The world of Saxum: Difference between revisions
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Saxum is a vast landmass comprising three great states; '''Goldrock, Tamarillo, and Wheatstan''', as well as the capital city-state of '''Fortune City'''. Each of these has its own distinct culture, and so too do '''The Wanderers''', who live outside these established societies. | Saxum is a vast landmass comprising three great states; '''Goldrock, Tamarillo, and Wheatstan''', as well as the capital city-state of '''Fortune City'''. Each of these has its own distinct culture, and so too do '''The Wanderers''', who live outside these established societies. | ||
The cultures of Saxum are rich and diverse, full of subcultures and traditions too detailed to list in full. However, This article attempts to give a brief summary on the topic. | The cultures of Saxum are rich and diverse, full of subcultures and traditions too detailed to list in full. However, This article attempts to give a brief summary on the topic. | ||
For a deeper look into the Cities and Camps found in Saxum, please see this article: [[The_Cities_of_Saxum|The Cities of Saxum]] | |||
== Fortune City == | == Fortune City == |
Revision as of 14:26, 8 March 2025
The World of Wyld West
The following information is about the world in which Wyld West is set. It can be used to inspire you during character creation, helping you to develop an understanding of the world your character inhabits. It may also assist you in deciding how your character will act in-game.
The information here is considered common knowledge, meaning that any new character may know as much or as little of it as they choose. This knowledge is widespread across the world and forms the foundation of what most characters would have grown up with.
Details about specific event plots or skills a character does not possess should be learned during the game. The only exception to this rule is newspapers—anything printed in an in-character (IC) newspaper, whether read inside or outside of an event, is considered common knowledge.
Using information or items from a previous character for a new character is considered cheating and should not happen under any circumstances.
Saxum
Saxum is a vast landmass comprising three great states; Goldrock, Tamarillo, and Wheatstan, as well as the capital city-state of Fortune City. Each of these has its own distinct culture, and so too do The Wanderers, who live outside these established societies.
The cultures of Saxum are rich and diverse, full of subcultures and traditions too detailed to list in full. However, This article attempts to give a brief summary on the topic.
For a deeper look into the Cities and Camps found in Saxum, please see this article: The Cities of Saxum
Fortune City
The capital city-state of Saxum, as well as its three major districts—Burn Bends, Grifton, and Angels Canyon—together form one vast, sprawling mega-city. It is a melting pot of people and cultures, which at times can be extraordinary, such as the mixing of ideas at the great universities. However, it can also be chaotic, as seen in the street gangs that thrive within the poorer districts.
Fortune City is home to the federal government, the federal mint, the federal bank, the Saxum Stock Exchange (SSE), the armed forces, the federal court, the grand library, several universities, and The Divine Church of Saxum and its Basilica (commonly known as “The Gate”). It is also the central hub for all rail travel in Saxum, including the only rail connection to Lifton, the town governed by Fortune City and the only route into the Caldera.
Lifton
Set up and owned by the Fortune City, the town of Lifton consists of three major sections.
Lower Lifton
One of the fastest-growing places in all of Saxum, Lower Lifton offers plenty of living space and opportunities for business. Unfortunately, it is rife with crime and corruption. Due to the heavy government investment, there is a strong law enforcement presence attempting, with debatable success, to curtail nefarious activities. The various gangs of Lifton operate under a shaky understanding with the law: "Don't mess with us, and we won't mess with you."
Lower Lifton is a harsh place to live, but for those willing to take risks, there is money to be made, despite the notoriously low life expectancy.
Upper Lifton
Far smaller than Lower Lifton, this is the last notable settlement before venturing into the unexplored wilderness of the Caldera. It hosts a few non-denominational churches, supply shops, and other traders selling last-minute essentials.
Most importantly, Upper Lifton is home to the Orientation Centre, where all travellers using the Lift must attend to receive a mandatory briefing on the nature of the Caldera.
The Lift
Arguably the most important part of Lifton, the Lift is what makes ventures into the Caldera viable. When the mountains split apart, it allowed pioneers to reach the new lands to the west, but a permanent structure was needed to ensure safe, reliable access.
The Lift is capable of transporting people, goods, and animals, but for some unknown reason, animals panic mid-ascension. Despite numerous attempts, no one has been able to solve this issue.
Goldrock
The heart of industry in Saxum, Goldrock is known for its historical gold rushes, mining, and large-scale industrial manufacturing of goods. A thick layer of smog hangs over countless towns and cities by day, while an orange glow covers the horizon by night.
Its people are stoic, hard-working, and proud. The majority have little in life, enduring brutal jobs in the mills, factories, and mines that power Goldrock’s industry. However, on the other side of the coin, Goldrock is also home to an ultra-rich upper-class, those who own the factories, mills and mines. For them, life is good, and they want for nothing (except the downfall of their competition).
Goldrock is made up of eighteen counties, each with a county capital that shares the same name, along with numerous towns and cities within. These are:
- Goldrock
- Weeping Willow
- Coalton
- Port Joyous
- Devine
- Shafton
- Mirror Springs
- Deep Valley
- West Bluevale
- East Bluevale
- Black Heath
- Iron Hill
- Shallow Valley
- Smoulderbury
- Ashford
- Graypool
- Sunnyside
- Riverside
Wheatstan
Wheatstan, the breadbasket of Saxum, is a land of farms, orchards, and vineyards that supply the entire nation. The waters that flow throughout Wheatstan originate from springs in the Northern Highlands, Divine Peaks, and Wheatridge Mountains, making the soil incredibly fertile. As a result, crops grow with far less tending than in other parts of Saxum.
Wheatstan is also renowned for its high-quality wool, lamb, and mutton, thanks to its vast sheep trade. This trade is so deeply ingrained in Wheatstan’s society that it influenced the naming of its religious practitioners, the Shepherds. The wool industry is a major economic force, with vast quantities sold to the mills of Goldrock, where it is processed on an industrial scale.
Beyond its agricultural significance, Wheatstan is the cultural heart of Saxum, particularly in the arts. It is home to many of the nation’s finest artists and musicians, thanks to its renowned schools of art. But the region also excels in the culinary arts, its easy access to high-quality crops, lamb, and mutton, combined with Wheatstonians’ natural creativity, has led to some of the finest cooks and chefs being found here.
Wheatstan consists of eleven provinces, each governed by a major city. These are:
- Bandarra (Capital)
- Moss Point
- Silverton
- Northport
- Seamouth
- Applewheat
- Port Abundance
- Deepwood
- Standing Point
- Little Big Well
- Johnstown
Tamarillo
Tamarillo is a land of vast cattle ranches, migrating herds of wild horses and buffalo, wide-open spaces, and untamed wilderness. It is a harsh place for tough people, and the people of Tamarillo are well known for being hardworking and self-sufficient.
They are deeply dedicated to their civil liberties and are willing to defend them at all costs. Hearing of the government's frequent interference in everyday life elsewhere in Saxum, Tamarillans want no part of it. Due to the remoteness of many areas, people often take matters into their own hands, trusting in their skill with a firearm rather than relying on law enforcement. As the saying goes, "The law is only as good as it can be enforced," and out in the open plains of Tamarillo, enforcement is a rare luxury.
Unlike the other states, Tamarillo does not have provinces, counties, or districts. Instead, it consists of numerous lone ranches and small towns, all semi-close to its ten lone cities:
- Fort Gulch (Capital)
- Wood Drift
- Mount Jakaloupe
- Lake Inyo
- Greenhills
- Dripping Springs
- Lone Pine
- Burnt Ranch
- Redscar
- Lake Cruel
The Wanderers
‘The Wanderers’ is a collective term for those who live outside normal society, whether by choice or necessity. There are as many types of Wanderers as there are stars in the sky, with no set society to speak of. One thing they all have in common is their adaptability, having spent much of their lives alone or constantly on the move, Wanderers often become multi-talented individuals, a true ‘Jack of all trades.’
Carnival folk who travel from city to city, making a living entertaining the masses. Hobos who ride Saxum’s many railroads looking for work. Woods-folk who shun the government’s suffocating regulations. Even bandits—those who live and die by the gun, the law be damned. All with their own microcultures, all falling under the umbrella of Wanderers.
Whilst there is no large Wanderer city, or even a small town dedicated to them, there are a few Wanderer camps scattered throughout Saxum, open to all Wanderers—provided they don’t bring trouble with them. The four biggest camps are Moonshiner’s Run in western Goldrock, Hangman Woods in Fortune City, The Trapper’s Trail in the Northern Highlands of Wheatstan, and Whisper Falls in western Tamarillo. These camps, especially the largest four, can be found on maps, but it is ill-advised for outsiders to visit without an invitation.
The Caldera
The Caldera is an extraordinary and mysterious region, unlike anywhere else in Saxum. The flora within the basin thrives with an abundance and variety that is both stunning and unfamiliar. The steep walls of the basin have kept the area largely inaccessible for centuries, with only recently cleared trails providing access, following geological activity that opened a pass at the base. At the heart of this pass, the town of Lifton has been established.
While the Caldera is home to familiar plants and animals, its unique environment, sheltered from severe weather and untouched by human intervention, has allowed these species to flourish in ways that would be impossible elsewhere. This has led to a vibrant and rich ecosystem, teeming with life beyond all expectations.
Inside the Caldera, several unusual phenomena have been reported. Devotees of various faiths have noticed that their prayers seem to manifest in tangible ways, an occurrence that has both amazed and puzzled many. Apothecaries have been astounded by the potency of the local ingredients, which they continue to study, unsure of their full potential. Surgeons have observed that wounds heal at an unusually rapid rate, with injuries that would normally be fatal mending within hours. In addition to these medical marvels, there are unsettling reports of strange noises and eerie occurrences during the night.
Hope (The Camp)
Hope, commonly known as "The Camp," serves as the central location for the events of the game. Originally, Hope was established as a well-funded frontier camp, with initial backing from the state. The plan was to create a prosperous settlement on the frontier, attracting settlers and investors eager to take part in the expansion of the land.
However, the camp’s prospects began to falter after a series of unsettling disappearances. A concerning number of citizens mysteriously vanished, leading to growing fear and distrust among the remaining residents. While the state attempted to cover up these incidents, rumours spread, and many began to question the safety of the area. This led to a decline in investor interest, as the camp became increasingly seen as a costly and dangerous venture.
Despite these setbacks, Hope has managed to persist. While no longer the thriving settlement it was initially intended to be, it continues to function as a small and remote outpost. Hope has become a melting pot of individuals who have come to the frontier for a variety of reasons—some seeking a new beginning, others trying to escape their pasts, and many simply looking for work. It is a place where personal stories intertwine, creating a mix of hopes, fears, and ambitions.
In recent times, Hope has begun to see an increase in population once again. New settlers, adventurers, and opportunists arrive daily, seeking to make a life in this rugged and unpredictable land. The people of Hope are learning to live alongside one another, adapting to the harsh conditions of the frontier while trying to carve out their futures. What Hope will eventually become remains uncertain, but the camp continues to grow, and its future is yet to be decided.
It is here, in Hope, that the game begins. The characters will face the challenges of survival, uncover the secrets of the land, and have a hand in shaping the future of this camp on the edge of civilization.
Leadership in Hope
The Federal Marshal
Hope is officially under the jurisdiction of the federal government, with the recent appointment of a Federal Marshal overseeing the Caldera region. This Marshal, whose name remains largely unknown to the public, holds authority over all matters within the Caldera, including the settlement of Hope.
The Marshal has chosen Hope as the location for his office, much to the confusion of locals. Despite Lifton's status as the nearest major settlement and its rapid growth, the Marshal’s decision to establish his base in Hope raises many questions. Some speculate that the Marshal may prefer the relative isolation of Hope, while others believe it could be part of a larger, strategic move that is yet to unfold. However, the reasons behind this choice remain unclear and largely irrelevant—what truly matters is the Marshal’s presence, and the undeniable fact that he is here to stay, for better or worse.
The Marshal’s office serves as the central point for federal authority in the Caldera, and his word is law. While some residents of Hope view his presence as a necessary measure to maintain order, others are uneasy about the new, higher level of federal oversight in what had previously been a relatively lawless, untamed region. Despite his jurisdiction, the Marshal has maintained a notably distant presence, rarely engaging with the locals, and when seen in Lifton, he has not made any effort to engage in casual conversation.
While the Marshal holds the highest authority in the Caldera, it is important to remember that he is only one man. Balancing the needs of a growing settlement like Hope while simultaneously bringing order and law to the entire Caldera is no small task. The Marshal is tasked with overseeing the entirety of the region, which includes a diverse array of settlements, dangerous wilderness, and an ever-present undercurrent of lawlessness. He is stretched thin, and despite his authoritative position, he can only do so much. His presence offers some measure of control, but the challenges of maintaining order in a volatile, expanding frontier remain daunting.
The Marshal’s intentions and future plans remain an enigma to the people of Hope, but one thing is clear: his role is not merely to maintain peace but to impose the will of the federal government across the entire Caldera region. What this will mean for the future of Hope, Lifton, and the surrounding areas remains to be seen.
The Camp Elders
The Camp Elders are a group of individuals who have spent a significant amount of time in the Caldera, longer than most settlers or newcomers. While they were not present during the original disappearance of the inhabitants of the Caldera, they were among the first to return when the region became reoccupied. These individuals have experienced the many changes and challenges of life in the Caldera, and their knowledge of the land and its history makes them invaluable sources of wisdom.
Though they do not hold formal power or authority in Hope, the Elders are respected for their life experiences and insight. They are not in charge of the settlement but have established a quiet influence among the people, often sought out for advice and counsel. Their primary goal is to live peacefully, away from the chaotic lives they once led. Many of the Elders came to the Caldera with the hope of escaping their pasts—whether it was personal trauma, failed businesses, or simply the desire to start anew. In the Caldera, they’ve found a form of isolation that allows them to leave behind the burdens they once carried.
Most of the Elders paid dearly to come to the Caldera, investing what little they had left in the hopes of finding a fresh start. With the passage of time, the option to return to their previous lives has all but vanished, and for better or worse, they are all in. The Caldera is now their home, and they have come to accept that there is no turning back.
While they mostly keep to themselves, the Elders are often found sharing their knowledge with younger settlers or newcomers who seek their guidance. They offer advice about surviving the harsh environment, navigating the ever-present uncertainty of the Caldera, and managing the many hazards that come with living in such a volatile region. Many of the Elders are skilled in various trades, from medicine and herbcraft to carpentry, mining, and survival tactics. However, most are content to pass on their wisdom rather than engage in the daily struggles of frontier life. They have no interest in power or wealth; instead, they prefer to watch the world evolve around them from a distance.
The Elders are often viewed with a mix of admiration and curiosity, as they represent a generation of settlers who have weathered the worst the Caldera has to offer and emerged with stories and wisdom to share. Despite their desire for peace, they have become unofficial guardians of knowledge about the region's past, and in many ways, they are the keepers of the Caldera's history.
In a land where the future is uncertain and every day feels like a gamble, the Camp Elders stand as a reminder that some people are content to simply endure, learn, and live quietly, away from the chaos of the outside world. But their presence also serves as a warning: the Caldera is a place that can reshape lives, for better or worse.
Businesses in Hope
With the new wave of settlers arriving in Hope, the settlement has seen an influx of opportunities, and the potential for significant profitability is clear. Hope is ripe for businesses to set up shop and cater to the growing population. As the town evolves from a humble outpost to a more established frontier settlement, a number of businesses have begun to take root, each contributing to the area's unique atmosphere and culture.
Bare Bones Saloon
One of the first establishments to gain notoriety in Hope is the **Bare Bones Saloon**, a popular gathering spot for locals and newcomers alike. Whether it’s sharing a drink, catching up with old friends, or meeting new faces, the Bare Bones is the perfect place to relax and unwind. Known for its friendly but no-nonsense atmosphere, it offers a variety of refreshments, including local spirits and a place to play cards or enjoy good conversation.
The bar is run by a man of few words but considerable presence. Known simply as the **Bar Keep**, he is respected by nearly everyone who walks through the door. He’s hard but fair, and it’s said that if you don’t cause trouble in his saloon, you’re always welcome. However, there are whispers about his past life that float around town, particularly in Lifton, and no one is entirely sure what kind of man he once was. The rumors vary wildly, adding to the mystery surrounding him:
- Some say he was once a **Tamarillo Ranger**, a fierce hunter of bandits who roamed the wild plains, enjoying the thrill of tracking down the most notorious criminals in the land. - Others claim he was a **gang leader** in Goldrock, having ruled over one of the city’s most brutal and feared street gangs before abandoning that life for a quieter existence. - Another story has it that he was a **Shepherd from Wheatstan**, known for his courage in the face of danger, even fighting wolves with only his crook and emerging victorious. - There are also rumors that he was a **prizefighter** in Fortune City's underground fighting circuit, a man who could take on the toughest opponents and come out on top. - Some even say he was once a **Wanderer**, a mercenary who traveled the world, fighting in brutal battles for causes unknown.
What is certain, however, is that the Bar Keep has earned the respect of the community. His saloon is a neutral ground where everyone knows the rules: behave, and you’ll be safe. But cross him or cause trouble, and you might just see a glimpse of his past resurfacing in a very unpleasant way. Whether or not the rumors are true, one thing is clear—there is no trouble in the Bare Bones Saloon... as long as you don’t stir it up.
As Hope continues to grow and more businesses settle in, the Bare Bones Saloon has become a cornerstone of social life in the camp, a place where people from all walks of life can find respite, entertainment, and perhaps even a bit of mystery.
The Post Office
The Post Office in Hope serves as the lifeblood of the settlement, playing a crucial role in maintaining connections to the outside world. As the primary means of sending and receiving mail and goods to and from Lifton, it is an essential establishment for everyone in the camp. Whether it's sending letters to loved ones, receiving supplies, or communicating with businesses or other settlements, the Post Office is the central hub for all communication and logistics.
Due to its vital function, the Post Office is always busy, and its operations are a lifeline for Hope’s residents. However, it comes with a steep price—mail services are not cheap. To get your letters or packages through The Caldera, you’ll need to bring your stamp book or wallet, as the cost of sending goods across the rugged terrain is high. Many settlers, whether sending news back home or receiving important supplies, are accustomed to the hefty fees, but it's the only game in town.
In addition to its primary function as the settlement's mail service, the Post Office doubles as a general store. It buys and sells a wide variety of goods, from basic necessities like food and medicine to tools, materials, and even curiosities that may come from the outside world. This makes it an indispensable resource for the residents of Hope, who often rely on it for more than just mail services.
The Post Master, the head of operations at the Post Office, is a friendly but deeply dedicated individual. He’s known for his intense focus on his work, often prioritizing mail processing over socializing. On many occasions, he can be found behind the counter, carefully sorting through packages and letters, ensuring they’re dispatched correctly. It’s not uncommon for him to skip a drink at the Saloon to make sure the mail gets out on time, a commitment that has earned him the respect of the townsfolk.
While the Post Master may not have the charisma of other figures in Hope, his dependability and work ethic are unmatched. His dedication to ensuring that the communication lines remain open between Hope and the outside world, especially Lifton, makes him an invaluable part of the settlement’s infrastructure. For many, the Post Office is more than just a place to send letters—it's a symbol of connection, continuity, and the hope that things beyond the Caldera are still reachable.