Idlewood
Original campaign-world reference. Sections describing the supplied Day 17 instance record that playthrough only; possibilities remain possibilities.
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Reusable Everterra world layer
Idlewood is a small agricultural settlement in a shallow valley between ridges, near a useful road but away from a major crossroads. Wheat, root crops, orchards, and livestock support ordinary local life. Its protection is being useful and forgettable: productive enough to persist, modest enough not to attract major economic attention, and easy for travelers to pass without remembering. A fresh instance begins with an ordinary settlement, not a fortress, rebel capital, famous ruin, or adventurer hub.
The reusable source lists pressures that may affect the settlement: requisitions, taxes, labor demands, inspections, fines, unsafe roads, food and seed tension, imperfect records, Edren's absence, and rumors or movement from Ninth Gate. These are scenario possibilities, not a claim that every pressure is present at once.
Day 17 Continuum instance
In this specific instance, Idlewood is the ordinary settlement above an ancient transit node. The entrance is concealed and the local array has been sealed. Seraph, smith Tomas Reed, local defenders, and the first Sentry remain associated with its defense and continuity. The campaign's stated defense doctrine is to warn, delay, and evacuate rather than sacrifice residents to defend buildings.
The PC, Hugo, Garr, and Eve have left north into Darkwood; Seraph stayed at Idlewood. The exact current positions of other named people and mobile assets are not fully confirmed in the source snapshot.
Sources
- Creation helper, §1 “Idlewood”, and §§2, 21–22 for possible ordinary pressures and world motion.
- Continuum, “Everterra canon” and “Known sites: Idlewood”, for the world canon and Day 17 location condition.
- Continuum, “Return to Idlewood / northern warning” and “Current northern expedition”, for the instance's departure and party placement.