Settlers are the heart of Thveit. They are not units. They are not labor values on a spreadsheet. They are people - with names, faces, ages, personalities, routines, and lives that unfold inside the world you build for them.

Everything you construct, every resource you gather, every season you survive - it is all in service of the people who live within it. A thriving settlement is not measured in production output. It is measured in whether your settlers are warm, fed, comfortable, and happy.

They are the main pillar of the living world in Thveit. It is your people.


Profiles & Appearance

Every settler in Thveit has a unique profile. They come in male and female variants, each with their own:

  • Name - a Norse-inspired name generated at world creation or on arrival. Players can rename settlers at any time.
  • Age - settlers age over time, giving each one a sense of history within the settlement
  • Gender - male and female settlers, each with distinct appearance options
  • Hair styles - a range of stylized Nordic hairstyles
  • Facial hair - for male settlers, varied beards and styles that add character
  • Visual identity - all appearances are stylized, fitting the storybook Norse aesthetic of the world

General Idea: No two settlers look the same. Over time, players come to recognise individuals by sight - the old woman who always sits near the fire, the young man with the red beard who runs between buildings.


Traits

Status: Work in Progress / Experimental

Settlers have traits that reflect their personality and nature. Traits are currently in an experimental phase and do not yet have concrete mechanical effects, but they are intended to eventually shape how settlers work, socialize, and respond to the world around them.

Planned traits include:

TraitNature
LazyMoves slowly, takes longer to complete tasks
StrongPhysically capable, better suited to heavy labour
IntellectualDrawn to knowledge, crafting, and complex tasks
MysteriousKeeps to themselves, rarely socializes
ExtrovertThrives in social settings, comfort boosted near hubs
IntrovertPrefers solitude, comfort boosted near quieter spaces

Traits are intended to make each settler feel like a distinct person rather than an interchangeable worker - someone whose strengths and tendencies the player comes to understand over time.


How Settlers Arrive

Nykomstead

The primary way to bring new settlers to the settlement in the early game is through the Nykomstead - an industry structure built near the shoreline that accepts incoming settler ships.

The Nykomstead:

  • Functions as the official arrival point for new settlers
  • Accepts ships carrying people seeking a new home
  • Is an early-game building focused on population expansion

Without a Nykomstead, settler ships have no place to dock and disembark. Without homesteads waiting for them, new arrivals will join your settlement, but are exposed to treats, cold, starvation - meaning every settler needs to have a homestead assigned.

Tradeholm

As the settlement grows into mid and late game, the Tradeholm becomes the primary hub for outside contact - including new settlers arriving alongside traders, emissaries, and goods from distant realms.

New settlers arriving via Tradeholm may come with unique backgrounds, rare traits, or connections to the outside world.


Settler Needs

Every settler in Thveit has needs that must be met to keep them comfortable, productive, and alive. Neglecting these needs has real consequences - settlers become unhappy, unproductive, and in the worst cases, they die.

Homestead

Every settler needs a place to sleep. A homestead is not optional - it is the foundation of a settler’s life within the settlement.

Players can assign specific settlers to specific homesteads, giving them a home that belongs to them. Without a homestead, a settler has no bed, no shelter, and no place to call their own.

Food & Food Variety

Settlers must be fed. But it is not only about quantity - food variety matters too.

  • Early game settlers survive on basic food: bread, fish, berries.
  • As the settlement grows, food quality and variety become increasingly important for maintaining comfort and morale
  • A settler eating the same simple meal every day will eventually grow dissatisfied, even if they are not starving
  • Diverse, well-prepared dishes - produced through advanced cooking and production chains - significantly improve settler comfort and happiness

Comfort

Settler comfort is a composite measure of how well the settlement is serving its people. It is influenced by:

  • Nearby services - access to wells, meadholms, social hubs, and gathering spaces
  • Food variety and quality - see above
  • Employment - settlers who have meaningful work are more content than those who are idle
  • Decorations - the visual quality and warmth of the environment around them
  • Faith - settlers connected to religious life through shrines, ceremonies, and divine events feel a deeper sense of belonging
  • Cats - the presence of cats in the settlement contributes to settler comfort in small but genuine ways. Settlers love them.

Clothing & Warmth

Settlers require proper clothing to survive winter. Clothes are produced through the industry system using wool, and are equipped via the homestead.

A settler without adequate clothing during winter will suffer from cold. Prolonged cold without shelter or warmth leads to death. Preparing enough clothing before the season turns is one of the core responsibilities of running a settlement in Thveit.


Settler Routines

Settlers do not simply stand at their workstation waiting for tasks. They live.

Throughout each day and night, settlers follow a natural rhythm:

  • Sleep - return to their homestead at night to rest
  • Work - report to their assigned workplace during working hours
  • Eat - visit food sources and eating areas at mealtimes
  • Idle - wander, sit in front of their homes, stand, and exist between tasks
  • Entertain - seek out social hubs and gathering spaces in their free time

Workplaces & Work Attire

When a settler reports to their assigned workplace, they do not simply arrive and begin working. They change.

Each workplace in Thveit has its own dedicated work attire - clothing that reflects the nature of the job, the environment, and the craft being performed. When a settler arrives at their workplace, they change into this attire through a stylized animation accompanied by a VFX moment that marks the transition from daily life into work.

This system makes occupation feel like a genuine identity. A settler walking to the bakery and changing into their flour-dusted clothes tells a different story than a settler who simply stands at a building. You see what people do. You see who they are.

Examples of Workplace Attire

WorkplaceAttire Character
Farm / AkersteadPractical field clothes, worn boots, working apron
BakeryFlour-dusted smock, rolled sleeves
Blacksmith / ToolsHeavy leather apron, reinforced gloves
Hjordhall (Livestock)Pastoral working clothes, practical and weathered
MeadholmServing attire, warmer and more social in character
Logging / WoodcuttingRugged outdoor gear, layered for forest work
FishingWaterproof outer layers, practical maritime clothing
Faith StructuresCeremonial or spiritual attire tied to the deity being served
Nykomstead / DocksMaritime working clothes, ropes and weatherproofing

The attire changes are not purely cosmetic - they reinforce the visual identity of different districts within the settlement. A farming area populated by settlers in field clothes looks and feels different from an industrial quarter full of workers in heavy aprons. The settlement reads as a real place where different kinds of work happens in different spaces.

The Change Animation & VFX

The transition into work attire is marked by a brief stylized animation and a small VFX flourish - a visual beat that signals the settler is now in their working mode. It is a small moment, but it is the kind of small moment that makes the world feel deliberate and alive rather than functional and hollow.


Social Life

Settlers are social beings. They talk to each other, gather together, and build relationships within the settlement.

Socializing

Settlers will stop and talk to one another as they pass through the settlement. These small interactions - a brief conversation on a path, two people standing by a fire - are part of what makes the world feel alive rather than mechanical.

Social Hubs

Certain structures act as gathering points where settlers spend their free time together:

  • Eldmark - the campfire. One of the oldest and most natural gathering points. Settlers sit around the fire, talk, and rest.
  • Meadholm - the mead hall. A place of food, drink, and community. Settlers gather here to eat, socialize, and unwind.
  • Longhouse - larger communal spaces that serve as social and cultural anchors for the settlement.

A settlement without social hubs is a place where people work and sleep. A settlement with them is a place where people live.

Cats

Settlers have a particular affection for cats. They will stop to pet cats they pass, pick them up and carry them, and generally treat them as beloved members of the settlement. See Animals in Thveit for more on cats and their role in the world.


Player Control

Players have meaningful control over how settlers live and work:

  • Homestead assignment - assign specific settlers to specific homes
  • Workplace assignment - direct settlers to specific buildings and jobs
  • Name changes - rename any settler at any time
  • Profile viewing - check individual settler stats, traits, comfort levels, and needs

This level of control lets players who want to engage deeply with their settlers do so - naming everyone, assigning them carefully, following their lives - while remaining optional for players who prefer a lighter touch.


Death & Burial

Settlers can die. This is not a game over - it is part of the story of the settlement.

Settlers may die from:

  • Starvation - when food supplies run out or are not distributed properly
  • Cold - during winter, settlers without adequate clothing and shelter will freeze. Wool clothes produced through industry and stored in homesteads are the primary defence.
  • Bear attacks - settlers who venture into the wilderness unprotected risk being mauled. Walls help keep bears out of the settlement.
  • Supernatural events - divine punishment, creature encounters, and folklore events can claim settler lives

When a settler dies, they are buried in the cemetery - a structure coming to the game soon. The cemetery is not just a mechanic. It is a record of the settlement’s history - every grave a name, every name a person who lived there.

Settlers who die while Freya’s favour is low may return as draugr, haunting the settlement during the night.


Families & Marriage

Status: Future Exploration

Thveit is open to exploring family systems on a lighter, atmospheric level. This may include:

  • Marriage between settlers
  • Children born into the settlement and growing up within it
  • Family statuses that influence homestead assignment and comfort
  • Generational continuity - the children of long-standing settlers carrying on in the world their parents helped build

These systems would deepen the emotional attachment to individual settlers and make the settlement feel like a place with genuine history and continuity. They are being considered carefully rather than rushed.


Mechanics