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ABRAXAS MODS ([personal profile] abraxasmods) wrote2021-08-29 01:40 am
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SOLVUNN COMMUNE ◎

Solvunn Commune

Climate
Flat plains, forests, swamps
Population
Medium (40,000+)
Economy
Modest
Military
Minimal
Technology
Moderate, agricultural
Fashion
Basic, functional wear, similar to the Vikings. Separation by status in clothing is rare.
Travel
About 1 week by wagon between settlements. MINIMAL TRAVEL RESTRICTIONS. The Summoned may go to any settlement but are encouraged to remain in Solvunn's borders. Leaving the commune is heavily frowned upon. Travelers are warned not to enter the Secondary Settlement without an invitation. Disappearances are common.

Goat carriages and portals are provided for slightly quicker transport every 3 days. Individuals are expected to help contribute to the labor of this service.
Dangers
Pirates can be found on the seas and leviathans lurk beneath the waters when venturing too far out into the ocean, mostly in the Secondary and Tertiary settlements. Roads in and around the woods contain wild predators. Those who stay near the settlements and the main roads will find little trouble.
Overview
Solvunn is a commune state and is the smallest of the three major territories. When the first Summoned broke through its borders via a mysterious portal, the Council and locals invited them into their very homes, offering them food, shelter, and friendship. Not long after, they began summoning others, too.

See the WORLD OVERVIW to learn about the broader setting of Abraxas such as currency, housing, its calendar, and weapons.
General Information
In contrast to the rest of Abraxas, Solvunn residents worship the Gods, and their devotion is woven into everything they do. If someone continuously doesn't act in the interest of Solvunn, they're likely to be shunned or banished to the Tertiary Settlement. Tradition is treated with devotion. Each festival is steeped in ritual, down to the order in which things are done. Straying risks angering their deities. Their connections in the world are strong, whether it be their long-forged scorn for Thorne or the friendship they have with the Lunae of Nocwich. Bonds with Solvunn are not so easily broken, though they understand the necessity for interacting with those they find unfavorable.

◎ Magic & Religion
The people of Solvunn rely on magic for their everyday lives. Unlike Thorne, this magic - known as High Magic - is inextricably linked to Solvunn's worship of the Gods. Charms, rituals, and totems are used to gain the blessing of the Gods to accomplish their goals. For Solvunn, there is no magic without worship. The average citizen doesn't cast large spells, and none would claim to be a skilled or studied mage. Instead, displays of power are invoked through the Council and its Elders, who place their faith in the Gods to answer.

Offerings are the most common form of devotion, but sacrifices occur, too. Most sacrifices are that of animals: goats, chickens, or sheep. But, on occasion, a family altogether may move away without a word in the middle of the night, never to be heard from again. While not a frequent occurrence, it does take place. Neighbors of these absent commune members tend not to speak of them. Likely, they decided the commune life wasn't for them and left for greener pastures - the Free Cities, perhaps. Isn't that right?

◎ The Gods
The Gods fall under The Ancient Pantheon and The New Order. They very much have a presence in Solvunn. Shrines will whisper and respond to the right offerings, and pacts can be made with a God. Major and minor shrines can be found throughout every settlement. They are usually well cared for, though some shrines deeper in the woods may have been left forgotten and overgrown. Animal sacrifices can and do occur. There are also several ritual sites located in the forests. Ceremonies and festivals can be held at any one of these places depending on the season, the god they are celebrating, and other factors. If you want to know what the Gods can grant you, the answer is: what are you willing to give?

◎ Crime
At first glance, crime and punishment are nearly non-existent in Solvunn. Those who show signs of deviation will usually be visited by kindly neighbors and Elders, who will bring tea and comforting words to help them return to the fold. If this isn't enough, and the individual is causing too much distress or discomfort for the Commune, then the Council will step in and banish the person in question to the Tertiary Settlement. This banishment may be temporary or permanent. If you're prone to causing trouble, you may find yourself faced with a similar consequence, though you'd have to be fairly disruptive before this occurs. On the rare occasion that a member of the community strays too far from the flock, Solvunn will call upon the Gods to cast their judgment in what is often a gory display. This fate recently befell Josselyn Creed, who was contorted inside the skin of a sheep before vultures descended to pick her bones clean.

◎ Terrain & Biodiversity
Solvunn consists of flat plains and rolling hills. The weather is mild. Winters bring cold rains while summers bring warm showers. Temperatures can dip during certain years, causing a light snowfall or even a deep freeze - an occurrence attributed to the temper of the Gods. Its greatest economic strength lies in its agriculture. Solvunn has the advantage of being relatively self-sustaining. They grow their own crops, tend to their own livestock, and produce their own essential goods. Aside from the beasts mentioned, Solvunn has its share of standard flora and fauna such as foxes, bears, wolves, and a variety of birds. Rodents and other pests are often the bane of many farmers and pantries. The roads between each Settlement can be dangerous, and it's easy to lose your way...but it isn't the wildlife that'll get you. If you stick to the main settlements, though, you'll be safe.

◎ Medical Care
Solvunn Elders are also trained healers. They'll call upon the Gods to perform their healing spells. The sick and wounded are often given totems or charms to aid their recovery. Poultices and herbal teas are also common. Solvunn doesn't have much by way of hospitals or infirmaries. Instead, Elders visit the patients in their homes and treat them there.
Daily Life
Living in Solvunn requires hard work and dedication, but you'll have plenty of support from neighbors and strangers alike. Host families will offer the Summoned a place to stay. There, you'll be treated as a part of the family. Your host will invite you to join them for dinner, and other Commune members will bring you tea, food, and clothing. In return, you're expected to contribute to the household and the Commune at large. Everywhere you go, you'll see a smiling face and a welcoming hand. As long as you want to stay, you're a part of them.

Chances are, you'll start in the Primary Settlement, although you can move to the Secondary and Tertiary Settlement if you like. Just beware that traveling between settlements without knowing the way can be confusing. You'll be warned to ask the Council first so that someone can escort you through the dense woods and winding paths. Strange forces lurk in the woods, waiting for lost souls like yours.

As a bartering nation, you'll want to trade your services for whatever you need. If you're good at fishing, you can offer to fish someone dinner and ask for a jug of ale in return. Solvunn will accept help in any form: babysitting, milking cows, shearing sheep, sweeping the floors...if it needs to be done and you're a willing hand, they'll be happy to offer you something for the task. You can also help clear the roads if you're a skilled fighter. Weapons in Solvunn aren't common, but if you provide a good reason to want one, you'll be offered a sword and armor in exchange for keeping the Commune safe.

Although Solvunn doesn't have the extravagant sights and sounds of the other territories, there's a surprising amount of things to do. Pick berries, visit the hot springs, swim in the ocean, fish, or participate in one of the many festivals held in Solvunn. Picnics and potlucks are common occurrences, and you're always welcome to join.

And of course, one mustn't forget the Gods. While you won't be pressured to devote yourself to them the same way the locals do, you'll be looked upon favorably if you choose to make offerings or accept blessings. Besides, it's hard not to be curious about their strange presence. You can always attempt to reach out to the Gods if you want. Who knows? Maybe one will answer.
Key Figures
Winifred Bordeaux is the Head of the Council, but Rowan March is likely the man you'll interact with regularly. Outgoing and a man of the people, he's the unofficial face of the Council. If you need something, he'll be there to help.

Isar Hart has recently taken a seat on the Council to represent the Tertiary Settlement, though he's originally from the Secondary Settlement. Word says he knows a thing or two about making pacts with the Gods, but you'd be wise not to bring it up until you get on his good side.

In the Tertiary Settlement, you'll also find a woman named Lorelei, who appears to be suffering from some unusual fungal-like disfigurements. She lives with a young man - her brother - and creates delicious herbal tea blends that she'll offer to anybody who wants some. Though quite shy, she can be won over with some gentle coaxing.
The Singularity
Solvunn wishes to keep the state of the world as it is. They see the actions of the other two territories as dangerous and potentially apocalyptic, and want the Singularity left alone. To them, the Singularity and the Gods are forces beyond mortal control - and attempting to intervene in such things will only result in disaster.

You won't find many answers about the Singularity in Solvunn. Locals will tell you that Thorne and the Free Cities are meddling with what they don't understand, and that you should not follow in their footsteps lest you draw the wrath of the Gods towards the commune. You'll probably have better luck talking to Summoned from Thorne if you want more details about the ancient relic. Though, as a Summoned, you do have a unique connection to it through the Horizon.
Status & Rumors
◎ Current Status
At the moment, Solvunn is fairly quiet. Though most of the world's turbulence did not affect the commune, the incident with Josselyn Creed and her Acolytes left a dark shadow over the land, one that many are still seeking to purge. They fear the Gods are not finished with their retribution.

Locals in Solvunn tend to approach the Summoned with a sort of awe and respect. Those who arrive in Solvunn will find themselves treated much the same way and may be asked for advice or given gifts that seem like offerings such as wine or harvest bounties. Anyone who establishes themselves well enough, earning 3 or more influence rank, might even be invited to attend and bless special occasions with their presence, like weddings or births.

Access to a unique sap is available to anyone who wishes to create potions or research its properties.

◎ Rumors & Incidents
Solvunn's reputation is more mysterious than the others, given their association with the Gods. Like any tight-knit commune, there's some quiet chatter, though no one will gossip openly. You can also see if somebody will fill you in on Abraxas's general recent history. Some things you might overhear include:

◎ A mysterious figure in the woods that lives in a house on legs.

◎ A series of events that disrupted the Free Cities and Thorne. Although Solvunn was largely unaffected, the Council turned to the Gods for guidance.

◎ A series of abductions involving the Summoned, which led to the formation of the Summoned Conclave as a gesture promising that officials are committed to hearing the Summoned's needs. Further, Josselyn Creed - a former Council representative - was executed in a gruesome display.

◎ An influx of rifts and monsters from other worlds has damaged key parts of areas outside the main cities. Repairs are nearly complete, and life within Cadens is less strongly impacted.

◎ Negotiations with the Nether yielded access to an important shrine in its territory. Further, the Council has formally confirmed Isar Hart's Council seat, deeming it the will of the Gods.


Setting Details
Solvunn has a close relationship with the Lunae of Nocwich. Werewolves settled the land generations ago, though the bloodlines have been diluted since. These days, the only werewolves in Solvunn are the ones who visit from Luna during important festivals and solstices. Solvunn follows ancient traditions and beliefs. Technology is minimal, and citizens have little interest in making advancements. Their goal is to maintain the simple life they've built for themselves. Economically, all resources are shared within the commune and available to all citizens, with social shaming being the primary method of getting everyone to do their fair share of work. Solvunn has ample resources to trade and can easily afford to procure goods from Thorne and Cadens.
General
◎ The Council
Solvunn is governed by an elected committee that rotates once every three years. Individuals may serve as many terms on the committee as they are elected for, and the same people tend to be appointed term after term until one of them retires or passes away. Following Josselyn Creed's betrayal of the Council's trust, Solvunn saw a break in tradition when Isar Hart of the Secondary Settlement was sworn in as a Tertiary Settlement representative - marking the first time the Tertiary Settlement does not have one of their own on the Council. The Council also keeps important rituals and ingredients that are considered dangerous.
◎ People & Culture
The needs of the many outweigh the needs of the few. The Council will always act in the best interest of its people and what will best serve the Gods. Despite Solvunn's inclination toward a simpler and less magically inclined lifestyle, the education of its citizens is held in the highest regard. Educators are revered and devote their lives to raising sharp-minded individuals. Honoring the Gods is thought to be the highest achievement one can attain, so artists and entertainers take honing their craft seriously. Tradition is treated with equal devotion. Each festival is steeped in ritual, down to the order in which things are done. Straying risks angering their deities. Their connections in the world are strong, whether it be their long-forged scorn for Thorne or the friendship they have with the Lunae of Nocwich. Bonds with Solvunn are not so easily broken, though they understand the necessity for interacting with those they find unfavorable.

Pending committee approval, defectors from other territories are permitted to join the Commune after three months of work and residency as long as they can get recommendations from at least three citizens.
Settlements
Rather than individual cities, towns, or villages, Solvunn is divided into settlements. There are three settlements: the Primary Settlement, Secondary Settlement, and Tertiary Settlement. The Secondary Settlement is where the majority of the farmlands are located.
Primary Settlement
The Primary Settlement is where the Town Hall, the school, the library, and various markets reside. The primary settlement has a good mix of jobs available from fishing and farming to textiles and carpentry, and is generally considered the most desirable of the three settlements. All parents with kids under sixteen can live temporarily in the primary settlement, as the other two lack a school.

◎ Education & Family
The Primary Settlement is responsible for the education of its settlers, as well as the care for its families. Families with children attending school are given room and board in the primary settlement until they've had their education and taken their aptitude exams. It is also the home of the Council, the governing body of Solvunn. It is composed of three main members representing each settlement, all with their own set of duties. Solvunn offers a modest collection of books and tomes dedicated to various trades as well as a small selection of poetry, fables, history, and scholarly essays. A reading group meets there in the morning for parents whose children aren't quite ready for school while they work.

◎ Marketplace
All of the stalls in the marketplace are family-owned. It's common practice to trade with both currency and goods. There's very little competition, most have found their niche ability to bring fortune to their family and the wealth of the community. There are all matters of goods to be found, as well as suppliers from Thorne and the Free Cities through a third party's caravan. If what you're seeking cannot be found in the marketplace proper, perhaps the traveling merchant can find it for you elsewhere - for a price. The Secondary and Tertiary settlements also haul their goods and services over at least once a month.

◎ Livelihood
Anyone who has a skill of some kind can make a living in the Primary Settlement. From minding the children, healers, farmhands, stablehands, doctors, and more, the Primary Settlement in particular thrives on the spread of its community. Everyone is valuable so long as they are willing to place the needs of the commune first. Its barter economy means trading services for goods and vice versa is common. Payment does not always come in the form of money. In exchange for a job well done, one might find themselves receiving a week's supply of bread, fresh eggs, and more. If your contribution has been outstanding, you may even find yourself with your very own goat!
Secondary Settlement
The Secondary Settlement is more of a collection of loosely-connected farms. Most of the produce and livestock come from the secondary settlement, and though it lacks some of the amenities of the primary settlement, owning a farm in the secondary settlement is a prosperous occupation and many of the families here have farmed the land for generations. Though sparsely populated, the residents of this settlement get together several times a year for extravagant festivals.

◎ Sprawling Farmlands
Where the Primary Settlement is organized and easy to navigate, the secondary settlement is far from it. Being mostly farmland, it is a disorienting maze to those who are not accustomed to its layout. Fair warning to those looking to travel, it’s been told that without permission, the Gods will likely eat you there. Whether or not that can be proven is irrelevant- the settlers believe it and those travelers were never seen again. Most of the farms in the area are specialized, perfecting the growth of one or two endeavors. Feuds have broken out in the past between families disputing the legitimacy of the other’s crop. While they do work for the better of the community, farming is taken as a great badge of pride that cannot be suffered dishonor by another family stepping on their toes. There are just as many farms that specialize in livestock as there are orchards and fields of grasses or produce.

Most families in this settlement like to keep farm work within their own families. However, if there is interest in tending to the fields as labor, they can be persuaded to offer food and shelter in return after a trial run.

◎ Prominent Families
The most prominent family of the settlement is the March Family, who have been goat farming for generations. The eldest son Rowan has been seated on the Council which is a point of pride for the entire settlement. The March Family is seen as one of the leaders of the settlement, brought in to help reach negotiations between feuding farms and their word is typically seen as law.

Another prominent family of the settlement is the Hart Family, proud shepherds that go back centuries. Isar Hart has previously declined to be seated on the Council, out of respect for Rowan March and a desire not to compete with his close friend. However, in light of the situation with Josselyn Creed, Isar has acknowledged he understands the will of the Gods and has stepped up to answer it. He returns regularly to the Secondary Settlement to tend to his sheep.
Tertiary Settlement
Located just off of Hydra Gulf, the Tertiary Settlement has a primarily fishing-based economy on the roughest terrain. The least desirable of the settlements, newcomers who don't bring any valuable skills with them, troublemakers, and childless young adults without significant family connections are often shipped off to the tertiary settlement. No one will officially call it a punishment, but anyone who has lived there for a long period will notice that people seem to regard it as one anyway. The real purpose of the tertiary settlement is to keep an eye on the neighboring Borrel and prevent Thornean soldiers from sailing to Solvunn unnoticed.

◎ Outcasts & Troublemakers
For those interested in settling in Solvunn, most work will be relegated here as a trial run. While not outright stated as being a punishment, life in this commune has its difficulties in comparison to the others. Being able to thrive in the tertiary settlement is reward enough to be made a community member for those looking elsewhere. While most of its residents are a revolving community from other places looking to relocate, some families have decided to stake their claim and make this place theirs. Those exiled here are not explicitly told not to return, but the implication is clear...and sometimes they disappear from the settlement altogether.

◎ Fishing
Fishing on such unforgiving terrain and murky waters takes skill, and it can be a lucrative career if one knows how to do it. There are a great deal fewer people living here than in other places due to the threat of careers found in sailing or piracy. Perhaps they found the life Solvunn has given them to be not enough and they defected to Thorne. It’s all the same to the families that remain around the coast, who pay no mind to who comes and goes.


Minor NPCs & Locales
These NPCs and locales have either been submitted by players themselves or created by one of the mods specifically for your use! Feel free to control, interact, and play with these NPCs or locales however you like. No mod interaction/permission is required unless you plan on killing or severely harming them, or destroying the location.

It is NOT required to use an NPC or Locale on the list in your tags or to submit one before you can include it! Feel free to make things up as you go along. However, if you've created an NPC or a locale you really like and want the game at large to be able to reference this same NPC or locale, you can add a submission. Or, if you need some ideas, you can pick one listed here for inspiration!

To submit an NPC or a locale, use the form on the World Building page.

Minor NPCs
Primary Settlement
Ava Lund
Headmistress
IMAGE
Ava has curly red hair that she ties back with a brooch. She is slim, has similar features to her cousin, Helmi, and often holds a gentle expression on her face. After the events with Josselyn and the Acolytes, she took in her younger cousin. She is the granddaughter of the founders of a newer school and has taken on the role of the head of the school with utmost pride. This only means that she is in charge of teaching and finding activities for the young children. A mother of three, she knows how to be stern and generous when the situation demands it. While her husband works the land and teaches their children about it, she worries about the more academic side of things - the lore of their commune, the rules and laws, their magic, and home economics. She will approach the Summoned now and then to ask them to come talk to the children about subjects that could inspire them to learn.


Bothild Larrsen |
Shop Owner
IMAGE
A tall, stern-looking woman with long grey hair and pale eyes. She has a fondness for paler colors in the clothes, which are old and worn but kept in excellent condition, slightly out of style. While not as young or as talented as Daliah, Bothild specializes in esoteric and unusual healing remedies for those who have nowhere else to turn or want a second opinion. She's respected for her careful upkeep of any nearby shrines to the Gods, and her willingness to take on anyone who wishes to learn her approach to healing and medicine. While some might question the effectiveness and the morality of giving the potential illusion of hope to those who have none, she often argues that some hope is better than none when facing down the darkness. Children might be scared of the intimidating old woman and her dark, musty-smelling shop, Bothild has never been anything but welcoming to everyone who crosses her doorstep, understanding that those who come to see her are desperate indeed.


Daliah Ingber
Herbalist
Daliah is in her late thirties and looks almost identical to her twin brother Dorian. She has long auburn hair, straight down to her lower back, and similar heterochromia eyes to her twin. Her fingers usually have dirt on them from her garden. Daliah has one of the largest supplies of medicinal herbs in all of Solvunn. Her property is covered in herbs and plants, including throughout her house. She often brings them to the small market and gives them away or trades them for other goods. With a kind heart and beautiful singing voice, she's the preferred choice for herbal medicines.


Declan & Maeve Gardsbruk
Farm Owners
Maeve is a red-headed woman of middling height and a fair complexion, while her brother Declan is a little taller and usually sports a long beard that he occasionally braids. They usually wear dark gray and green tunics and dresses using the wool woven from their sheep. While they once were known for their sour and despondent expressions, they smile more often and work twice as hard. The Gardsbruk twins are the last members of the once-successful Gardsbruk family, owning a large plot of land just outside the primary settlement.
( Read more ) Their fortunes changed with the arrival of the Summoned and thus, they can feel like themselves once again. Maeve is the more friendly of the two, open-minded to strangers and willing to give people a chance. She has a quick wit and sharp tongue when crossed and has a soft spot for children. Declan is much more reserved and cautious, and prefers to work alone. He's opened up more recently and will accept help from those who prove themselves. He still tends to be on the quieter side but has an equally quick sense of humor when you can catch it. Both Declan and Maeve are friendly towards the Summoned and believe in their power as individuals and as a collective.


Dorian Ingber
Healer
Dorian is in his late thirties. He looks almost identical to his twin sister, Daliah. He has short auburn hair and heterochromia eyes (blue and brown). Dorian prefers his space tidy. He's professional and believes strongly in the healing arts. Rumors say he secretly dreams of going to medical school in Cadens. If asked, however, he'll dismiss the notion, stating that he's satisfied in the commune. Gravely ill folks are often sent to him. He's pleasant, but can be cold -an occasional point of contention when most in the settlement know him and his family. They frequently remind him they've known him his entire life, so he should stop being so high and mighty. He knows his work well and always comes through in a pinch.


Eliana Reed
Librarian
In her late forties with chin-length white hair and golden brown skin, her eyes are as green as the grass. She is always carrying several books - and no she does not need your help, thank you. Eliana's personality often fluctuates. Sometimes she is in a good mood and her head is in the clouds, talking about fables and stories of old; other times she's severe and grim, and wants to discuss history so it will not be repeated. Her father Anian was the librarian before her. She takes great pride in explaining how she's grown the library's collection since she took over fifteen years ago.


Emmylou Tyler
Orchardist
Emmylou is in her mid-thirties with brown hair always in braids and near-black eyes. She is of average height but muscular from working regularly. She is sunburned during the spring and summer from being outside all the time and otherwise very pale. She wears pragmatic clothes that are almost always covered in grass and stains. She smells permanently of apples. Emmylou and her sibling Rozwell "Roz" took over the orchard duties when their parents - who met and married doing those duties - decided to retire. She is always hard-working and does the manual labor for the orchards, often doing the pruning and upkeep of the trees and bringing in the apples. She is usually too tired to be very social but she is mostly a nice woman focusing day to day on doing her job. She has a daughter named Peach who is running around the orchard all the time with her cousin and was recently widowed.


Helmi Lund
Library Assistant
IMAGE
With shoulder-length, blond hair, Helma is an innocent-looking young woman. Her big, green eyes are very expressive, and she's always trying to dampen the smile on her face. She and her family were all abducted by Josselyn and her acolytes, and she is the sole survivor. Originally from the Tertiary Settlement, she decided to move and live with her cousin Ava in the Primary Settlement to put the ordeal behind her. She loves reading and has taken on a job as a library attendant. Despite the tragedy, she keeps an optimistic outlook on life. She is awed by the Summoned and greets them enthusiastically, wanting to be of help in whatever way she can - especially with anything pertaining to the library. Shy and a little naïve, she spends her time organizing the library and helping her cousin with household chores.


Inna & Oslen Goodrove
Business Owners
A happily married couple in their late 50s. They have two grown sons and a couple of grandchildren who visit often. Inna comes from a family of carpenters and she and her family built the shop personally after her marriage to Oslen. Inna has long brown hair streaked with gray, usually kept in braids pinned up in a circle around her head; she is a strong-built woman, always laughing, and very energetic and ready to help out any of her neighbors with no expectations. Her husband Oslen is a plump, short man with curly salt-and-pepper hair cropped close; he wears glasses, loves to smoke his pipe outside the shop, and is generally very friendly and easygoing. He's the more introverted of the two, but likes to have a laid-back chat with folks if he's sitting outside.


Mayabel "Bel" Dayshine
Teacher
Bel is a sweet-faced young woman in her early twenties with a crooked nose and a giggle-snort laugh you can hear from several classrooms over. Her thick black wild hair is where she stashes some things temporarily such as paintbrushes, pencils, and pins. She has rosy cheeks and dark brown eyes. Thad is her mentor. Early on, he recognized her potential as an excellent teacher for younger students. Bel is responsible for most of the children under ten and manages to juggle academic lessons with creative arts, as well as practical lessons in farming. She's always on the lookout for those who are good with children to volunteer when her classroom grows rowdy.


Rozwell "Roz" Tyler
Orchardist
Roz has dirty blonde hair, cut into a short pageboy style, and the same near-black eyes as their sister. They are in their late twenties and see the softer side of the business so have fewer stains and sunburns. They do have a few burns on their arms from being a bit clumsy in the kitchen. They also smell like apples, although more like cider. Roz runs the side of the orchard that sells or bargains for apples and cooks apple-based products. Pies, breads, cider, and food of all kinds are their responsibility and they all taste fantastic. They love to try new ideas with cinnamon and spices. They can talk your ear off for hours if you let them and often have the gossip from the settlements. They help their sister when necessary but she prefers to do most things by herself. Roz is the person who organizes the volunteers and orchard hands that might want to help out during harvest season. It is Roz's work that keeps the family afloat during all seasons as they still cook and provide goods year-round. Roz has a son named Slice who runs around with his cousin and a partner who looks after both kids full-time.


Thad Penman
Teacher
Thad is in his mid-fifties and has long braided red hair, threaded with gray and white strands, and bronze skin. He has a ready smile, although he excels at peering over his glasses at his students with a skepticism that immediately makes them rethink their answers. A primary teacher for the older students in the settlement, he also prepares them for a variety of life skills. He is kind and laid back, but he takes education seriously and will not tolerate foolishness in his classroom. He considers it his responsibility to make certain Solvunn youths become upstanding members of the commune. He's also known for his advanced skill in carpentry.


Tiril Blom
Singer
IMAGE
Tiril is a beautiful woman with a dark complexion and long, braided hair. She is always meticulous about her appearance, given that she is something of a 'local celebrity' as the lead singer in the band of bards. She has many tattoos and wears plenty of jewelry befitting her mood. She is something of a mystery, keeping to herself, but interactions with her are always sincere and genuine. She is very passionate about singing and will delight anyone with a song or two should they ask. As of late, she has been found making songs that cater to a more romantic emotion. Tiril likes a party and is always welcoming invitations to participate in any celebration as either the entertainment or a guest.
Secondary Settlement
Alina Kruger
Farmhand
Alina is a young woman of 17 with tawny skin and jaw-length, mahogany-colored hair. She stands at about 5'6 and tends to wear loose-fitted, breathable clothing in shades of tan and ochre. Alina carries herself with a sense of self-assurance, but often stays in the background and is sometimes overlooked entirely by those who tend to be more boisterous. She's a hard worker who rarely complains, and is known by her fellow townspeople to be deeply devoted. Alina is always eager to provide what she can for any ritual or feast, and shares generously with those who have less. She and her younger brother Laurel were orphaned three years ago, and since then she has been deeply protective of him and even more fervent in her devotion to the Gods.


Erwynn & Sawyer Fields
Hunters
This married couple looks like a matched pair. They both have short black hair and could be anywhere in their twenties or thirties. They are lithe and very quiet and carry their bows and knives at all times. They wear dark clothes perfect for hiding in the forest. The two of them are a perfect partnership and are considered the best hunters in all of the settlement. They are both shrewd and always aware of their surroundings and spend most of their time bringing in kills to barter. The couple is remarkably generous, usually making certain that whatever extra they bring in goes to the families who need the most or are going through a rough time. While both are serious about their work and dangerous to wildlife, they are kind and sweet-tempered people who just want to keep Solvunn fed and safe. They have three children under ten who are all being trained already but watched by neighbors during the day.

This is one of the family homes that has been open to new Summoned coming in, and it is a peaceful place perfect for people who want their privacy, as the hunters are out most of the day and usually have good stew at night. The kids are well-behaved but very curious about the Summoned.


Lasse Silje
Farmhand
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Lasse looks a lot younger than what he is. He keeps his hair tidy despite its length, and his hands are constantly dirty with soil. He favors wearing loose-fitting clothes and boots that allow him to travel with ease. He has an injury in his arm from when he was little that doesn't seem to have healed, yet, and constantly needs changing bandages lest it festers and gets soaked in blood.
( Read more ) Pushing into his late thirties, Lasse has always looked for an excuse to not work the land and, instead, focus on tending to his family's horses and goats. He has always looked up to Isar Hart, particularly in his efforts to tend to goats. A little awkward with his words, he prefers to keep quiet to not draw attention to his stuttering. He's an excellent whistler, and can often be found whistling songs to horses and goats. As of late, he has started to push towards assisting with the new carriage transportation being set up between settlements: it'll give him an excuse to travel and expand his horizons, all the while spending time with horses and goats.


Laurel Kruger
Tailor's Apprentice
Laurel is a slight, unassuming boy of 8 years old with tawny skin and mahogany-colored hair that often grows into long ringlets and falls into his eyes. Laurel likes to keep clean and dresses in linen shirts and vests. He is a meticulous child who prefers to stay indoors, which makes him an excellent student as a tailor's apprentice. Since losing his parents three years ago he's been raised by his older sister Alina and while he loves her, he doesn't feel like he understands her. Laurel is more curious than he lets on and is jealous of all the opportunities that exist in the Primary Settlement. He wants to move there, and can't understand why his sister refuses.
Tertiary Settlement
The Ravn Family
Fishers
The Ravn family consists of the mother Klaara, the father Jevgeni, and their growing, adopted son Oren. Klaara has a fair complexion and delicate features, but she is as tall as Jevgeni, who is burly and muscular. Oren, like his parents, burns easily under the sun but has darker hair and eyes. While Klaara is homely and welcoming, Jevgeni can be intimidating and quiet. Oren takes after his mother. The Ravn family just about makes ends meet; they're neither special enough to be lauded nor quiet enough to be dismissed. The whole family partakes in the business of fishing and sailing—though that mostly translates to building ships, tying knots, and crafting sails. Not being able to have children of their own, the couple adopted Oren, one of many parentless children in the settlement, as their son. Klaara and Jevgeni shelter him a bit too much, but the boy is not as fragile as his parents think. They lead a quiet life, and are trying to embrace normalcy again after the events of Josselyn's group. Jevgeni patrols about now and then, making sure troublemakers and newcomers don't make trouble.


Wood
Fisherman
Wood (just Wood) is a giant of a man in his 70s with sea-blue eyes, a cut lip, and scarred cheeks. Bald and possessing a permanent limp in his right leg, he looks like he's seen better days. Unconfirmed rumors claim he was once a famous pirate who escaped ever being caught until he was apprehended while visiting his ailing lover. After his lover died, Wood was held in the settlement and ended up finding a home and place in the Tertiary Settlement as an exceptional fisherman. He is held in great regard by the other fishermen for his knack of finding the perfect spots to cast. He'll work with anyone fair and honest.

Minor Locales
Primary Settlement
Gardsbruk Farm
Business & Farm
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The Gardsbruk Farm is made up of a few acres of land situated outside the Primary Settlement and has been kept in the family since as far back as they can remember. Several small buildings and farmhouses make up the central area while much of the farm consists of pastures for the sheep. Renowned for their thick, quality wool and cheeses made from the sheep's milk, the farm fell into disarray a decade prior to Abraxas opening when several family members disappeared. The surviving children, Maeve and Declan, worked hard to keep it alive but it was the appearance of the Summoned that turned things around. During daylight hours the farm is open for trading and will put laborers to work in exchange for goods or a roof. The farm is regaining its old reputation and now frequently hosts small markets and weekend parties to bring the community, particularly the Summoned, together. Rumor says that a local band of bards is frequently seen on the grounds even in the off-hours.


Goodrove's Goods & Cheeses
Cheese Shop
Family-owned local cheese shop specializing in goat cheese specifically. Also sells goat milk, goat-based soaps (made by their daughter-in-law), pottery, and clay accessories (made by their son-in-law), and may provide the occasional casual carpentry service for a small favor or barter, as Inna is also skilled in that area. The shop has a cozy interior, decorated with dried flowers and local art pieces, often with a family history that Oslen will fondly tell you about. The Goodroves live next door, in a modest home with a barn and fenced yard attached to house their goats.


The Healing Leaf
Apothecary
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A simple two-story building with a shop and storage on the first floor, a small apartment above, and a walled garden behind, located within walking distance to the market. The windows always have cloth drawn over them, and the interior is hazy with the smoke of incense to cover up the musty smell of the shop itself. The wall behind the wooden counter is made of a great many small drawers, each tidily labeled with various medicinal herbs and remedies, including some potentially questionable ingredients. The shop itself has an air of organized chaos, with books and plants piled high in corners, with more common bottled concoctions and dried plants displayed for customers. The apartment is offered out to whichever Summoned is currently helping Bothild man and stock the small shop, currently Haelva Lueltar.


Knit Wit
Textile Shop
Owned by Alenir, who also has a sheep farm next door, Knit Wit is a modest shop that sells a variety of knitted items made from the wool of her very own sheep. Larger textiles such as her famous winter blankets are only made upon request, but she'll have smaller items like washcloths, mittens, and shawls on hand to sell. Custom items are available if you're willing to wait a few weeks. Alenir will accept both coins and bartering in her shop.


Leaven and Stone
Bakery
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Owned by Ysolde and Garrett Baxter, an older couple in their mid to late 50s, staffed by them and their daughter Sophia and Sophia's husband Theo. The bakery opens at dawn and closes after the dinner hour has passed, though if you're friendly with the family you can usually request after-hours service. Their pride is their family sourdough starter, passed down through Garrett's family for as long as their family history can remember. While the basics are always available, seasonal offerings will pop up on the menu from time to time, such as lemon tarts in the summer and pumpkin everything in the fall. Above the bakery itself is a small set of living quarters, just barely big enough for one person.


Nanaue's Shed
Residence
On the edge of the Primary Settlement, close to the woods, is a small, abandoned barn that has been repurposed to house a bipedal shark. Fresh red paint has been applied, as well as decorations of bones and dried flowers. On one outer wall, close to the ground, simple humanoid figures have been painted holding hands. The double doors are usually open.


The Treehouse
Home
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Located in a forest between the Black Eyes, close to the Primary Settlement, the treehouse was originally the home of Himeka, Nero, and Wanda. Locals and Summoned alike helped in its construction, and nowadays boasts being a place where all are welcomed. To respect the Summoned, the house itself is not approached by the locals, but they are happy to come around the area for rite celebrations or a dip in the lakes; perhaps knowing that Summoned are nearby gives them a sense of security. Otherwise, the house is open to any Summoned who wishes to stay in the guest room or enjoy the amenities in and outside the treehouse.
Secondary Settlement
Shrine of the Maw
Landmark
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This wooden path lined with dark runes leads to a foreboding tree on a hill. This tree sprouts no leaves and sheds no bark. At the base of its trunk are lit candles. Old and new wax-like stains on the tree's roots. This tree is the central shrine to Dyvoraetiir, Herald of the Maw. Dyvoraetiir consumes hopes and dreams, sending those who offend into despair.
Tertiary Settlement
Abandoned Settlement
Landmark
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A popular trading route skirts the edge of this swamp. Well-worn and overgrown, the few homes still standing are in disrepair. Despite its foreboding appearance, the swamp hosts small creatures said to be servants of all nature Gods. Playful and harmless, they emerge to seek treats from visitors. They might be recognizable to a group of Summoned who undertook a delivery quest many months ago.


Hatching Pools
Landmark
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Just outside of Solvunn nearest to the Tertiary Settlement and overlooking Hydra Gulf, there exists a series of natural hot springs pools on the rocky coast. According to ancient legend, hydras would come to shore to lay there, and the pools are left over from the size of their eggs.


Hexagon
Shop
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Named after the shape of its building, Wanda's shop is located in the Tertiary Settlement. The space inside has a cramped sense of decor. It is a shop for Wanda's venture into potion-making and her studies of Solvunn's magic, rites, and traditions. She doesn't sell for coins, but trades instead for ingredients, jewelry, or a precious possession. The locals that comes through can buy tinctures, tisanes, treatments, tonics, good-luck charms, love philtres, aphrodisiacs, cosmetics, fruit preserves and sweet dainties.


The Soundless Hollow
Landmark
Off the beaten path past the Tertiary Settlement, one can choose to go down towards the coastline of the Hydra Gulf, toward the bend of the peninsula, and travel down the hill and beside a large rock formation. The path will reveal a large cave, where the echoes of the crashing waves echo within its walls. Though the path is rough and sometimes a bit damp, one can easily travel within it to find that it's a place of meditation among the locals. The cave expands into a high ceiling, with rows upon rows of candles on its floor. Superstition forces the locals to warn about not talking on the inside, as it could bring bad luck; instead, heading in with a candle and in absolute silence is said to bring good luck instead. It is a place of meditation, to praise their Gods, and honor anyone that has been lost to hardship, natural causes, or the sea.


Images
The images below are for your reference, but all players are invited to build on the details provided to construct their own descriptions and vision of the game's setting. Don't feel as though you have to adhere only to what's displayed!
Swamp Woodlands
Commune Landscape
Gathering Hall
Settlement
Forest Shrine
Offering Bowl
Lost Shrine
Orchard
Mountain Ritual Site
CODING


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