ABRAXAS MODS (
abraxasmods) wrote2021-09-29 11:01 am
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LORE ◎
Lore
Like any world, Abraxas has its fair share of stories, as well as cultural celebrations and way of life. Each territory is distinct, but a few commonalities can be found across all three territories - such as Eifstide.
You can learn about Abraxan lore and traditions here, including information on the Gods. Feel free to add flavoring as you like, based on what's been written here! It's perfectly okay for you to add the shrine of a common god in a tavern that your character frequents in Solvunn or to have your characters witness Solvunn NPCs making an offering now and again - there's no need to ask us for small details of that kind.
This page will be updated as the story of Abraxas unfolds, so please continue to check back!
You can learn about Abraxan lore and traditions here, including information on the Gods. Feel free to add flavoring as you like, based on what's been written here! It's perfectly okay for you to add the shrine of a common god in a tavern that your character frequents in Solvunn or to have your characters witness Solvunn NPCs making an offering now and again - there's no need to ask us for small details of that kind.
This page will be updated as the story of Abraxas unfolds, so please continue to check back!
The Gods
The Gods consist of the Old Gods and the Cardinal Gods. Below is an explanation of the difference between the two, especially as viewed by Solvunn.
While Thorne and the Free Cities hold similar views of the world's "creation myth" regarding the Old Gods and the Singularity, they place much less emphasis on the question of gods altogether. Outside of Solvunn, most do not worship any gods. Thorne's books rarely reference the gods by name, and the few materials that do are not quite accurate.
Meanwhile, the Free Cities disregards High Magic and the gods altogether. However, small pockets of individuals have started to revive the practice. While they do not refer to the gods by name nor use High Magic according to Solvunn's traditions, they've incorporated some elements of shrines and offerings into their lives. Equivalent to a version of Neo-Paganism, many consider themselves experimental or subversive while others dismiss it as a "fad" or a "phase."
Read about the individual Gods HERE
While Thorne and the Free Cities hold similar views of the world's "creation myth" regarding the Old Gods and the Singularity, they place much less emphasis on the question of gods altogether. Outside of Solvunn, most do not worship any gods. Thorne's books rarely reference the gods by name, and the few materials that do are not quite accurate.
Meanwhile, the Free Cities disregards High Magic and the gods altogether. However, small pockets of individuals have started to revive the practice. While they do not refer to the gods by name nor use High Magic according to Solvunn's traditions, they've incorporated some elements of shrines and offerings into their lives. Equivalent to a version of Neo-Paganism, many consider themselves experimental or subversive while others dismiss it as a "fad" or a "phase."
◎ Old Gods
The Old Gods are the source of Solvunn's oldest traditions and beliefs. They're considered part of what's known as the Ancient Pantheon - Old Gods borne of the Singularity and who brought forth the various elements of the world such as light, fire, and water. They dispersed these elements throughout the universe, thus creating all other worlds. After many years, the Old Gods returned to create "newer" Gods - known as the Cardinal Gods.
The majority of those in Solvunn adhere to the Old Gods, where their ancient ways are rooted. Reluctant to change, the Elders prefer to observe and invoke the Old Gods where possible. Among the younger generation, this can occasionally be a point of contention.
The majority of those in Solvunn adhere to the Old Gods, where their ancient ways are rooted. Reluctant to change, the Elders prefer to observe and invoke the Old Gods where possible. Among the younger generation, this can occasionally be a point of contention.
◎ Cardinal Gods
The Cardinal Gods are "newer" to Solvunn's pantheon, though this is only in a comparative sense. They're still considered to have been around for hundreds if not thousands of years and are part of what's called the New Order. It's believed that the Old Gods created these Gods, though the precise reason is not known nor agreed upon. Solvunn generally believes it was the will of the Singularity and the Old Gods to usher in a new age.
Solvunn acknowledges the Cardinal Gods, but Elders and many traditionalists prefer to rely on the Old Gods instead. Cardinal Gods are not found in any of Solvunn's most ancient traditions, but their appearances are more frequent among younger members of the community. Elders caution against too much change, concerned the young ones will offend the Old Gods if they are ignored.
Solvunn acknowledges the Cardinal Gods, but Elders and many traditionalists prefer to rely on the Old Gods instead. Cardinal Gods are not found in any of Solvunn's most ancient traditions, but their appearances are more frequent among younger members of the community. Elders caution against too much change, concerned the young ones will offend the Old Gods if they are ignored.
Festivals
Many festivals are common throughout Abraxas but are celebrated differently depending on the territory and culture. Some certain festivals and celebrations are unique to each territory. Below are some of the main festivals characters can expect to encounter and read about.
Autumn Festivals
Thorne ◎
Eifstide (Late October)
Free Cities ◎
Eifstide (Late October)
Solvunn ◎
Eifstide (Late October)
Festival of the Harvest (November)
Eifstide (Late October)
To celebrate the end of autumn, the week leading up to Eifstide around Castle Thorne is filled with decorations in rich oranges, yellows, and reds. Carved and painted gourds line the streets, hollowed out to make room for flickering balls of flame. In Nott, decorations and themes contain a more nautical flare. Come Eifstide Night, a massive street fair opens in the center of town, selling all manners of seasonal goods like pastries, sugared nuts, and crafts made from natural materials. Lanterns are sent into the sky, giving the last of their summer in exchange for a safe and short winter. Afterward, the children begin to Roam. Holding burlap sacks, they run door to door, asking everyone they come across for "blessings" to be put in their bags. Blessings are little treats or trinkets, and even people walking down the street seem to have some spare items in their pockets for the kids.
Eifstide (Late October)
One of many reasons for a party, Eifstide celebrations in the Free Cities range from get-togethers organized in private dwellings to large gatherings that spill out into the streets. The theme of death is more tongue-in-cheek. Spirit Boards are popular party games where silly questions are asked. Music tends to be grim in content but lively in sound. Streets are filled with laughter. Many wear elaborate costumes and masks. Festivities usually go until dawn. Themed artworks and plays are common around this time. Galleries and museums host exhibitions involving concepts around the dead or other similarly morbid topics, encouraging children and adults alike to learn and have fun at the same time. In Aquila, overnight celebrations at the beach are frequent while Libertas hosts appropriately spooky poetry readings.
Eifstide (Late October)
A somber holiday full of rituals meant to confuse and deter the gods of death and destruction from preying upon their settlements. Houses are adorned with bone, ash, and branches to ward off unwanted visitors while mages wander the edges of the settlements performing rituals of warding and appeasement. Dusk sets and all the residents wear masks or intricate face paint to confuse the gods. No one wanders around at night, though large bonfires can be found in the center of each settlement. Sacrifices are made by the Council members for safety and prosperity while mages chant in accompaniment. No one’s face is unconcealed by both mask or headdress and smudges of warpaint upon their face in large, disorienting swipes.
Festival of the Harvest (November)
This celebration occurs only with a bountiful harvest rather than annually. It's used as a way to diminish excess waste and give thanks to the gods that accepted their Spring Equinox prayer and offerings and is a time of year for appreciation of what has happened, the success of the community, and new bonds that have been forged. The celebration involves a particularly boisterous festival full of drinks, food, and competitive games. As the last fair-weather festival of the year, it is celebrated with gusto.
Winter Festivals
The main winter occasion in each territory (The Dimming, Festival of Enlightenment, and Winter Solstice) coincides with the Dimming of the Singularity, a brief period where its observable activity diminishes. Beginning on the 14th, the background level of magic across Abraxas dips significantly as the Singularity begins to dim, reaching its nadir on the 21st before stirring back to full strength by the dawn of the 28th.
Only the native Abraxans are affected by this phenomenon. The Dimming has no impact on the Summoned's magic, although this is the only time of year when one of the Summoned may approach the Singularity past its crater without being drawn into the Horizon.
Thorne ◎
The Dimming (December 14-21)
Free Cities ◎
Festival of Enlightenment (December 14-21)
Solvunn ◎
Winter Solstice (December 14-21)
Midwinter Solstice (January - February)
Only the native Abraxans are affected by this phenomenon. The Dimming has no impact on the Summoned's magic, although this is the only time of year when one of the Summoned may approach the Singularity past its crater without being drawn into the Horizon.
Thorne ◎
The Dimming (December 14-21)
The festival is held in harmony with the slide of the Singularity into temporary dormancy. It is a celebration of two halves. The mood is generally somber and reflective, with the promise of a fantastic explosion of life, light, and renewal waiting on the other side. As the sun goes down, a many-layered hymn rises from the streets. The words are arcane, but everyone in Thorne seems to know them. Young, old, rich, and poor alike all watch the darkness fall together, each holding the flickering light of a candle as they sing an ancient promise to be light for one another. In distant Hayle, the bitter cold has the congregants gathering in the tunnels built into the mountainside. Borrel sees the farmhouses scattered among the fields linked to the central barracks with military processions. Lamplight scatters on the water as a flotilla of fishing vessels line up along the lakeshore of Nott. And in Castle Thorne, the King and Queen step out onto the royal balcony to join the ceremony with a heavily gilded lantern each. During this period, Thorne also delivers an annual casket of magic to the Singularity itself.
Festival of Enlightenment (December 14-21)
This is a time to celebrate technology. Free from a dependency on magic, The Free Cities thrive in this time of literal and metaphorical darkness. The phrase "lights for Enlightenment!" is on every citizen's lips. In the evenings, night markets pop up in the streets. Beginning with the Circus of The Sciences, the focus in Cadens is on inventions and the latest technological advancements. Vendors offer little mechanical toys and decorations, as well as the latest street cuisines. Light-up jewelry is everywhere to celebrate the holiday: pendants, earrings, headpieces, bracelets...some glow due to naturally occurring substances, while others use chemical reactions activated with a button that makes them light up and twinkle. In Aquila, great artworks created without the use of any magic are displayed. Meanwhile, Libertas performs plays celebrating a new path forward - independence from relying on magic and the old ways of Thorne's monarchy.
Winter Solstice (December 14-21)
As the Winter Solstice approaches, the mood is light and cheerful. Boughs of holly and large garlands of evergreen decorated with bells and twine. Poinsettia are hung across every doorway and window in sight. Small altars adorned with candles can be seen in every front window. At night, bonfires are lit in the middle of the settlement where many mingle and partake in spiced cider and warm mead. Songs of yuletide and stories of Solstices past are shared. Daylight brings a flurry of activity. No bartering takes place in the markets. Instead, gifts are exchanged from one family to another - including the Summoned, who are considered part of the community. Children run about exchanging their own small gifts - pieces of candy or handwoven jewelry. It's also customary to try and catch a well-dressed goat known as the Goat of All Tidings who runs around the markets. Kissing the goat brings good luck.
Midwinter Solstice (January - February)
The most important celebration of the year, the Midwinter Solstice signifies winter's end as well as the beginning of another. Sacrifice is customary to the gods as thanks for all they’ve done. Offerings are usually handmade items or parts of a harvest. Sprigs and wreaths of holly and evergreen are strung up in beautiful arrangements. Teamaking tents are put up around the Settlements where all come together to share dried tea leaves, herbs, and other infusions to make a special tea blend for family and loved ones. The Lunae, werewolves from Luna of Nocwich, often make the journey to join in the festivities and take livestock back with them.
Spring Festivals
Thorne ◎
Blossom Cake Festival (Mid-May)
Free Cities ◎
Form Over Function (Mid-May)
Solvunn ◎
Spring Equinox (April - May)
Blossom Cake Festival (Mid-May)
This occasion combines the kingdom's pride in its cuisine and its beautiful, lush gardens. Each year, a special flower is chosen to inspire participants, who then create their masterpiece: an ornately decorated cake. Bakers will display their creations in shop windows. Other floral-themed pastries can also be found throughout the month for purchase such as cookies and puddings. Near the end of the festival, elite pastry chefs around the territory enter a competition hosted in Castle Thorne - judged by the castle's very own head chef. Afterward, slices of cake are passed around for all to enjoy. Competitors arrive from Hayle and Borrel in hopes of winning the distinguished grand prize. Nott, however, is distinctly absent. Instead, Nott holds a local competition in the city, separate from the elaborate festivities of the royal family.
Form Over Function (Mid-May)
Meant to celebrate innovation and uniqueness in artistry, Form Over Function is a week-long festival where artisans, artists, and inventors showcase their newest creations with an emphasis on beauty over utility. In Cadens, this often means elaborately designed household items or weapons, such as impractical but gorgeous swords and daggers. In Aquila and Libertas, clothing designers take the spotlight as intricately adorned gowns, shoes, and accessories are displayed during evening shows. Awards are handed out, and many ambitious creators use the festival as an opportunity to make new connections and grow their reputation. Gossip and cutthroat deals are common during this period for those in the industry.
Spring Equinox (April - May)
To celebrate the balance between night and day, work is secluded to the early morning hours, and the remaining day is devoted to the celebration of Endrborrin, the Goddess of Renewal. The Spring Equinox is devoted to new life. Decorative wreaths of iris, daffodil, and primrose adorn every door along with large pastel ribbons. Each family brings their rendition of a picnic pie to giant picnics held across the commune. Filled with lots of socializing, many will braid flowers into each other's hair. It's not uncommon to end up with a variety of florals and blooms woven into your hair or clothing throughout the days - each one a gift from a neighbor or friend to bring you luck in the coming months. Not to be left out, horses, sheep, and other pets or animals also receive similar decorations.
Summer Festivals
Thorne ◎
Crown Sprint (Mid-July)
Free Cities ◎
The Firebrand (Mid-July)
Solvunn ◎
Summer Equinox (June-July)
Crown Sprint (Mid-July)
The Crown Sprint is the annual royal horse race held in the city of Castle Thorne. Whether you enjoy horses or not, everyone who's anyone will attend the race, including the King and Queen, many aristocratic and noble families, and renowned mages. Though the race itself takes place on a single day, the days leading up to it are abuzz with excitement. There are also smaller events such as horse shows - where many beautiful breeds are displayed - and pony races for the children. Some of the largest amounts of gold exchange hands for the race as bets are won and lost. The winner is awarded fame, money, and a gold brooch featuring Thorne's emblem, given to them by the King himself.
The Firebrand (Mid-July)
Taking place in the desert hills outside the city walls, the Firebrand refers to both the celebration and the first bonfire lit during the start of the event. To signal the Cities' self-reliance and independence, the first fire is lit using traditional fire-starting methods. This fire is kept burning and is the source of all other campfires. There are no formal activities. Instead, attendees arrive and bring rations, water, and, of course, liquor. Elaborate handmade outfits created from scraps and other materials are common. Hobbyists share their inventions and creations from watches to tools to phonographs, designed from scratch and - unlike typical innovations in the territory - without the use of any magic, including New Magic. Some bring tents while others sleep under the open sky. Many hunt and gather their food. The event lasts a full week, with people coming and going as they like. It can be dangerous. The desert contains numerous critters, and attendees are advised to be prepared before heading out.
Summer Equinox (June-July)
The Summer Equinox celebrates the longevity of the sun. This particular solstice is taken very seriously due to the sun’s light as symbolism for divine inspiration. A celebration for performers who would like to give odes to the gods and entertain their community. If the Maypole from the Spring Equinox remains upright, at the end of the night it becomes part of a large bonfire to honor their efforts. Breweries open their doors during this period and a "brew crawl" takes place where a variety of homemade brews can be tasted. Youths in the commune also have their own tradition called the Guardian Séance. Sneaking out into the swamps or forests, they form a "mini-Council" and attempt to sacrifice or make offerings to the Cardinal Gods. Stricter Elders frown upon this. It's not unusual for Elder mages to roam the Settlements searching for adolescents performing unsanctioned rites.
Myths & Legends
Alongside their beliefs, Abraxas has its myths and legends. Many are fairytale-like equivalents, such as a Sleeping Beauty figure or a Cinderella figure, but a few are unique to this world. Below are some of those unique tales that originated in Abraxas.
Phenomena
The Singularity's Eye ◎
Gates to the Abyss ◎
The Singularity's Eye is a superstition surrounding a solar eclipse. While the details vary, the general belief is that the eclipse is the watchful eye of the Singularity. Total solar eclipses that last up to 24 hours are rare, but not unheard of in Abraxas. Such lengthened eclipses are regarded as an omen that predicts a future of strife, war, and malcontent. People are advised to take care when casting magic while the Singularity's Eye is upon them. Solvunn takes these superstitions quite seriously while the Free Cities dismiss them as nonsense or mere stories. Thorne is somewhere in the middle, with mages who take extra care while others feel the tales are simply to scare children.
Unexplained sinkholes occasionally occur throughout Abraxas, spurring legends in every territory that tell of a doorway into the abyss. Some declare that human sacrifices have been made into such "gates". Others claim that if you jump into the sinkhole, you will fall into a void that shows you all the knowledge of the universe, the result of which would drive you to madness. One man is said to have returned home afterwards, calmly scooped his eyes out with a metal spoon, and announced to his horrified wife that he had already seen everything there ever was to see.
Tales
Cwyn Annwn ◎
Dhorick the Diviner ◎
Malfies ◎
The Ruin ◎
Squonk ◎
Wolpertinger ◎
Hounds belonging to Arawn, King of Annwn, and arrivals through the rifts, many claim they still see these hunting dogs with their whitish glowing red eyes and red ears. Hearing their barking was considered an omen of death.
The ancient tale of Dhorick the Diviner tells of a mage who saw a terrible future where his small village would be burned to ash by the falling sun. Afraid that his vision would come to pass, he sought to convince his neighbors to flee the village. When no one believed him, Dhorick grew desperate and cast a spell that turned the entire village into sea turtles. He released them into the ocean, hoping the waters would save them from their fiery fate - thus introducing the first sea turtles into the ocean around Borrel of Thorne.
A malfy is a trickster spirit resembling a small bearded man with a pipe. The smoke from the pipe of malfies clogs gears, machinery, and other equipment. Workers claim he can be chased off if you make sure there's at least one copper gear or bolt in your equipment. The legend is largely localized to the Free Cities, where large machines often jam and break. He doesn't appear in any of Solvunn's tales - citizens of the commune believe in the will of the gods rather than mischievous spirits.
Part lizard and part bird, with wriggling tentacles where its legs should be, The Ruin is an undead creature many claim a rogue Thornean mage created long ago by magically enchanting parts of dead animals and bringing her creation to life. Children often claim they've spotted it while playing in the woods, hiding under the bushes or behind small waterfalls. It's said that if you look into one of its red-glowing eyes, you will see your death reflected at you. The story is told both in Thorne and the Free Cities as a cautionary tale against necromancy.
Squonk is a very pathetic cryptid in that it's very sad all the time. Generally depicted as being pig-like in form, its main feature is that it's ugly and self-conscious about that, and so it cries constantly. Totally harmless, the squonk mostly just wants to be left alone. If cornered or threatened will simply dissolve into a puddle of its own tears. Some children say they've played with the squonk, but no sightings have been confirmed.
A small mammal with a body similar to a rabbit that also has antlers, fangs, feathered wings, and sometimes webbed feet. Despite their somewhat fearsome appearance, the wolpertinger is a gentle and reclusive creature that actively avoids all predators, including humans. While it has wings, it is not particularly aerodynamic and so flying is done mostly to escape predators or react to threats and is more of a glide than anything. Hunters and travelers insist they've seen it lurking in the woods of Solvunn or Thorne.
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