abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote2021-05-02 07:14 pm
Entry tags:

SETTING ◎

SETTING
Click here for a full-sized map.

Major Territories
Minor Territories
Other
About Abraxas
The world of Abraxas consists of a single large continent surrounded by a few islands and a vast ocean. Some ancient historical records mention multiple continents, but no one in recent history has ever seen one in person. Explorers who venture too far out into the ocean are often never heard from again.

At the center of the continent is the Singularity, an object which has played a large role in shaping both the culture and layout of the world. Equal parts revered and feared, many have tried and failed to lay claim to it. Magic is the other dominant force in the world and is more pervasive than technology. Most of Abraxas closely resembles the Middle Ages of Earth, albeit with magic used to accomplish much that ordinary humans could not. In the Free Cities, however, technology resembles the early stages of the Industrial Revolution. A few unusual artifacts have been uncovered which suggest much more advanced technology once existed.

Land has been gained and lost many times throughout history. The map above marks the current borders for each of the three territories, as well as the highly restricted trade routes open only to those with the right paperwork. The area northwest of Cadens is contested between Thorne and the Free Cities. Informally referred to as the Badlands, the disputed territory is home to bandits, spies, and dangerous beasts. Many travel via the safer roads that go around the area rather than crossing through its harsh and deadly environment.

Below is an overview of common aspects of the world, such as currency, housing, and more.
World Overview

Basic Aspects

There are some general elements characters will observe in their day-to-day lives. For more information, see the navigation links below or the individual Settings pages above.
Calendar: Abraxas uses a system similar to the Gregorian calendar for months and dates. For the current year, see the Game History page. There are no timezones in Abraxas.

Astronomy: Abraxas has a standard sun and moon. Travelers of Earth or similar worlds may notice that while the constellations are familiar, they don't appear where they normally would.

Transportation: Travel is most frequently done by horse and wagon. It takes roughly one week by horse to go between each city or settlement. Travel between each territory is currently next to impossible and will require in-depth plotting with the mods.

Treatment: There is no unified sentiment about the Summoned, although Solvunn is more likely to approach them with a sense of awe. Otherwise, people will have varying reactions from curiosity to degrees of prejudice depending on circumstances, the character's overall disposition, and their noticeable actions. Causing trouble or drawing a great deal of attention to oneself will be noticed, but so will lending a hand to the local community. In short, characters are responsible for how they're perceived based on what they choose to do and say.

Currency

Abraxas has a universal coin system, originating in Thorne. There are three major coins in use:
Gold or king's pieces. A gold coin is worth the equivalent of 100$ USD and bears the face of a long dead king, which has led to them commonly being referred to as king's pieces.

Silvers or queenies. A silver coin is worth the equivalent of 25$ USD and is inscribed with the face of an ancient queen. They're often called queenies.

Coppers or duke bits. A copper is worth the equivalent of 1$ USD and has an unflattering portrait of what was likely a famous Duke, judging by how they're often called duke bits.

These coins break down as expected: 4 silvers equal a single gold coin, and 25 coppers equal a silver coin. How much things cost depends on where you are. Generally, a drink will cost a few coppers, a silver coin or two will buy you a room for the night at a standard decent inn, and a horse will cost you a handful of gold.

The Free Cities relies heavily on money for purchases, those in Thorne's Castle are well-provided for and rarely need their own spending allowance, and folks in Solvunn will find trade and bartering gets you much further than any amount of gold.

Jobs & Earning Money

Characters can earn currency however they're inclined, with some possible restrictions based on their location. Every territory has job options, from working in a shop or tavern to manual labor to doing random day jobs for citizens who can afford it. And of course there's the time honored tradition of theft - though consequences will be had if caught. While characters will need to work their way up to earning any significant amount of money, they should be able to earn enough to support themselves and have a bit leftover to spend or save.

The type of work available depends on where characters are residing:
Thorne: Because guests of the Castle are fully provided for, Thorne has fewer options for earning. Characters can venture into the castle's surrounding city to take up jobs in taverns, bookshops, clothing shops, and similar. Some nobles also have hobby farms, gardens, and horses that they'll hire someone to help with. Jobs within the Castle are available for those who prove themselves skilled and trusted by the crown. Contact the mods if you have ideas for this.

Free Cities: Those who don't enlist in the army will be slowly nudged out of the barracks to live on their own - no handouts. In return, the Free Cities has the widest variety of job options. From manual labor, earning a research position, hunting desert monsters, selling wares, or even joining the local theater, the world is your oyster. Opening a full business can be difficult, and will require contacting the mods. Characters are free to set up small stalls and stands in the marketplace, however.

Solvunn: Everyone in Solvunn is expected to contribute to the commune. While a small amount of currency can be earned for babysitting, farming, fishing, and other tasks, it's the goodwill received which holds true value. Trading services or items you have (homecooked meals, harvested crops, etc.) for goods is much more common than making outright purchases.

Housing

The newly summoned will be offered a place to stay by their territory. Characters may leave and rent their own lodgings if they wish. Each place has different rules and attitudes for renting a home and owning property. Please be reasonable about what your character can afford when determining their living situation. Feel free to contact us if you're unsure.
Thorne: Characters in the Castle are well-provided for and are discouraged from leaving the Castle as a result. However, if a character has saved up enough money doing odd jobs around the city of Castle Thorne, they can afford to rent some modest lodgings of their own. This would generally be a small room or a small floor. It's unlikely they'll be able to rent a full home.

Only the nobility can own property. It will not be possible for any of the Summoned to outright own a home.

Free Cities: Characters are brought to the barracks, where they're provided for, but anyone who takes extended advantage of the free roof without enlisting will begin to get strong hints from soldiers that they should enlist or stop mooching and leave. Luckily, cheap inns and public houses can be found everywhere for rent. In Cadens, they'll be in the seedier parts of town. Those who earn enough money can rent more comfortable and larger homes, though this will take them some time to save up.

Unlike Thorne, non-citizens in the Free Cities can own property, though they'll have to fill out a special set of tedious paperwork for tax and filing purposes. Processing takes anywhere from 2-4 weeks. If you feel your character can afford a property, please reach out to us with the details first before proceeding.

Solvunn: The Summoned are offered lodgings with host families or the small above-store apartments upon their arrival in exchange for doing chores and being a productive member of the household. Strictly speaking, "owning" a home is not typically acknowledged in Solvunn, as the land and its buildings are part of the commune as a whole - though obviously some families have established themselves on certain lands for generations.

That said, for the Summoned who have made themselves valuable members of the community, the Council may grant them one of the homes that have been vacated. The Council is also considering building a communal home for all of the Summoned to live in if they like.

Weapons

The availability of weapons, cost, and what types are dependent on each territory.
Thorne: Training weapons (wood swords, shields, etc.) are available from the guards, but real weapons will not be provided. Characters can find a job in the city, which is allowed although not encouraged, and work to purchase their own weapons. Realistically, this takes 1-3 months depending on the weapon they're buying and how skilled they are at their work. Firearms are unlikely to be available, due to a preference for magic. Within the Castle walls, trusted Summoned can earn the right to carry small weapons such as daggers on their person and may store larger weapons on the Castle grounds, which can be retrieved with permission. Otherwise, weapons should not be openly carried or brandished. Nott is much less regulated.

Free Cities: Basic weapons are available in the barracks for sparring, but can't be removed from the grounds. If characters want something of their own, they can find a job and commission a variety of tradespeople in the city. This can take 1-3 months, depending on quality and type (a plain dagger is less expensive than a custom bow, for example). Firearms are more costly and will require several months to afford, as well as the ammunition on top. Proof of skill in a line of work that requires one, such as hunting, will help slightly.

Solvunn: As a peaceful farming community, weapons are difficult to obtain since most workers specialize in tools rather than arms. That said, if characters earn the community's goodwill and have a valid reason for needing a weapon, they can obtain one over a period of a few months or more, depending on their involvement. It's possible to borrow farming implements as makeshift weapons, but they may need to explain why they've taken the neighbor's scythe to hack at anything other than wheat. Firearms are effectively non-existent in Solvunn.

Provisions

As with weapons, this varies with each territory.
Thorne: Basic necessities (food, bedding, bathing), educational materials, and quality comfortable clothing are provided by the castle. Supplies for creative expression (painting, writing) can be found in the library, and the food served by the castle's kitchen is of high quality. Money is not provided by the crown, but characters can take a job in the city to buy other goods they may want.

Free Cities: Basic necessities (food, bedding, bathing) and a uniform (no rank indicated; instead, the character's Arcana sign will be displayed) are provided, of the standard military variety. Not a lot of comforts, but decent enough to subsist. Museums, libraries, and the academy contain educational materials. The government does not provide money unless characters actively choose to join the military ranks - and in fact, characters who take advantage of the barracks for too long without enlisting will be slowly pushed out by soldiers who see them as outsiders freeloading. Striking out on one's own requires paying for all expenses, but fortunately, Cadens has no shortage of jobs as long as you're willing to work.

Solvunn: Solvunn is the least standardized, as characters are taken in by the generous folks on the settlements. Generally, they will be provided for as though they are a member of the household and given access to all that entails (food, clothing, bedding), but they'll equally be expected to contribute to chores and other work in return.
Navigation


return to main navigation