ABRAXAS MODS (
abraxasmods) wrote2024-04-12 10:09 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
EVENT #18: EMERGENCE - SETTING DESCRIPTIONS
Event #18 - Setting Descriptions
Descriptions of the altered setting and map of Abraxas can be found below. You can reference this section as you like throughout the event. We recommend familiarizing yourself with the general information, but there's no need to know every detail inside out.
Broadly speaking, Abraxas continues to be a vast and varied continent upon which attitudes, beliefs, and goals differ from territory to territory. Each nation and people have their own views of the world and the Gods. While you're welcome to incorporate your character's influence into these views, keep in mind that due to the number of Gods in this world, beliefs are rarely universal.
Indeed, there are places where the Gods are looked upon more as powerful allies than revered entities. This is especially true of the Nether, the Feywilds, and Ikorr - whose people can age many centuries themselves.
Broadly speaking, Abraxas continues to be a vast and varied continent upon which attitudes, beliefs, and goals differ from territory to territory. Each nation and people have their own views of the world and the Gods. While you're welcome to incorporate your character's influence into these views, keep in mind that due to the number of Gods in this world, beliefs are rarely universal.
Indeed, there are places where the Gods are looked upon more as powerful allies than revered entities. This is especially true of the Nether, the Feywilds, and Ikorr - whose people can age many centuries themselves.
We've kept the details brief, but if you need any additional information, don't hesitate to ask!
Original Territories
Thorne now sits high in the northwestern mountains. Forced to retreat to Hayle roughly 650 years ago, a wall of ice prevents further advancement from invaders. Hayle University became Hayle Castle. Here, all of Thorne's remaining magical research is preserved. Several documents and important tomes were lost to war and time, though the Velan Republic also retains a good amount that was stored in the former Castle Thorne.
Thorne's King and Queen are well-regarded and are focused on maintaining diplomatic relations with the Velan Republic and, by extension, the Free Cities. Nonetheless, Thorne has not forgotten its losses. Many of the older generations are determined to reclaim the kingdom's former glory, declaring that the continent of Abraxas will be conquered again just like the old days. The youth are more interested in unification. Some Thornean mages and politicians seek to reunite the Velan Republic and Thorne. A few have even suggested the radical idea of doing away with the traditional monarchy.
The Free Cities continues to be under a form of democratic rule. Elections have returned as usual with minor changes in the government's structure. Prime Minister Marlo Reiner led the nation for two decades without elections, after which a bloody coup ended her reign. Under the iron fist of Imperator Avice Blackwood, this regime lasted another 30 years before she, too, lost her head to a disillusioned military force. These days, things are fairly peaceful and regulated in the Free Cities. With the assistance of the Summoned and advancements in technology, the Free Cities was able to create the first manmade oasis, Dovetail Springs.
Solvunn pushed north across the gulf as Thorne's power dwindled, claiming the fertile coastal farmlands that were formerly Borrel. Still led by the Council, the seats have expanded to include a representative of the Lunae Settlement. Solvunn's culture incorporates the presence of the Gods into their daily lives. In the Primary Settlement, heavily intricate rituals are replaced by more casual, neighborly gestures such as an open door, a cup of tea set by a shrine, or an inviting home-cooked meal. In the Secondary and Tertiary Settlement, fervent devotion is much more common. Nonetheless, belief and the good of the commune continue to be a vital part of Solvunn's way. Anyone who threatens that is immediately banished to the Barren.
Nocwich has been claimed by the Ikorrans. Following the events of Epulum, tensions mounted and Ikorr's influence grew until the Lunae retreated to Sylvcres Island up north. Ikorr named its city as the official capital of the territory and remains mostly unchanged. Luna architecture was rebuilt to fit the Ikorran aesthetic, and Oleuni Square was absorbed into Ikorr. Without a need for neutral land, the entire Nocwich peninsula became open to the Summoned while Luna closed its doors completely...until the Lunae Settlement, which eventually became open to visitors, as well.
The Feywilds has undergone almost no changes. The king and queen continue to rule the Vermillion Court. Their land remains the same with the Duskwoods and their religions unaffected. The only difference is that they do acknowledge the presence of the Gods, though the Fey's own long lifespans and equally mystical nature means they are far less prone to worship and reverence.
The Nether has blossomed into a world within a world once more. With support from the Summoned, the Draconae were able to restore the dragons' strength. Rivers flowed, vibrant forests grew, the air was purified, and new villages were established in previously inhospitable areas. The island itself has also grown, and Endsmuth has all but vanished. With newfound vitality, several dragons have migrated to a few unpopulated parts of the continent, including Serpent's Sea beneath the ocean. The Nether's population has blossomed as a result, and their influence has only grown over the centuries. With their reputation as fierce fighters and skilled blacksmiths, other nations have wondered what this could mean if the Nether were to turn their focus towards establishing a proper military force. The Draconae continue to worship their dragons and see the Gods as part of an alliance rather than separate entities to be revered.
New Borders
The Velan Republic, formerly Nott, established its independence from Thorne roughly 650 years ago with the help of the Free Cities. In exchange for protection and access to the Free Cities' vast economy, the Velan Republic agreed to become a vassal state. Not everyone in Nott agreed with this decision, and a number joined Thorne up north in Hayle, permanently dividing some families. For the most part, the Free Cities allows the Velan Republic to govern itself. The biggest impact felt by citizens is that the Republic also collects taxes for the Free Cities. A contentious topic, many argue the Republic's overall economy has improved. Indeed, funding for better infrastructure, hospitals, and other services has increased through Portam Hall's support. The fertile land the Republic gained by expanding has also contributed to its self-sufficiency.
Mutual trade between the Republic and the Free Cities means access to items that were once difficult to find: chocolate, spices, fashion, and certain New Magic technologies have all made their way north. Wild Magic, however, continues to be the preferred style of magic here. Of course, as a vassal state, the Republic must be loyal to decisions made by the Free Cities on international matters. Should war break out, the Republic will need to commit its fighting force to the cause. The Velan Republic celebrates its independence annually to great fanfare. There's a bit of debate over unification. Some believe the Velan Republic won't truly be independent until it separates from the Free Cities and reunites with Thorne under a new banner. Others believe the economic and military benefits are too good to give up.
The Lunae Settlement was established after they were pushed out of Nocwich by Ikorr. Returning to their roots in Solvunn, the commune offers all werewolves refuge. As a result of this act, tensions are high between Ikorr and Solvunn. The Lunae are not as reliant on the eternal darkness as Ikorr, though it remains an important feature of their land. To make up for the loss of a permanent night sky, the Lunae turn to the Gods for repeated blessings that extend the night cycle over their settlement. Any God can answer their call - including you. Nights in the Lunae Settlement last nearly two-thirds of a normal day.
The Godlands is home to the Singularity and the Gods. With the rise of a sect of new Gods, the arid land around the Singularity has begun to flourish. Gigantic trees with crystalline roots populate the area. Native Abraxans can't come near the crater's threshold without disintegrating and most stay away out of respect for the gods. You, however, can walk up to it without danger of being pulled into the Horizon. Should you touch the Singularity, you'll be able to hear and sense its power...and perhaps its emotions.
The Isle of the Lost harkens back to the site where a number of the Summoned were forced to "ascend" against their will and before they were ready. You might recall those dark days, or the memories have grown hazy. Among native Abraxans, this period in history has grown into legend. One version of the story says that the Summoned were brought to the island on the back of a great turtle, where they received a wondrous vision that led them to their ascension. Another version claims that the Summoned underwent terrible trials which proved their divinity beyond doubt.
Only a select few buy into the myth. These individuals form the Cult of the Lost. Members of the cult shed all notions of country and home, devoting themselves to taking care of the island: planting trees, and flowers, and feeding the animals. Intriguingly, the island houses dozens of turtles. On the northern end of the island, facing towards the open ocean, sits a statue of a gentle sea turtle. The inscription on it is worn and faded, but the name Chuck can still be seen.
Mechapolis, the Witchwood, and the Barren are areas that will be part of the event's prompts on the IC Event Log. However, we can tell you that Mechapolis will be occupied by clockwork automatons that assist with research and other tasks in what was previously Fomalhaut, an area that humans cannot safely enter. Meanwhile, the Witchwood is bathed in a permanent red haze, and contains moving trees and demigod spawns. Finally, the Barren is a place where the fate of exiles and heretics can be decided by the land...or the Gods.