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'''Location and Geography'''
== '''Location and Geography''' ==
Haven lies between Aerith to the east, the bustling trade center of the Kingdom, and Caeloth, the distant northern capital.  Connecting these two hubs by land, Haven is accustomed to a steady flow of merchants, travelers, and curious wanderers—often bringing with them stories of strange events and rarer treasures.


Nestled among gentle, rolling hills, Haven is bordered by dense forests that serve as both a resource and a potential hazard for its inhabitants. The town’s layout centers around a bustling square, with cobblestone streets branching out through charming rows of timber-framed buildings often adorned with colorful banners and intricate carvings which portray the creative skills of local artisans. These streets are well-trodden by both locals and visitors, weaving through Haven’s bustling heart before extending into the surrounding wilderness.
As one of the kingdom’s oldest crossroads towns, Haven predates even the great city of Aerith. Its distant history, largely lost to time, lingers in scattered relics and whispered stories, subtle tributes to the complex roots that may have once defined its foundations.
[[File:Conceptual map pre alpha.jpg|thumb]]
The town’s layout centers around a bustling square, with cobblestone streets branching out through charming rows of timber-framed buildings. These streets are well-trodden by both locals and visitors, weaving through Haven’s bustling heart before extending into the surrounding wilderness.


As one of the kingdom’s oldest crossroads towns, Haven predates even the great city of Aerith. Its distant history, largely lost to time, lingers in scattered relics and whispered stories, subtle tributes to the complex roots that may have once defined its foundations.
== The following can be used as a guideline when creating a character from Haven. ==
Feel free to personalize any of their experiences and mention how has ended up contributing to their upbringing and views. Do this with the 'Background' segment in character creation.
 
== '''Culture and Community:''' ==
The townsfolk are known for their hospitality, often welcoming travelers. Local taverns serve hearty meals and ale brewed from unique regional ingredients. 
 
==== Culture (Haven Character Origin): ====
* Growing up in Haven, you've met countless travelers passing through, each with their own strange stories. However, as an '''Ardelan''', you're grounded in a strong sense of self and tradition, open to listening to unusual but not easily swayed by the views of outsiders. Havenites, like all Ardelans, take pride in their niche identity, valuing their roots and the strength of their community. To an Ardelan, their origin and local traditions is usually a matter of pride, unique to them and only them.
* As a child, you likely grew up perfecting the art of skipping rocks across Lyss Lake, a small but cherished tradition in Haven. It's a pastime every local child knows, and it often serves as a test of skill and patience, with competitions among friends to see whose rock can bounce the most time.
* Every five years, Haven celebrates a unique festival. It's a modest affair where each Havenite lights a candle, though the reason behind this tradition is widely debated. Some believe it’s to honor a protective spirit, others say it’s in remembrance of loved ones lost, but the most popular belief is that it marks the Harvest Festival, a time of unity and solidarity. It’s a way for the townsfolk to come together and declare, “I am here,” standing strong as a community. Your upbringing was likely influenced in some way by this festival. Perhaps you lost someone, and you lit a candle in their honour. Perhaps you heard a story of a spirit in the forest, and the lit the candle to keep them at bay.
* Linguistically, Havenites have a distinctive quirk: they sometimes say 'ahm' instead of 'am' and 'Ihm' instead of 'I am.' This subtle difference in speech can instantly give away someone’s origin, marking them as one of Haven’s own.
* Havenites often use phrases like '''"'''By the Lake’s Luck'''"''' to express surprise or disbelief, referencing the unpredictable nature of Lyss Lake.
 
=== Economy: ===
Due to its geographical advantages, Haven serves as a key stop for transporting delicate and perishable items that are better suited for land transport, primarily between the cities of Caeloth and Aerith. The town’s unique economic edge comes from its access to Lake Lyss, famous for producing rare pearls that are highly prized in distant markets.
 
Haven is a town blessed with abundant natural resources, bordered by thick forests that offer both bounty and peril. These woods are a source of valuable timber, herbs, and magical flora, making them essential to the town's economy. However, the forests also conceals many dangers.  


Haven lies between Aerith to the east, the bustling trade center of the Kingdom, and Caeloth, the distant northern capital. Connecting these two hubs by land, Haven is accustomed to a steady flow of merchants, travelers, and curious wanderers—often bringing with them stories of strange events and rare treasures.
The trade routes that wind through the woods toward the cities of Caeloth and Aerith are frequently patrolled by local guards or hired mercenaries. These patrols are necessary due to the dense undergrowth, which attracts not only wild beasts but also bandits and opportunistic raiders eager to ambush unwary merchant caravans.  


Haven’s position as a major stop along this route has embedded a unique resilience in its culture.
Despite these hazards, the forests are vital to Haven's prosperity. Skilled foragers and hunters brave the woods to gather rare ingredients and game, while woodcutters carefully manage the logging of valuable timber. The locals are well-versed in the risks, with many having grown up hearing tales of lost travelers, hidden ruins, and the occasional clash with those who lurk in the shadows of the trees.


'''Culture and Community:'''
These forest routes serve as crucial lifelines, enabling trade between the inland town of Haven and the bustling cities. Yet, each journey carries the risk of encounters with the unknown.


The townsfolk are known for their hospitality, often welcoming travelers. Local taverns serve hearty meals and ale brewed from unique regional ingredients.  
=== Magic in Haven ===
In Haven, magic is an accepted, yet mysterious, part of life. While many people are aware of its presence and occasionally witness small magical acts or potions, few fully grasp its nature or principles. The average Haven merchant might recognize basic magical artifacts or charms, but advanced magic remains an enigmatic force, often spoken of with cautious respect between the townsfolk.


'''Economy:'''
The surrounding countryside is dotted with ancient ruins, remnants of a bygone era when magic was believed to be more prevalent. These ruins are rich with folklore, often blamed for odd weather patterns, strange lights, and eerie sounds that drift through the night. Locals believe these ancient sites still hold traces of powerful enchantments, and many are wary of venturing too close.


Due to its geographical advantages, Haven serves as a key stop for transporting delicate and perishable items that are better suited for land transport, primarily between the cities of Caeloth and Aerith. The town’s unique economic edge comes from its access to Lake Lyss, famous for producing rare pearls that are highly prized in distant markets.
Haven is strategically positioned to supply alchemists in the cities nearby with rare ingredients from the surrounding forests and ruins. The countryside provides herbs, minerals, and magical flora that are essential in potion-making and spellwork. Due to their fragility, many of these ingredients travel over land and are not suited for maritime transport, which helps Haven maintain its role as a pivotal stop between Aerith and Caeloth.  


Additionally, Haven is strategically positioned to supply alchemists in the cities nearby with rare ingredients from the surrounding forests and ruins. The countryside provides herbs, minerals, and magical flora that are essential in potion-making and spellwork. Due to their fragility, many of these ingredients travel overland and are not suited for maritime transport, which helps Haven maintain its role as a hub for magical commerce. Haven merchants might be well-versed in the local properties of these materials and how to handle them with care.
In Haven, the concept of magic bridges the ordinary and the arcane, helping and affecting its economy, local lore, and cultural attitude.


'''Recent Developments'''
==== Views on Magic (Haven Character Origin): ====


Recently, a catastrophic  storm has cut off the route and river to Aerith and Caeloth, all of which are now blocked with debris and fallen trees, effectively isolating the town.
* Growing up in Haven, you were likely dared to explore the ancient ruins that dot the landscape, remnants of a long-forgotten past.
* Everyone in town knows the story of Farmer Joseph’s crops failing until a mysterious traveler passed through and somehow restored the fields to full bloom. The tale has taken on many forms over the years, each version adding its own twist.
* The local economy thrives on the rare and magical components found in the nearby forests and ruins. Chances are, you’ve collected some of these strange herbs or minerals yourself to earn a bit of extra coin at one point in your life.
* There’s an old rumor about a carriage wreck on the small island in the middle of Lyss Lake, people say it met its fate through magical means, though no one can quite agree on the details.
* If you’ve ever wandered the older parts of town, you might have noticed strange runes etched into the oldest stone foundations. No one seems to know who put them there or what they mean.
* Haven is full of stories from travelers passing through, some about magic gone awry, others about miraculous spells that saved lives. As a Havenite, you’ve grown up hearing both the wondrous and the terrifying sides of magic, even if you’ might have never seen it yourself.
* Some elders still practice the ancient art of dream-reading, where they interpret dreams to predict the future or gain insight into a person’s troubles.
 
=== Religion ===
Religion in Ardellis


The storm has not only blocked the route to Aerith and Caeloth but has also caused damage within Haven itself. Some buildings sustained minor damage, and local crops are threatened by flooding. The community is facing a growing sense of urgency, as supplies dwindle and the once-bustling market becomes eerily quiet.
In the Kingdom of Ardellis, no singular faith is universally acknowledged as the "correct" belief system. Instead, the region is characterized by a patchwork of cultural influences that have evolved over time, resulting in a diverse and often indifferent attitude towards religion. Many citizens express scepticism towards the existence of gods or spirits, with common responses ranging from outright disbelief to casual indifference.


Town leaders have called for volunteers to assist in clearing the debris and repairing damaged structures. A sense of camaraderie emerges among the townsfolk as they work together to restore their home. However, the isolation might still attract trouble, with rumors of bandits taking advantage of the disarray.
If one were to approach the average citizen of Ardellis and ask, "are there Gods?" they might answer with "There is no such thing" or perhaps an indifferent shrug. This attitude is particularly common in urban areas and established towns, where the bustle of life often prioritizes practical concerns over spiritual ones with little time for deep philosophical debates about religion. However, places such as Athenaeums and scholars or sages usually welcome such discussions.


'''The Ancient Ruined Waygate'''
In contrast, in rural areas, the slower pace of life and strong ties to tradition can lead to a greater openness toward the formation of belief systems.


Outside Haven, a ruin is located in a secluded part of the nearby forest, accessible only by a hidden path known to a few locals. The structure is ancient, composed of intricately carved stone adorned with faded runes.
==== Views on Religion (Haven Character Origin): ====


In the aftermath of the storm the once dormant gateway has become active, possibly due to a surge of magical energy released by the weather phenomenon. Townsfolk report hearing strange echoes or whispers near the ruins, and a shimmering portal has been seen fluctuating within the stone archway.
* Though more cultural quirks and traditions, '''Haven''' does have a few '''traditions''' which can be associated with belief or faith in something:
* Every family has their own version of a '''"luck stone'''," a smooth, round rock found by the lake. These stones are believed to bring good fortune and are often carried in a pocket or kept by the hearth.
* It’s common practice to hang bundles of dried herbs over doorways to ward off mischievous forest spirits. Travelers passing through might even be gifted these bundles as protection.
*Aside from skipping rocks, Havenite children play a game called "'''Shadow Tag'''," where they try to step on each other’s shadows. It’s said to have originated from old tales about trapping a spirit’s shadow to bind it.
*There’s also a popular tradition of making mud dolls from the riverbanks, believed to bring rain during droughts if left under the open sky
*At night, three lamp posts stand tall at the northern, western, and eastern roads leading out of Haven. These towering beacons, known as the '''Sentinels''', are said to burn with a flame that guards against ill will and dark forces. For generations, Havenites have grown up believing that as long as the flames hold steady, they are safe from harm. The Sentinels are more than just lights; they are a symbol of protection and peace, their glow a comforting assurance that no malice will pass beyond their reach.


Since the waygate’s activation, whispers circulate among the people of Haven, with many claiming to sense a dark, intangible presence looming ever closer. This ''shadow,'' as they call it, seems to haunt the town, lingering in the minds of its residents as a foreboding omen. Some describe a subtle chill in the air, others swear by strange, fleeting visions at dusk, and a sense of unease grips the hearts of even the town’s most stoic citizens.
== '''Recent Developments''' ==
Recently, a catastrophic  storm has cut off the route and river to Aerith and Caeloth, all of which are now blocked with debris and fallen trees, effectively isolating the town.


This fear weaves through the town, mingling with curiosity and trepidation as residents debate the nature of the waygate’s magic.
The storm has not only blocked the route to Aerith and Caeloth but has also caused damage within Haven itself. Some buildings sustained minor damage, and local crops are threatened by flooding. The community is facing a growing sense of urgency, as supplies dwindle and the once-bustling market is becoming quiet.


Town leaders have called for volunteers to assist in clearing the debris and repairing damaged structures. A sense of camaraderie emerges among the townsfolk as they work together to restore their home. However, the isolation might still attract trouble, with rumors  of bandits taking advantage of the disarray already starting to spread.


Magic is a Familiar Mystery
'''The Ancient Ruined Waygate'''


In Haven, magic is an accepted, yet mysterious, part of life. While many people are aware of its presence and occasionally witness small magical acts or potions, few fully grasp its nature or principles. The average Haven merchant might recognize basic magical artifacts or charms, but advanced magic remains an enigmatic force, often spoken of with cautious respect between the townsfolk.
Outside Haven, a ruin is located in a secluded part of the nearby forest. An ancient waygate, composed of intricately carved stone adorned with faded runes.


The surrounding countryside is dotted with ancient ruins, remnants of a bygone era when magic was believed to be more prevalent. These ruins are rich with folklore, often blamed for odd weather patterns, strange lights, and eerie sounds that drift through the night. Locals believe these ancient sites still hold traces of powerful enchantments, and many are wary of venturing too close.
In the aftermath of the storm the  once dormant gateway has become active, possibly due to a surge of magical energy released by the weather phenomenon - the exact cause remains unknown but the town is rife with speculation. Townsfolk report hearing strange echoes or whispers near the ruins, and a shimmering portal has been seen fluctuating within the stone archway.


Haven is strategically positioned to supply alchemists in the cities nearby with rare ingredients from the surrounding forests and ruins. The countryside provides herbs, minerals, and magical flora that are essential in potion-making and spellwork. Due to their fragility, many of these ingredients travel overland and are not suited for maritime transport, which helps Haven maintain its role as a hub for magical commerce. Haven merchants, might be well-versed in the local properties of these materials and how to handle them with care.
Since the waygate’s activation, whispers circulate among the people of Haven, with many claiming to sense a dark, intangible presence looming ever closer. This ''shadow,'' as they call it, seems to haunt the town, lingering in the minds of its residents as a foreboding omen.


In Haven, the concept of magic bridges the ordinary and the arcane, helping and affecting its economy, local lore, and cultural attitude.
[[Game World|Back to Game World]]

Latest revision as of 02:43, 23 November 2024

Location and Geography

Haven lies between Aerith to the east, the bustling trade center of the Kingdom, and Caeloth, the distant northern capital. Connecting these two hubs by land, Haven is accustomed to a steady flow of merchants, travelers, and curious wanderers—often bringing with them stories of strange events and rarer treasures.

As one of the kingdom’s oldest crossroads towns, Haven predates even the great city of Aerith. Its distant history, largely lost to time, lingers in scattered relics and whispered stories, subtle tributes to the complex roots that may have once defined its foundations.

The town’s layout centers around a bustling square, with cobblestone streets branching out through charming rows of timber-framed buildings. These streets are well-trodden by both locals and visitors, weaving through Haven’s bustling heart before extending into the surrounding wilderness.

The following can be used as a guideline when creating a character from Haven.

Feel free to personalize any of their experiences and mention how has ended up contributing to their upbringing and views. Do this with the 'Background' segment in character creation.

Culture and Community:

The townsfolk are known for their hospitality, often welcoming travelers. Local taverns serve hearty meals and ale brewed from unique regional ingredients.

Culture (Haven Character Origin):

  • Growing up in Haven, you've met countless travelers passing through, each with their own strange stories. However, as an Ardelan, you're grounded in a strong sense of self and tradition, open to listening to unusual but not easily swayed by the views of outsiders. Havenites, like all Ardelans, take pride in their niche identity, valuing their roots and the strength of their community. To an Ardelan, their origin and local traditions is usually a matter of pride, unique to them and only them.
  • As a child, you likely grew up perfecting the art of skipping rocks across Lyss Lake, a small but cherished tradition in Haven. It's a pastime every local child knows, and it often serves as a test of skill and patience, with competitions among friends to see whose rock can bounce the most time.
  • Every five years, Haven celebrates a unique festival. It's a modest affair where each Havenite lights a candle, though the reason behind this tradition is widely debated. Some believe it’s to honor a protective spirit, others say it’s in remembrance of loved ones lost, but the most popular belief is that it marks the Harvest Festival, a time of unity and solidarity. It’s a way for the townsfolk to come together and declare, “I am here,” standing strong as a community. Your upbringing was likely influenced in some way by this festival. Perhaps you lost someone, and you lit a candle in their honour. Perhaps you heard a story of a spirit in the forest, and the lit the candle to keep them at bay.
  • Linguistically, Havenites have a distinctive quirk: they sometimes say 'ahm' instead of 'am' and 'Ihm' instead of 'I am.' This subtle difference in speech can instantly give away someone’s origin, marking them as one of Haven’s own.
  • Havenites often use phrases like "By the Lake’s Luck" to express surprise or disbelief, referencing the unpredictable nature of Lyss Lake.

Economy:

Due to its geographical advantages, Haven serves as a key stop for transporting delicate and perishable items that are better suited for land transport, primarily between the cities of Caeloth and Aerith. The town’s unique economic edge comes from its access to Lake Lyss, famous for producing rare pearls that are highly prized in distant markets.

Haven is a town blessed with abundant natural resources, bordered by thick forests that offer both bounty and peril. These woods are a source of valuable timber, herbs, and magical flora, making them essential to the town's economy. However, the forests also conceals many dangers.

The trade routes that wind through the woods toward the cities of Caeloth and Aerith are frequently patrolled by local guards or hired mercenaries. These patrols are necessary due to the dense undergrowth, which attracts not only wild beasts but also bandits and opportunistic raiders eager to ambush unwary merchant caravans.

Despite these hazards, the forests are vital to Haven's prosperity. Skilled foragers and hunters brave the woods to gather rare ingredients and game, while woodcutters carefully manage the logging of valuable timber. The locals are well-versed in the risks, with many having grown up hearing tales of lost travelers, hidden ruins, and the occasional clash with those who lurk in the shadows of the trees.

These forest routes serve as crucial lifelines, enabling trade between the inland town of Haven and the bustling cities. Yet, each journey carries the risk of encounters with the unknown.

Magic in Haven

In Haven, magic is an accepted, yet mysterious, part of life. While many people are aware of its presence and occasionally witness small magical acts or potions, few fully grasp its nature or principles. The average Haven merchant might recognize basic magical artifacts or charms, but advanced magic remains an enigmatic force, often spoken of with cautious respect between the townsfolk.

The surrounding countryside is dotted with ancient ruins, remnants of a bygone era when magic was believed to be more prevalent. These ruins are rich with folklore, often blamed for odd weather patterns, strange lights, and eerie sounds that drift through the night. Locals believe these ancient sites still hold traces of powerful enchantments, and many are wary of venturing too close.

Haven is strategically positioned to supply alchemists in the cities nearby with rare ingredients from the surrounding forests and ruins. The countryside provides herbs, minerals, and magical flora that are essential in potion-making and spellwork. Due to their fragility, many of these ingredients travel over land and are not suited for maritime transport, which helps Haven maintain its role as a pivotal stop between Aerith and Caeloth.

In Haven, the concept of magic bridges the ordinary and the arcane, helping and affecting its economy, local lore, and cultural attitude.

Views on Magic (Haven Character Origin):

  • Growing up in Haven, you were likely dared to explore the ancient ruins that dot the landscape, remnants of a long-forgotten past.
  • Everyone in town knows the story of Farmer Joseph’s crops failing until a mysterious traveler passed through and somehow restored the fields to full bloom. The tale has taken on many forms over the years, each version adding its own twist.
  • The local economy thrives on the rare and magical components found in the nearby forests and ruins. Chances are, you’ve collected some of these strange herbs or minerals yourself to earn a bit of extra coin at one point in your life.
  • There’s an old rumor about a carriage wreck on the small island in the middle of Lyss Lake, people say it met its fate through magical means, though no one can quite agree on the details.
  • If you’ve ever wandered the older parts of town, you might have noticed strange runes etched into the oldest stone foundations. No one seems to know who put them there or what they mean.
  • Haven is full of stories from travelers passing through, some about magic gone awry, others about miraculous spells that saved lives. As a Havenite, you’ve grown up hearing both the wondrous and the terrifying sides of magic, even if you’ might have never seen it yourself.
  • Some elders still practice the ancient art of dream-reading, where they interpret dreams to predict the future or gain insight into a person’s troubles.

Religion

Religion in Ardellis

In the Kingdom of Ardellis, no singular faith is universally acknowledged as the "correct" belief system. Instead, the region is characterized by a patchwork of cultural influences that have evolved over time, resulting in a diverse and often indifferent attitude towards religion. Many citizens express scepticism towards the existence of gods or spirits, with common responses ranging from outright disbelief to casual indifference.

If one were to approach the average citizen of Ardellis and ask, "are there Gods?" they might answer with "There is no such thing" or perhaps an indifferent shrug. This attitude is particularly common in urban areas and established towns, where the bustle of life often prioritizes practical concerns over spiritual ones with little time for deep philosophical debates about religion. However, places such as Athenaeums and scholars or sages usually welcome such discussions.

In contrast, in rural areas, the slower pace of life and strong ties to tradition can lead to a greater openness toward the formation of belief systems.

Views on Religion (Haven Character Origin):

  • Though more cultural quirks and traditions, Haven does have a few traditions which can be associated with belief or faith in something:
  • Every family has their own version of a "luck stone," a smooth, round rock found by the lake. These stones are believed to bring good fortune and are often carried in a pocket or kept by the hearth.
  • It’s common practice to hang bundles of dried herbs over doorways to ward off mischievous forest spirits. Travelers passing through might even be gifted these bundles as protection.
  • Aside from skipping rocks, Havenite children play a game called "Shadow Tag," where they try to step on each other’s shadows. It’s said to have originated from old tales about trapping a spirit’s shadow to bind it.
  • There’s also a popular tradition of making mud dolls from the riverbanks, believed to bring rain during droughts if left under the open sky
  • At night, three lamp posts stand tall at the northern, western, and eastern roads leading out of Haven. These towering beacons, known as the Sentinels, are said to burn with a flame that guards against ill will and dark forces. For generations, Havenites have grown up believing that as long as the flames hold steady, they are safe from harm. The Sentinels are more than just lights; they are a symbol of protection and peace, their glow a comforting assurance that no malice will pass beyond their reach.

Recent Developments

Recently, a catastrophic storm has cut off the route and river to Aerith and Caeloth, all of which are now blocked with debris and fallen trees, effectively isolating the town.

The storm has not only blocked the route to Aerith and Caeloth but has also caused damage within Haven itself. Some buildings sustained minor damage, and local crops are threatened by flooding. The community is facing a growing sense of urgency, as supplies dwindle and the once-bustling market is becoming quiet.

Town leaders have called for volunteers to assist in clearing the debris and repairing damaged structures. A sense of camaraderie emerges among the townsfolk as they work together to restore their home. However, the isolation might still attract trouble, with rumors of bandits taking advantage of the disarray already starting to spread.

The Ancient Ruined Waygate

Outside Haven, a ruin is located in a secluded part of the nearby forest. An ancient waygate, composed of intricately carved stone adorned with faded runes.

In the aftermath of the storm the once dormant gateway has become active, possibly due to a surge of magical energy released by the weather phenomenon - the exact cause remains unknown but the town is rife with speculation. Townsfolk report hearing strange echoes or whispers near the ruins, and a shimmering portal has been seen fluctuating within the stone archway.

Since the waygate’s activation, whispers circulate among the people of Haven, with many claiming to sense a dark, intangible presence looming ever closer. This shadow, as they call it, seems to haunt the town, lingering in the minds of its residents as a foreboding omen.

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