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Setting/Plot
While the metaplot in Utopique will be slow and not too heavy, the setting in which it takes place should offer players a variety of ways in which to engage with the game and generate player plots. Alliances, Doors, and a rich native culture will provide plenty to do, so don't hesitate to act on any ideas you might have. If you need clarification or mod permission on anything, we're always available for contact.
► What kind of world does the game take place in?
Utopique takes place in the world of Merriwynne, a fantasy world with vaguely Victorian technology levels. Magic exists and is part of the brand-new age of industrial advancement the world is going through. Natives in Merriwynne are naturally born with the ability to use one single spell for their whole lives, referred to as a Talent, such as the ability to unlock any lock or the ability to freeze liquid by touching it. Most of these Talents are relatively low-power, but used together with others' create a creatively functional magical world.
Player characters will enter the world via an NPC named Crepe, with the Talent to "connect doorways". Her ability has spiraled out of control, and is creating portals ("Dimensional Doors") to other worlds, through which PCs accidentally stumble. Crepe is stationed in a fancy house in a small town called Arden Grove, in the Kingdom of Butterwick. This is the main setting for the game, and the vast majority of events will stay within Arden Grove.
► What is Arden Grove like? Why are we here?
As your host, the Kingdom of Butterwick has determined that the safest and most mutually beneficial way to house the influx of strangers from another world is to keep them in an out-of-the way location. Here, any disasters caused by Crepe's Dimensional Doors can be contained, and the visitors have room to spread out, while helping the struggling village become a real, flourishing town.
At the start, Arden Grove is a small, recently founded town without much identity. Located where forest meets coast, the primary resources are fish, wood, and the associated crafts. While the bones of the town have been laid out for some time, much of the space is eerily empty, filled with real estate that was expected to be filled by a trade boom that didn't come. The novelty of PCs will in itself attract new attention to the town, and players will have the opportunity to work with the locals and determine the direction of the town.
You can view a map of the town here. This map is subject to change as the game progresses.
► Tell me more about the technology level.
The technology and fashion in Merriwynne is roughly circa 1900. Fashion is Western 1900-1909 trends, overlaid with a magical fantasy aesthetic. There is rudimentary electricity in the city, but lighting in remote areas like Arden Grove comes through magic. Communication is also done by magic, through a phone-like network powered by actual living people's Talents. There is no internet. Transportation is done by coal train or horse. Characters are welcome to invest time or energy into advancing the local tech, using any knowledge, items, or powers they have from their own worlds.
With this in mind, characters who bring technology with them in their inventories, or robot-type characters who need to recharge will have to find a way to compensate for the lack of advanced electricity in Arden Grove. They may do so by finding an NPC with a Talent that can give them power and paying for the service, by working towards advancing technology and obtaining real electricity. The Dragon Wagon is a resource for those looking for technology above the set level, or magical approximations thereof.
► How does time pass ICly?
For the purpose of the game, we OOCly keep track of days via the calendar. Day 1 is the first day of the game, and the day ratio is 3 OOC days to 1 IC day. This is the only schedule the mods expect players to keep track of.
However, NPCs keep track of time on their own calendar, and you may use this info to plot and plan as you like. In Merriwynne, there are 4 seasons to a year, 30 days to a season, and 5 days to a week. The years are counted from the end of the war that had raged in the western continent for centuries. Thus, Day 51 in game on the OOC calendar is Day 1 of Winter, Year 50, according to the natives. The year begins on Day 1 of Spring and continues til Day 30 of Winter each year. Players can look forward to events based on the IC time of year, including the IC New Year, but absolutely aren't required to know what day it is by NPC reckoning at any given time. The 1st of each season will be marked on the calendar, and you may always ask the mods for help with plots that need specific timing!
► Do children go to school here?
Yes they do! Traditionally in Butterwick, all students attend local public elementary school from ages 5-12. During this time is when those of all social classes mingle most. Secondary school is ages 13-18. While there are public secondary schools and attending secondary school in general is a legal requirement, public schools tend to contain only the lower 2/3 of income levels. Children of wealthy families instead usually attend private boarding schools. Those with exceptional and/or potentially dangerous Talents (pyrokinesis, etc) often are given scholarships to attend these nicer schools, where their Talents can be better trained and controlled. There is both an elementary and secondary school in Arden Grove, on the same grounds, and your characters are free to get involved.
ICly, school is on a 4 days on, 1 day off schedule. For example, school is in session the 1st-4th of Winter (IC Days 51-54) and off the 5th (Day 55), back on the 6th-9th and off the 10th. The school year starts on the 6th of Spring each year. There is a holiday on the 6th-10th of Fall for Harvest and another the 26th of Winter - 5th of Spring between school years. Other holidays may be added to this later as they're encountered in game.
► Is there a local religion?
Yes! For more information on this, you can see the chapel page, as it covers both info and a wish granting system.
► Can we live outside the dorms?
There is nothing ICly to stop characters from moving out, however, in the spirit of community the mods would appreciate if players would keep their characters in the dorms if possible. You can explain this by saying local landlords are reluctant to trust your character, or use the incentive of keeping one's free supplies, as they won't be available to anyone outside their dorm. However, alliances and working as a team are part of the game, and we will not be providing an official alternative to staying together. Visits and cross-team shenanigans are always welcomed, though!
► How do we affect town growth? Is this reliant on NPC CR?
You do not have to play with specific NPCs to affect the town. At any time, characters may enact plans to trade for goods, create new technology, or open businesses or other community buildings. There is a player organization page for businesses, clubs, and the like. Anything else that will affect more than one or two characters should be run by the mods via email for organization purposes.
Characters' plans for the town will show as it fills up with natives and PC projects. The empty space will become full, and the borders of districts can change. A player effort may increase entertainment vs industry in the town or push out a certain aspect of the local population. Players are rewarded for plotting with OOC points towards benefits for themselves and their characters. You can learn more about points on the points/suggestions page.
► Do our characters have to work?
All characters will have access to, at the very least, shelter and enough food and clothing to survive by default. How much more than that depends on their alliance. If your character would like recreational items or extra supplies they'll need to obtain them via barter or employment. NPC employment can be handwaved, though you can include your employment in the notes of your stats post if you like.
Money in Butterwick is in simple copper, silver, and gold coins. The rough value of these is $1 USD to a copper, $10 USD to a silver, and $50 USD to a gold, but there's no need to keep track of the exact prices of normal items or how much money your character has. The money values are just to add colour to the world and not for actual micromanaging.
► Can my character start a business or open a community building?
Yes! For information on that, please see the player organization page.
► What are the districts actually like? What's the difference?
Arden Grove's town map is split into 7 major districts, along with a beach and a large park roughly in the center of town. In reality, the borders of the districts are fuzzy, but each neighborhood has a sense of identity amongst the NPCs and is more friendly to others of the same general class. The following is a list of the districts, their basic descriptions and the general NPC mood. The mood is updated on the first Saturday of every month.
| Upper Residential
NPC mood: stuffy
Key Locations: Crepe's House, Holly Dorm |
This district is the home of the town's upper crust. Houses here are large, fancy, and usually gated, with expansive yards. NPCs are somewhat distrustful of PCs as a whole, but are friendlier to those in Holly alliance. Crepe's house is here, and her immediate neighbors might show especial annoyance with PCs due to the influx of noise and lower-class employees there.
| Middle Residential
NPC mood: pensive
Key Locations: Birch Dorm, Willow Dorm, the school |
This district is the home of those in Butterwick's middle classes. Residences are well-kept and have yards, but aren't as opulent as those in Upper Residential. As much of the middle class is either merchant or military by trade, this area is neutral to PCs. NPCs who live here see your characters largely as potential customers or allies. This district is also particularly secure, as it isn't at either extreme of the class system, and contains the homes of most of the local police. However, there is some tension between Birch-type and Willow-type NPC families, as the military has a certain disdain for merchants and their self-advancing ideals. The previously mentioned school campus is here, and children of all classes are seen going to and fro.
| Lower Residential
NPC mood: cautious
Key Locations: Cypress Dorm, Sweetgum Dorm |
This district is the home of the poorest and biggest part of the town's population. Near the border of Middle Residential and the Park homes are still fairly nice and still have yards, but as one moves towards the Industrial District and the Docks those single-family homes are replaced by apartments and smaller, squished-together houses. People here are nervous about PCs, but not outright distrustful -- unless one comes from Holly or Birch.
While the immediate urge to act out post-November 2016 plot is over, discontent remains in this area. NPCs who support revolution and those that don't are still frustrated with one another, and likely to reflect that in their interactions with PCs at their own level.
| Business District
NPC mood: concerned
Key Locations: City Hall, Merchant's Guild, Bluebird's Bazaar |
The center of merchantry, the Business District is full of shops and warehouses. Merchants here are mostly from Willow or sometimes Holly houses, and sell both merchandise from abroad and licensed from local artisans who would rather not run their own shop. Overland imports come in here, and exports are mainly done by the business owners of this district. As a business area, the district is open to everyone, but those in Cypress and Sweetgum might find themselves watched while shopping, or charged higher prices.
While the immediate backlash from the November 2016 plot has passed, the event hasn't been forgotten. Lower-class characters aren't likely to be barred from shopping, but they're still likely to find themselves watched carefully in many shops.
| Entertainment District
NPC mood: not as high-energy as usual.
Key Locations: West Gate |
A large neighborhood full of restaurants, performance venues, and other less savory entertainments, this district is, generally, the one place in town where everyone is treated the same. While those from Holly can be treated with a certain level of sarcasm, or charged a bit more when it seems they won't notice too much, their money is still welcome. Business owners are from all across the board, though this area does favor lower-class ventures that aren't so welcome in the business district. NPCs and PCs who look well-off and aren't paying attention might be pick-pocketed.
| Industrial District
NPC mood: pensive
Key Locations: Artisan's Guild |
A district full of industry and favoring the lower classes, here are the ironworks, the potters, the builders. Artisans are traditionally mainly from Cypress-type families, and much manual labor is provided by those of Sweetgum types. Some more thrifty artisans who own their own workshop building live in apartments above them. Holly types are looked at with suspicion here, as it isn't a place the upper crust NPCs usually go, unless on business. There's a staunch sense of pride here, and petty crime is not tolerated.
As nothing dramatic has happened since the November 2016 plot, this area has gone back to normal for the most part. Businesses aren't particularly sucking up to PCs, but they aren't avoiding them either.
| The Docks
NPC mood: alert
Key Locations: The Undertoe |
Technically, this small district is made up of the actual docks, temporary warehouses where goods are unloaded, and businesses targeted at both local and visiting sailors. In reality, it's also the home of the White Lilies, an organized crime ring and advocate of social revolution. It's a seedy area and petty crime is very frequent here, but it all, ultimately, is under the control of the Lilies, and those in the lower class (those native to Arden Grove, anyway) are rarely targeted. Foreigners and higher-class locals on the other hand should watch their backs and their purses. The back rooms of the Undertoe, the most famous bar in town, are the HQ of the Lilies, and PCs can enter the back by making nice with the barman or presenting a lily token, given out during certain mod events.
As of the November 2016 metaplot, this area is rife with malcontent. While not concerned for the immediate future, the Lilies continue to sow seeds of revolution, and pick-pocketing of upper-class NPCs and PCs is unusually high.
| The Park
NPC mood: spirited
Key Locations: The Chapel and its graveyard |
While not a residential or business district, the park is a large area with a certain level of neutrality. It includes a small lake, on which one can rent a romantic boat or do a bit of recreational fishing. As a whole the park is a nice green place in which one can see the various social complexities of town play out, as people from all over mingle, and may not enjoy the view of those at which they are at odds. Rather than confrontation, however, locals are more prone to making rude comments to their friends.
| The Beach
NPC mood: ???
Key Locations: none |
A small beach is included within Arden Grove's walls, although there's plenty more of it outside. Like the park this area is frequented by NPCs across the spectrum, and usually there isn't direct confrontation. It isn't likely to see a low-class and high-class family putting their beach towels next to one another, though.
► What are the key locations?
You might notice a few key buildings on the town map in black. These include the alliance dorms and a few other important places that are established by default. Each of these places is linked to a certain element of the local population and is the IC center for obtaining certain types of resources. Depending on your character's alliance, they will have more or less favor in each of these places. Player businesses can be found on the player organization page. The major locations in Arden Grove are as follows:
| Crepe's House
Favored Alliance: All
Disfavored Alliance: None |
This mansion is the starting point for all new characters in Arden Grove. Though the NPC responsible for their arrival is elusive, the staff here are happy to help their guests. The staff of Crepe's House dole out the basic supplies to the dorms, and the ground floor of the house houses an infirmary for injured player characters, with both mundane and magical healing available for non-fatal injuries. There's also a growing library here, the contents of which are influenced by whatever PCs request.
| Bluebird's Bazaar
Favored Alliance: All
Disfavored Alliance: None |
An open-air market on the main road from West Gate, where the Business District, Entertainment District, and Park meet. Here travelling peddlers and independent artisans hawk their wares and established shops have displays to entice buyers to their main locations. A busy place, this is the place to go for above-ground gossip as well.
| Chapel of the Mother
Favored Alliance: All
Disfavored Alliance: None |
In the park there's a chapel dedicated to "The Mother", a single facet of a many-faced goddess. While there aren't actual church services, it offers sanctuary to anyone, and the "Divine Servants of The Mother" do their best to aid the needy, regardless of features. In the lobby there's a statue of the goddess with the Mother's face forward and a base covered n little hooks on which both PCs and NPCs are encouraged to leave their prayers and wishes hanging. For more information on religion and the Chapel, or to leave/fulfill a wish, see the chapel page.
| Graveyard
Favored Alliance: All
Disfavored Alliance: None |
Behind the chapel in the corner of the park is the town's graveyard. While there may be a ghost or two here or around town, they can only be seen by those who already have a talent for it. For most, the graveyard is the final resting place, wherein all are truly equal. Here, there is also a statue of the goddess -- but rather than five faces, she has only one, covered in a veil of mourning.
| Arden Grove Elementary & Secondary Schools
Favored Alliance: All
Disfavored Alliance: None |
In the Middle Residential District there is a school with two main buildings. The elementary school is bigger than the secondary school, but both are open to PCs as either faculty or student.
| City Hall
Favored Alliance: Holly
Disfavored Alliance: Sweetgum |
The place where the leaders of the town do their planning and governing. The Town Board, made up almost entirely of heads of wealthy families, meets here, and their will, while generally benevolent, is also primarily self-interested. Members of Holly alliance will receive faster turnaround on real estate applications, records inquiries, and other official business, while members of Sweetgum alliance are likely to find their requests pushed to the back of the queue.
| West Gate
Favored Alliance: Birch
Disfavored Alliance: Willow |
West Gate is both the literal main gate into the city and the headquarters for the local military police. If a player character wishes to form any kind of combat force, they'll need to be ICly approved by the Captain at West Gate. Players can also rely on the military police as guards and to report lost items. Members of Birch alliance will be treated in an especially friendly manner, while members of Willow alliance may receive a chilly reception or even have minor requests brushed off.
The jail at West Gate is kept proofed against magic by force-field generating Talents. This should apply to any character abilities that could be considered magical, but can be disabled by removing whichever staff member is creating the shield at any given moment. Other than that, it's a basic jail with no windows and bars on the doors in the basement level of the building.
| Merchants' Guild
Favored Alliance: Willow
Disfavored Alliance: Cypress |
The Merchants' Guild is the legal center of organized business in Arden Grove. If you wish to register as a merchant, open a shop, or get advice on where to buy specific goods, this is where to go. All imports and exports from the city are inspected and taxed through here. Members of Willow alliance will receive faster service and discounted rates through the Guild and all of its members in the Business District. Members of Cypress alliance will have a hard time being taken seriously here and may find their requests for a business permit denied.
| Artisan's Guild
Favored Alliance: Cypress
Disfavored Alliance: Holly |
The Artisan's Guild is the home of both independent and organized artisans. Those who wish to operate on their own and those whose business is in back-end work or entertainment gather here. It's the Industrial District's, and a good share of the Entertainment District's answer to the Business District's Merchant's Guild and the two have a strong rivalry. Members of Cypress alliance will be favored here with discounts and faster approval of artisan permits, while members of Holly alliance will find themselves served only grudgingly.
| The Undertoe
Favored Alliance: Sweetgum
Disfavored Alliance: Birch
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The Undertoe is a bar of the seediest sort. Located in the strip of businesses near the Docks that serve both sailors and manual laborers from the Industrial District, it's the center of information trade and the meeting place of the leaders of the town's underworld. Operators of less... legitimate businesses do their under-the-table dealings with the more upstanding Guilds in the back rooms. Members of Sweetgum alliance will find themselves welcomed here, while other outsiders will be looked on with a certain amount of suspicion and Birch members with outright unfriendliness. A bit of trivia: the name is a pun, a mixture of the sea's "undertow" and the idea of the lower classes as "under foot" and sailors' habit of going without shoes. It's an homage both to the location and the patronage.
► What about outside of town? Can we leave?
There's nothing ICly barring a character from swimming into the ocean or wandering out of town on foot or by train. However, characters who leave have no documentation and won't be provided for by king and council. They'll find it hard to get a job or support themselves and local police will encourage them to return. In OOC terms, we'd prefer characters didn't travel too far away, at least without contacting the mods about it first. There will be metaplot advancements that allow more travel in the future, but as a whole we prefer characters stay and interact with other PCs.
That said, the area immediately surrounding town is more than open to exploration! Arden Grove is at the very tip of a peninsula in the Northeast of Butterwick. While mostly walled, at the southeastern corner of town, the docks and beach provide access to the ocean. Characters are welcome to swim out into the sea, or take work on local fishing boats. Outside the walls, there's a thin band (think two-three fields wide) of farmland, comprising mostly of orchards. Beyond that, there's beach and ocean to the east and forest to the west. Both ocean and forest have animals typical of real world temperate areas. Dangers consist of wolves and bears and sharks and anything else reasonable in the real world. You can also make up magical variations on these creatures (such as the glowing crabs included in a mod prompt), but there won't be outright monsters.
► So, alliances. How do those work?
When a new character enters the game, they'll be ICly assigned into one of five "alliances". Which one depends on the local social perception of the type of animal features that character has. NPCs, due to a long culture of doing so, can identify your feature type even if your character has an unusual colouration or an unusual breed, and these things won't put you in a different alliance. If you aren't sure where the animal type you want would go, ask the mods and we'll be glad to sort it out with you! The alliances, along with their particular benefits and disadvantages, are as follows:
 | Holly (#aa6b05)
Favored At: City Hall
Disfavored At: Artisan's Guild
Animal Types: big cats, bears, large birds of prey
Housing Doc: here |
Holly is made up of animal types that reflect the typical nobility in Butterwick. Their position in local society reflects this, with a dorm in the Upper Class residential district and plenty of higher-end food, clothing, & toiletries supplied by aristocratic donors. Holly House is decorated very comfortably, with big rooms, four-poster beds, large desks and walk-in closets for every member. There is a private bathroom for each room with a soaking tub, shower, double sink, large cabinet, and separated toilet. As nobility finds them relatable they receive favor at City Hall and in any deals with the upper crust. They are trusted by the military and respected by merchants, and the town's underground is happy to work with them for the sake of their own benefit. However, the artisans and entertainers in the Entertainment District may associate them with real nobility and resent them, charging them more for services and keeping them waiting for permits. Remember you must contact the mods before apping a lion character.
 | Birch (#3d7c93)
Favored At: West Gate
Disfavored At: The Undertoe
Animal Types: smaller predators: wolves, wild cats, wolverines, large reptiles
Housing Doc: here |
Birch is made up of animal types associated with military service. Rougly equal to Willow in social standing, their dorm is in the Middle Class area and is supplied with plenty of average-quality food, clothing, & toiletries. Rooms are roomy but not huge and each resident has their own smallish closet, full-sized bed and decent-sized desk. There is a private bathroom with a tub/shower combo, cabinet, sink, and toilet per room. The decor is nice but often clean-lined and utilitarian. Members of Birch alliance will find friends in the military police and an average reception most everywhere else, but aren't welcome in The Undertoe or other underworld establishments, where they are perceived as potential snitches and security leaks.
 | Willow (#4b5d22)
Favored At: Merchants' Guild
Disfavored At: West Gate
Animal Types: deer, giraffes, butterflies, parrots, etc
Housing Doc: here |
Willow is made up of game and prey animals perceived as likable and respectable, and reflects the local merchant class and the majority of the civilian middle class. If an animal doesn't seem to fit any other alliance it probably goes here, but feel free to ask the mods if you need help. Their dorm is in the Middle Class area and is supplied with plenty of average-quality food, clothing, & toiletries. Rooms are roomy but not huge and each resident has their own smallish closet, full-sized bed and decent-sized desk. The decor is pretty but not opulent like Holly's. There is a private bathroom with a tub/shower combo, cabinet, sink, and toilet per room. Willow members will have an in with the Merchants' guild and will find their Business District needs met quickly and at lower prices than others. They're generally accepted everywhere else except at West Gate, where the rivalry with the equal-standing military and perception of Willow types as soft comes with a certain level of disdain. Requests to help find lost items or found combat organizations may be denied.
 | Cypress (#b43100)
Favored At: Artisans' Guild
Disfavored At: Merchants' Guild
Animal Types: cats & dogs, sheep, rabbits, cows & other domestic animals
Housing Doc: here |
Cypress includes animals perceived as domestic or "livestock" types, and reflects the general local working class. Their dorm is near the edge of the Lower Class residential area, bordering on the Middle Class neighborhoods, and is provided with plenty of low-quality food, clothing, & toiletries. The rooms are a little on the small side, with single beds, armoires, and small desks for each member. There is a small private bathroom for each room with a standing shower, pedestal sink, and toilet. Cypress members will get discounts and other favors at the Artisans' Guild and elsewhere in the Entertainment District. They're generally accepted elswhere, except at the Merchants' Guild, where they're seen as competition from below and may have permits delayed or denied or be charged higher prices.
 | Sweetgum (#984681)
Favored At: The Undertoe
Disfavored At: City Hall
Animal Types: rats, corvids, gulls, squirrels, other "unsavory" animals
Housing Doc: here |
Sweetgum is made up of animals thought of as pests or nuisances, and reflects the outcasts and underground of the local population. Their dorm is located in the Lower Class residential district near the Industrial District, and is supplied with just enough low-quality food, clothing, & toiletries to get by. The rooms are small, consisting of two sets of bunkbeds, two desks, and a trunk for each member's belongings. There is a communal bathroom for each floor with toilet stalls, shower stalls, and sinks. Sweetgum members are generally accepted everywhere except at City Hall, where the upper crust is reluctant to give them aid and their real estate or other requests may be delayed or denied. They are however fully accepted at The Undertoe and amongst the city's underground, and will have free access to shady sources of information and smuggled goods.
► Can I choose a different alliance than matches my feature type?
Unfortunately, no. You're welcome to contacts the mods to work out which animal feature type will work best for you, but we will be sticking to the guidelines for alliances.
► What about the rest of Merriwynne??
There are of course other countries in Merriwynne, such as the southern desert country of Lorlea. Most reptilian/amphibian feature types are concentrated in Lorlea due to a conflict several decades ago, and thus are perceived as somewhat foreign in Butterwick. Though the two nations are at peace now, it's a tense truce. Might the arrival of your characters have an impact on the relationship of these two nations? That's up to you, the players, to decide. Other nations may come up later in metaplot -- we'll include more info on them as is relevant.
► What's this about a war?
Information on the war can be found on the government/npcs page. Please give it a read!
► What is Butterwick's government like? Who are the major NPCs?
Information on this can be found on the government/npcs page!
► How exactly does the classism play out here?
Generally, NPCs of different classes are not outright aggressive towards one another. Rather, the class system is upheld via talk within one's own group, dirty looks, and underhanded tactics like charging more or less for goods and services. Your Sweetgum character will most likely not be attacked or shouted at by Holly-type NPCs, but they will expect them to step aside for them on busy sidewalks, or may assume they're only in an area as "the help". It's important to remember that alliances are a PC-only thing -- no NPC is in any alliance, nor do they wear their emblems or colours. However, alliances are based on the actual social biases. For example, a sheep will be looked down on by a tiger as a "farm animal", and NPC sheep likely belong to families that have been farming for centuries. The relationship with animal feature types in Utopique is loosely based on real world relationships with economic class and race (though the game atmosphere is a bit outdated by our standards), so look to those real world issues if you need help picturing how NPCs might behave.
► With class in mind, what are cross-feature NPC relationships like?
There is no official ban or even taboo against romantic and sexual relationships between feature types in Butterwick. Instead, class system is supported by a quirk of biology: when two different feature types have children, the children inherit only one parent's features, and features from higher in the class system tend to be dominant over those below. A wolf/fox couple will produce mainly wolf children. Lions in particular rarely have anything but lion children, and those who aren't are considered potential bastards and don't inherit their lion parent's positions.
That said, there is no bias against LGBT relationships amongst NPCs. It isn't part of their religion and is generally not a problem, so you're free to assume you see a good mix of relationships in Arden Grove.
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