water. The lake-wardens issue quotas, weather notices, and bans on reckless magic near shore. Seeker work there means escorting ferries, locating missing riverfolk, and retrieving markers after floods. Every working is logged. The wardens answer first when the water stirs, and the Seekers follow under their order. That is the rule, and it keeps people alive.

The Boughring and the Trailhome trade duties during rites. The Seekers secure paths, watch the crowd’s edges, and run messages for the Council. In return, the city honors the fallen at season’s end and sponsors gear refits before winter tightens routes. The Trunk Market’s Guild also funds road surfacing, storage courts, and watch posts when large caravans need safe passage. Through these ties, coin, law, memory, and steel move together. This is how Naath holds its ground year after year.