House Sönnungr
The House of Sönnungr.
"The soul is a fire that burns within and that we seek to let burn bright. Of our hearts we choose confidence."
"The world needs a valorous soul that is ready to face the unknown head on, and in doing so, will inspire others to follow. Of our desires, we choose to be daring."
"A hero is forged in the thrill of adventure and the zest of a life of passion. Of our achievements, we seek glory."
Structure
Just like every house that is part of Astra Nova, House Sönnungr is overseen and headed by a teacher at the school and accomplished member of the faculty, who also functions as that specific houses homeroom teacher.
Underneath the Head of House is a singular esteemed student of the upper-class of that particular house, chosen by the Head themselves. This student leader is deemed as the "House Scion" and serve as role models, team leaders, mentors, and liaisons between the students and faculty.
The house is then made up of a student body of young initiate heroes who always meet first with their homeroom teacher in a large seminar style class before being released to attend the rest of the classes assigned to their pre-determined schedules.
Students are sometimes assigned to upkeep the House with cleaning tasks or other chores.
Underneath the Head of House is a singular esteemed student of the upper-class of that particular house, chosen by the Head themselves. This student leader is deemed as the "House Scion" and serve as role models, team leaders, mentors, and liaisons between the students and faculty.
The house is then made up of a student body of young initiate heroes who always meet first with their homeroom teacher in a large seminar style class before being released to attend the rest of the classes assigned to their pre-determined schedules.
Students are sometimes assigned to upkeep the House with cleaning tasks or other chores.
Public Agenda
The house of Sönnungr is known for it's brave and adventurous students. The student body is encouraged from day one to learn to take risks and find new and exciting discoveries and achievements. At the top of their list is the pursuit of heroism in one of it's truest form, glory in the simple thrill of the deed and the strength gained from such feats. A challenge, whether physical, or of one's will, is one worth taking, as it is the truest form of heroism. The mighty warrior overcoming the fearsome dragon, the brave hero dashing into a burning building to save those trapped inside, the titan who stops an armed mage from decimating an innocent bystander, all icons that of which the students of Sönnungr wish to emulate and possibly even succeed someday. Their three edicts, encouraged more regularly than any others are:
Courage - A student must have strength even within the face of pain or grief. They must learn not to run away from the chance to be a hero because of the danger it will bring unto them. The risk must be overcome, lest innocent people pay the price. Sönnungr students learn to be confident in their decisions, to feel less intimidated by the thoughts and unkind words of others who try to discourage them, and to make surpass-able goals they seek to blow out of the water.
Daring - A student must be adventurous, and unafraid to be bold. Their spirits must burn bright enough to inspire those around them to action. Their curiosity should bring them to crave the challenge of heroism, and to invite the opportunity to stand against the dark. When a problem arises or a new chance to test themselves is presented, House Sönnungr sees it as a new chance to prove to themselves their own progress, and learn not to be afraid of failure in turn, becoming able to shift that failure into motivation to reach even greater heights.
Glory - A student must strive to stand on top of the forces of evil that seek to crush them. Within their light, others will find sanctuary. A member of House Sönnungr finds satisfaction in the action of heroism just as much as they do to see it's challenge rewarded with the people they protect safe and sound. With their success comes an image to be observed by others, whether it be other heroes or the common folk. In both cases, House Sönnungr wishes for their students to be seen as beacons of hope and motivation that show those around them that it is very much possible to do unthinkable things and find unknown truths out there, and it can be gauged sometimes by simply how hard you a re willing to work to achieve it.
Courage - A student must have strength even within the face of pain or grief. They must learn not to run away from the chance to be a hero because of the danger it will bring unto them. The risk must be overcome, lest innocent people pay the price. Sönnungr students learn to be confident in their decisions, to feel less intimidated by the thoughts and unkind words of others who try to discourage them, and to make surpass-able goals they seek to blow out of the water.
Daring - A student must be adventurous, and unafraid to be bold. Their spirits must burn bright enough to inspire those around them to action. Their curiosity should bring them to crave the challenge of heroism, and to invite the opportunity to stand against the dark. When a problem arises or a new chance to test themselves is presented, House Sönnungr sees it as a new chance to prove to themselves their own progress, and learn not to be afraid of failure in turn, becoming able to shift that failure into motivation to reach even greater heights.
Glory - A student must strive to stand on top of the forces of evil that seek to crush them. Within their light, others will find sanctuary. A member of House Sönnungr finds satisfaction in the action of heroism just as much as they do to see it's challenge rewarded with the people they protect safe and sound. With their success comes an image to be observed by others, whether it be other heroes or the common folk. In both cases, House Sönnungr wishes for their students to be seen as beacons of hope and motivation that show those around them that it is very much possible to do unthinkable things and find unknown truths out there, and it can be gauged sometimes by simply how hard you a re willing to work to achieve it.
Assets
All Astra Nova houses have their own color scheme that of which is found in ample amounts around the house commons as well as their flag hung up in the main hall. Each student is given one of two color schemes of tops to wear, that of which have their own moniker. Each house has two of said selections, and students are allowed to swap the scheme they where at any time by notifying Mx. Alabaster in the Development and Design Department. The student dress code is made up of a house designated top accompanied by a black or white tank top or crew shirt, shoes, and the student's choice of pants, leggings, or skirt, all of which come in black or white and are available to any student regardless of season. Modification of these items is prohibited, including cutting, trimming, dying,or the removal or addition of sown elements. Students can however accompany themselves with discrete, non offending accessories, including gloves, shoulder-capes, ties, bows, chaps, belts, or suspenders. Students are provided one large cloak, that of which is black and has their house emblem imprinted on the heart area that of which has a hood and can also be worn, though distracting adornment of said cloak on campus may lead to the student being prohibited from wearing it outside of weather appropriate times.
History
House Sönnungr is named after the prolific hero figure and once King of Saitara, Sönnungr Sigardnison. Not only was he the first and only legendary warrior to take on a slew of deadly monsters, but he was also watched over by a pair of gods for most of his life, helping him in subtle ways during his youth to realize his destiny and become a man who could do anything solely through willpower and strength of both body and heart, up until his fated death in battle against his greatest foe, his own estranged son. Sönnungr was born the son of an ancient and power hungry King named Gondur of Saitara. His mother was a secret concubine Gondur kept without his wife knowing. Aware that Sönnungr would be grounds for his wife being upset and his right to the throne being tainted by his shameful unfaithfulness, he exiles Sönnungr and his mother to the wilds under false pretenses to cover his tracks. Little does he know, two gods from two different pantheons both have their eyes of the child, working in tandem to ensure he rises to a challene set before him even as he was sstill an infant. The gods cured Sönnungr of his sickly ailments, having been born a frail and weak babe due to birth complications, and watched him grow into a strapping young man motivated only by a ferverous fire to not squander his chance to live a good life alone with his mother. Tragedy strikes, and one of the deities informs Sönnungr his mother is to die and he is to finally need to confront his father, who is to blame for it. Sönnunr watches as his mother is torn asunder by a monstrous beast the likes of which he isn't able to fight. He returns to Saitara and ends up in the throne room of Gondur, who he does not know is his father, and asks the king to tell him of his father's location. Feigning a ruse, Gondur agrees to help Sönnungr and will have his father in front of him to confront if Sönnungr completes for him 10 difficult tasks. Unwaveringly, Sönnungr agrees to the terms and one by one accomplishes 10 tasks that of which were slated to be impossible for mortal men to achieve, travelling far and wide to uncharted corners of the land in the process:
1. Kill the cub of The Chimera, a deceptively smart and strong beast despite it's age and size.
2. Slay the flesh eating avian warrior of the mountains, the Garuda.
3. Sheer the near impenetrable metal fleece of the Andloryan Sheep.
4. Walk through the domain of a sun goddess, the Fires of Nelya.
5. Return the skull of a noble to the labrynthian catacombs under Saitara and navigate back out.
6. Find and kill a crazed hag who lives hiding in the form of a bird within a flock of mythical avians of her own creation.
7. Capture the Ursa Minor, the cub of a god's pet bear. Sönnungr actually gets permission from the god to borrow the cub and returns it later to it's mother.
8. Killed Gerim, a monstrous goliath of a man with a murderous heart. He was actually the half brother of Sönnungr, being the offspring of Gondur and his wife.
9. Slay Sera, a manipulative demoness and mother of several monsters from around the land. Sönnungr is decieved and manipulated by the demoness, who is able to keep Sönnungr debilitated enough using magic to conceive with him whilst he was in a daze. Sönnungr eventually comes to his senses and slays her.
10. Sönnungr's final test came to him in the form of solving a riddle for King Gonur, a riddle Gondur had been granted by a sphinx from the south who assured him there would be little chance Sönnungr could hope to solve it. But Sönnungr had the answer with him all along, as it had been told to him by Sigardni, one of his godly benefactors, during their first encounter.
Awe struck, Gondur has no choice but to submit and reveals he was Sönnungrs father all along, and when challenged by the hero to a duel, is forced to accept, lest he be dethroned in shame. Despite use and abuse of a magic sword from his room of treasures, Gondur is slain and Sönnungr takes his place, leading Saitara for decades until the time of his fated final battle against an enemy unforeseen by him, but prophecized since his birth by the gods. Sönnungr's nation is under threat by a ferocious cobalt dragon capable of channeling storms and lightning, and travels with a small band of men to do so, leaving his teenage son and trusted friend to act as his son's retainer. His men either flee or die to the mighty beast, leaving Sönnungr the last left. The beast confesses to the King he is Sönnungr's true first born, having been birthed by the She-Devil's corpse many years ago, growing up into a spiteful and ferocious creature. Stricken with guilt and a new resolve to not let something of his own creation in a moment of his greatest defeat be the end of the land he loves, he fights past his limits and slays the castle sized dragon by ripping it's throat with his bare hands before succumbing to his own wounds and dying there next to it. Sönnungr is remembered as Saitara's greatest hero, and a symbol of resolve and exploration of the unkown. A symbol of man facing the untamed with confidence. He also is used as a possible inspiration for Saitara's well known focus on child rearing as a generally important part of the culture. Full Story
1. Kill the cub of The Chimera, a deceptively smart and strong beast despite it's age and size.
2. Slay the flesh eating avian warrior of the mountains, the Garuda.
3. Sheer the near impenetrable metal fleece of the Andloryan Sheep.
4. Walk through the domain of a sun goddess, the Fires of Nelya.
5. Return the skull of a noble to the labrynthian catacombs under Saitara and navigate back out.
6. Find and kill a crazed hag who lives hiding in the form of a bird within a flock of mythical avians of her own creation.
7. Capture the Ursa Minor, the cub of a god's pet bear. Sönnungr actually gets permission from the god to borrow the cub and returns it later to it's mother.
8. Killed Gerim, a monstrous goliath of a man with a murderous heart. He was actually the half brother of Sönnungr, being the offspring of Gondur and his wife.
9. Slay Sera, a manipulative demoness and mother of several monsters from around the land. Sönnungr is decieved and manipulated by the demoness, who is able to keep Sönnungr debilitated enough using magic to conceive with him whilst he was in a daze. Sönnungr eventually comes to his senses and slays her.
10. Sönnungr's final test came to him in the form of solving a riddle for King Gonur, a riddle Gondur had been granted by a sphinx from the south who assured him there would be little chance Sönnungr could hope to solve it. But Sönnungr had the answer with him all along, as it had been told to him by Sigardni, one of his godly benefactors, during their first encounter.
Awe struck, Gondur has no choice but to submit and reveals he was Sönnungrs father all along, and when challenged by the hero to a duel, is forced to accept, lest he be dethroned in shame. Despite use and abuse of a magic sword from his room of treasures, Gondur is slain and Sönnungr takes his place, leading Saitara for decades until the time of his fated final battle against an enemy unforeseen by him, but prophecized since his birth by the gods. Sönnungr's nation is under threat by a ferocious cobalt dragon capable of channeling storms and lightning, and travels with a small band of men to do so, leaving his teenage son and trusted friend to act as his son's retainer. His men either flee or die to the mighty beast, leaving Sönnungr the last left. The beast confesses to the King he is Sönnungr's true first born, having been birthed by the She-Devil's corpse many years ago, growing up into a spiteful and ferocious creature. Stricken with guilt and a new resolve to not let something of his own creation in a moment of his greatest defeat be the end of the land he loves, he fights past his limits and slays the castle sized dragon by ripping it's throat with his bare hands before succumbing to his own wounds and dying there next to it. Sönnungr is remembered as Saitara's greatest hero, and a symbol of resolve and exploration of the unkown. A symbol of man facing the untamed with confidence. He also is used as a possible inspiration for Saitara's well known focus on child rearing as a generally important part of the culture. Full Story

Confidence, Daring, Glory
House Info
Head of House
Yrsa Frostulfdottir
House Scion
Delaney Kasanov
Explorers
Performance Fighters
Bards
Battlemages
Warpriests
Bartenders
Cavaliers
Sailors
Daredevils
Monster Hunters
Dancers
Pilgrims
Privateer
Yrsa Frostulfdottir
House Scion
Delaney Kasanov
Alternative Names
Musphel Nova
Location
Controlled Territories
Notable Members
Most Common Graduates
SoldiersExplorers
Performance Fighters
Bards
Battlemages
Warpriests
Bartenders
Cavaliers
Sailors
Daredevils
Monster Hunters
Dancers
Pilgrims
Privateer
Corvian "You have great potential inside of you, or at least it looks like it. You say you simply refuse to showboat, but you seem to refuse to utilize it past the minimum amount of effort more like... I think you mistake being proud of who you are as being over-confident and not just plain confidence. You're very skilled and smart when you want to be. Maybe someday you'll learn to want to embody such traits more often and join the club."
Mandalay "When it comes to goals, both of us strive for them freely and openly. I'd come to you every time for a friendly challenge if one of my own aren't around. I think that sometimes it's a bit too... everywhere. We respect your right to do whatever it is you're passionate, but sometimes even we get confused on what you're end goal is. No offense, but I surely hope there is no such thing as peak form or an ultimate creation, because if so, that sounds really boring within it's aftermath."
Solos "You seem pretty off put by what is merely passion and the guts to embrace life is to be siezed day by day. What is life if you don't let yourself be surprised and take risks. Loosen up and stop looking down on us silently for our way of life. A lot of us houses aren't looking for a game plan to the rest of our lives. You can't exactly challenge yourself without first encountering something you arent already the master of."
Yotamo "You make great teammates. Travelling without one of you is a different experience for sure. Some of you tend to be too overtly cautious or clingy though with your talks and lectures of our lifestyle. I know it's meant to be coming from a place of concern but come on. Some of us aren't looking for caretakers, just friends to enjoy the ride with. I know a lot of us would feel guilty not having you right besides us when we arrive home from a new adventure or challenge victories."
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