THE WORLD OF EIVISU

A world shaped by what came before.

Eivisu is a world where old histories have not disappeared — they have simply fallen out of sight. Across its mountains, settlements, cities, and forgotten places, people live among traces of things they no longer understand. The journey of Lumo and those who walk beside him slowly reveals a world far older, stranger, and more connected than it first appears.

Characters

Lumo

A troll who refuses to become what the world expects. Born among trolls, Lumo grows up surrounded by instincts and traditions that tell him what he should be. Yet something in him resists. He is curious where others are certain, protective where others would destroy, and drawn toward a world his own kind has little reason to understand. His journey begins with a simple choice: to become something different.

Erham

A man carrying more than his past. Erham has learned to survive by keeping his head down, reading people carefully, and knowing when not to ask questions. Meeting Lumo forces something in him to change. What begins as necessity slowly becomes trust, and eventually something neither of them expected — a friendship between two beings who should never have stood together.

Vaelor

A man whose strength became someone else’s possession. Vaelor is enormous, powerful, and seemingly difficult to break. Yet strength has never meant freedom. In Amoran, his size and ability have turned him into something the city can use, measure, and profit from. Beneath the spectacle is a quieter man, carrying a weariness that Lumo and Erham gradually begin to see.


Torkil

A man who knows that survival is more than staying alive. Torkil is a weathered figure who carries the weight of those around him. He has little patience for unnecessary words, but there is a quiet strength in the way he acts. When Lumo enters his world, Torkil is forced to look beyond what he has always believed a troll to be.

Grimli

Lumo’s uncle. Ancient troll. Chieftain. Grimli belongs to the world Lumo left behind. He is shaped by the instincts and traditions of his people, yet his relationship with Lumo reveals something more complicated beneath them. He does not understand Lumo completely — perhaps no one does — but he begins to recognize that there may be more to his nephew than being a troll.

Jorun

A captain who lost almost everything, but never his love for life. Once a renowned captain, Jorun now lives a quieter life among the ships and people of Velham. He has lost both his legs, his former life, and much of what once made the world his to explore. Yet he has never lost his curiosity, his sharp tongue, or his ability to find something worth laughing about. Surrounded by maps, travellers, rumours, and stories from distant places, Jorun still watches the world beyond the horizon. And when something strange begins appearing beyond the known paths, the old captain knows exactly who might be willing to follow it.

Ardrev

A quiet man with a dry sense of humour. Ardrev is one of the people who keeps Velham moving. Scarred and weathered, he works among the ships, ropes, cargo, and endless mist of the harbor, usually alongside Jorun. He rarely says more than necessary, but there is a quiet humour beneath his tired expression, and he is not easily impressed. To Lumo, Ardrev becomes one of the familiar faces of Velham — someone who treats him less like a curiosity and more like another man who has work to do.

Tuedor

A man who learned to understand without words. Tuedor lives at the edge of the known world, where the forest has become something few people dare to enter. There he has formed an impossible bond with a creature others would only call a monster. They do not speak. They look, and understand. When Lumo and Erham meet him, Tuedor does not have answers for what has happened to him. He only knows that the creature has been there for as long as he can remember — and that what he once feared has become his protector.


Figures in the shadows

The Blind Man

He cannot see the world. Yet he might see it more clearly than others. Lumo and Erham encounter the blind man on the road, where a simple act of kindness leads to an unexpected invitation. His lack of sight does not make him helpless. He has learned to experience the world through touch, sound, and things others overlook — leaving Lumo with an impression that remains long after they part.

The Red Mask

Some rule with chains. Others never need them. The Red Mask is one of the figures behind Amoran’s darker machinery. Calm, articulate, and almost courteous, he understands people as parts of a system — their value measured through debt, usefulness, and consequence. He does not need guards or threats of violence. He is a cog in a machine that shifts the way the world works.

World

Milltown

The Slave Square. Milltown is a trading town where the ordinary rhythms of daily life exist alongside something far darker. Markets, workshops, food, and travelers fill its streets, while people are bought and sold only a short distance away. What makes Milltown unsettling is not that cruelty exists there, but how easily it has become part of everyday life.

Amoran

The Red Cathedral. Amoran is a city shaped by religion, control, and human ambition. Its streets, towers, and bridges rise around the Red Cathedral, whose presence reaches into every part of the city. Almost everyone wears a mask, and beneath them, individuality has slowly given way to roles — identities assigned by the city and exchanged as easily as they are given. Processions move through the streets beneath red lights and the sound of horns, while creatures thought to belong only to legend are brought before the people in enormous cages suspended from the cathedral. Here, faith and authority are woven into everyday life, creating a society where obedience is made to feel natural, and where people become parts of something larger than themselves.

Arganoss

The World Bank. Arganoss is a city built around the movement of wealth. Trade, finance, and ambition have allowed it to grow far beyond the shape of an ordinary city, drawing people, goods, and influence from across Gariki. Its streets are made for movement, its buildings for business, and its institutions for the accumulation of power. Here, wealth does not simply change hands — it changes what people are able to become.

North Velham

The City of Ships. North Velham is a city built between the sea and the land. Ships crowd its harbor, while piers, plankways, warehouses, and old ship-houses have grown together over generations until the city seems almost part of the water itself. Salt, fish, tar, smoke, and wet wood fill the misty air as fishermen, traders, and travelers move between the hulls. But North Velham also stands at the edge of something less familiar. Beyond the ship-city lie forests, stone fields, and the northern paths leading toward places few people speak of willingly. Here, the sea brings stories from the world beyond — while the road north leads toward what the world has forgotten.