The world of Saxum
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, they can be broadly summarised as follows:
Fortune City
The capital city-state of Saxum, consisting of its three major districts—Burn Bends, Grifton, and Angels Canyon—together forming 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 federal 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.