58 CharactersSo, yeah, detailed world building updates aren't necessarily relevant to this devlog,
unless they have to do directly with the game, and some stuff has been trickling down lately so here goes.
Slight spoiler warning: will be offering some basic info on some characters, some of which you're meant to figure out through gameplay, but nothing too revelational; still keeping the big secrets to myself
Sketches below are variously my own and my partner's, all seen at some point before in the devlog.
Some cultural backgroundIn the
previous post about the town's culture I talked about "anchors", basically what people choose to devote themselves to. Doing so is quite a big deal and so drives many character motivations and interactions.
Because "anchor" is itself such a role, and different words are used anyway, I'll differentiate the roles as "anchorings".
Anchoring namesIn that post was some info on ceremonies, and it was mentioned that "there is no difference between titles and names". Because an anchoring is a personal choice, of course that name is not with one since birth; it is instead
chosen in conjunction with another ceremony just for that individual.
Other namesBesides the "anchoring name" there are also "first names" (since childhood), nicknames, and so on. People may also be relationally referred to by a derived form of their parents' anchoring name.
SpellingI'm thinking of good anglicisations for the names to be covered (we've already seen
Atwa for the first one) but for now characters will be presented by the forms I use myself.
AnchorI've covered the coordinator
Ảhdo before. This name is the one that itself simply means "anchor", helping others with their own anchorings, and coordinating the town.
This is one of a few special roles that usually only one individual holds at a time, and for which it's traditional just to inherit the name rather than to personalise one.
You'll be seeing them all around town in the flashbacks as well as in reality as your early game companion.
In an anchor ceremony, alongside the name, one also gets some fancy jewellery associated with it, like these literal anchor ear rings.
NettleOur Anchor has a just about grown up child (~18) yet to take an anchor and anchor name. Lately plays solo music in the town square café, but at the time of the game this person has been missing for a few days and people are starting to worry.
Being a bit stubborn, is nicknamed
Nȧh meaning
nettle, clipped from their first name
Ảbmah.
FloristOur Anchor also has a good friend in this similarly-aged plant fan, anchor-named
Bonsa, who lives and mainly tends to their craft in a house on the town square. Bit sickly and coughing as of late.
This is the one who early on in the flashback unfortunately passes away and for whom a ceremony is held near the end of the timeline before the flood washes over the town.
The flowery house.
BeeThe florist too has a nearly grown child, not just at Nettle's age, but also their best friend. First-named
Bonse which hardly lends itself to nicknames and barely differs from the parent's name, while feeling pressured to step into their shoes, this person feels lost.
Quarrels with Bonsa over this, and one such argument is one of the first things we see in the game.
Still doesn't know what anchoring to take and feels stressed out as peers are starting to do so. Currently helping out at the café since Nettle is there as well as their mutual good friend whose recent choice of anchoring is to run the place. Does not wish to remain there either but wants to strike out on their own. But how?
BakerSaid café friend. Possibly a year older at most. Has formed a bit of a trio with Nettle and Bee since childhood, also losing sight in one eye at that age after a physical disagreement with another kid whom the three still avoid to this day.
As mentioned, has only recently gone through their anchor ceremony to take over the café. Anchoring name might be
Mehwa. We shall see.
The café.
BanjoTheir nickname
Ảyyal refers to a stringed instrument which isn't quite a banjo but I think it's funny
This is the person responsible for the other character's eye. Plays the same instrument as Nettle and the two used to do so together as children, with a friendship emerging only to be cut short because of this.
Still misses the trio and doesn't feel quite at home in current company with some other musicians and youngsters who like to hang out in the park gazebo. They don't even know this poor soul's actual first name! No anchoring yet.
Musical gang in the gazebo, Ảhdo walking past.
CarverA woodworker who chops wood and carves it. Made some of the furniture for the café. During the game is bringing some firewood for the big bonfire shrine (
mee) at the middle of the town square and proceeds to lend a strong arm to the movement of export goods between docks.
In a relationship with a school teacher who previously had two young children with someone who harvests kelp by the harbour. Is thus step parent to those. We'll be seeing all of these characters in the game.
Not sure about anchoring name yet; considering
Bodsa but it's a bit close to some of the other names.
SteamerA locomotive driver in their fifties or so. Anchoring name
Donsa. Bit hip, happy to see people and places all along the railroads, get immersed, bring the latest and greatest back home. Knows folks everywhere.
Drives the train into town at the beginning of the game's flashbacks and spends some time showing off in the café before a sudden change in the schedule leads to an evening of loading crates from a visiting ship onto the train and heading back out before the timeline ends.
Train leaving town across the big bridge.
KindlerAn elderly person anchoring-named
Mahda. Responsible for town lighting. Walks around with a funny sort of cane with a claw on the end for opening and reaching into the little cabinets at the bases of the lamp posts and to turn the valves inside to let the gas in. Can also reach up and open the glass to inspect the lamp itself in case of issues. In addition maintains all the piping below that provides said gas.
During the flashbacks in the game we'll be seeing this character doing the rounds, lighting up the square as darkness falls, and noticing some oddities as the eve progresses.
SailorA small-scale importer-exporter of equally small stature. I haven't decided on name(s) yet.
Takes their boat around the sea trading in fruit above all else and on this fateful eve is bringing some back to the café before heading to the smaller docks to receive some goods from a visiting ship.
When first sailing into town at the beginning of the timeline, seems to spot a mysterious light in the water and proceeds to be laughed at raving about it in the café.
BirdieAnother familiar face since early on in the devlog. This old person is one of the first we'll meet and important to the game by providing us with a flashback of almost everything that went on by the town square throughout the timeline, spending the evening feeding birds by the fountain.
That is of course their anchoring, hanging out with the birds in town and keeping them fed and healthy in winter, with safe places to raise their young in spring. They will occasionally return the favour by taking a letter to some destination through the air, which is precisely what we see as Ảhdo hands over an urgent note.
Unsure about name but might be another
-nsa name like
Gansa (
-nsa is a very common element, as you can see) but in the interest of distinguishing names a little better I'll be looking at some options.
I'll leave it here for today. This was a lot, yet only about half of the characters I've started detailing so far. The rest have neither names nor sketches yet so will cover those another time. I guess it's becoming obvious that the café is the place to be to find out about people in this town