Guidebook

Category: Culture

Daily Life & Social Structure


Social Structure

Class & Status

The social ladder within Embrathis can be broken down into three main groups: the aristocracy (upper class), the middle class, and the lower class.
Aristocracy (Upper Class)
The aristocracy are the social elite. They want for nothing, and even the poorest among them can afford to employ a handful of servants to attend them in their grand residences in Central Embrathis. They usually possess generational wealth and come from established bloodlines, often filled with accomplished Loom Mages. While councilorship is not hereditary and Embrathis holds no noble titles, the aristocracy most closely resembles the landed gentry or nobility of the real world.
Middle Class
The middle class is the most numerous group in Embrathis and thus varies widely in many aspects. Some more affluent members of the middle class who have come into their wealth in the past three generations can afford to live within Central Embrathis, and many seek arranged marriages with members of the aristocracy to cement their legitimacy and secure invitations to the region’s most exclusive galas.

A majority of the middle class own their own businesses or shops and have enough coin to employ a helper or two and splurge on creature comforts or indulgences when business is booming. Most commonly, they reside within either Outer Embrathis or the farmlands, depending on their trade. Many Deviant humans find themselves here.
Lower Class
The lower class is composed of those who work sunup to sundown with little time to do much else. What little extra money they have is spent trying to make life more than drudgery, though some squirrel away what they can to fuel dreams. Variant humans and those who work the fields of the farmlands often make up the majority of this group.

Some, seeking to improve their station, try to find a craftsman to apprentice under or go into domestic service for the aristocracy or middle class. While slavery is illegal in Embrathis, the experiences of a servant may vary wildly depending on their employer—though it is considered uncivilized to maltreat servants or apprentices and may result in social, or even legal, consequences if caught doing so.

Family & Households

Due to limited space within the boundary, many families consist of three children or fewer. While not directly illegal to have more than three children, the government of Embrathis highly incentivizes such a limit by bestowing a family allowance to each parent shown to be taking care of a child. Exceeding three children risks the loss of not only the family allowance, but also the revocation of government stipends or previously entitled tax cuts for the offending parent(s).

Family structure in Embrathis is shaped by both spatial limitations and the pressures of magical lifespans, with orphanages providing a frequent, though strained, safety net.
Loom Mage/Standard Human
Among the majority of the population, it is not uncommon to see multigenerational families living under one roof, especially in wealthier areas of the city.
Organic Population
Among the organic populace, due to the magic suppression regime shortening the lifespan of organic mages, multigenerational families are extremely rare, only possible through detox, loom granted immortality or an elder family member not having organic magic in the first place. That said, kinship adoption is quite common in cases where parents leave behind orphaned minor children. Trusted neighbors as well have been known to take in children in need. But for those that have no one else, orphanages are a common sight in both Outer Embrathis and the farmlands. Despite their frequent number, many orphanages—both government funded and run by charities—are often full, designed to take care of a child until they turn into an adult at age eighteen.

Everyday Living

Education

Basic primary and secondary education is compulsory within Embrathis. Children attend school ages 6-16, and while doing so, earn a meager wage to offset the loss of early labor, especially noticeable amongst the lower class.

At sixteen, education becomes voluntary. Wealthy families may try to hire private tutors to focus on magical prowess and/or a more refined education in art, literature, or music - with particular favor leaning towards string instruments of any kind.
Curated Curriculum
A base-level understanding of magic, consisting of the dangers of organic magic and the web of loom magic, is sprinkled throughout a child’s educational career. The rest of the curriculum, especially history, is carefully curated and tends to focus on developing practical, rational skills one might use to better their society. Younger children may focus on reading, penmanship & arithmetic, whereas older children focus on the development of those foundational skills. Life skills such as sewing and cooking are taught across all divides, regardless of gender.

Work & Trade

Apprenticeships

At 16+ those without the means to continue private education via tutors often turn to either farm work or apprenticeships, both paid and unpaid, in various trades. Paid apprenticeships are hard-won things: rare opportunities to learn, work, and be paid for your labor in coin. Many people in the lower class cannot afford the loss of income to justify unpaid labor, but—particularly amongst orphanages—master tradespeople often hunt for potential apprentices with a keen eye for their craft, allowing for an avenue of social mobility amongst an otherwise rather stagnant life, especially for Variants.
Apprenticeship Duration
The average length of time for an apprenticeship is two to three years, but some trades, like advanced medicine and thaumaturgical avenues, have apprenticeships that last for much longer.

Arts & Sciences

The Arts

While history and scientific progress are carefully monitored and overseen with authoritarian oversight, the arts—for the most part—are left comparatively unpoliced compared to science and magic. The Loom actively encourages critique of its chosen Councilors, and will replace them with whoever best seems fit to govern its devotees. Literature, the visual arts, performing arts, and textile arts are largely allowed to thrive—as long as they are not directly critical of the Loom itself or actively challenge or contradict the diegeses it has established.

Quite fittingly, textile arts hold a unique spot of reverence across all social classes. Whether it be ornamental tapestries or the much more functional quilt, nearly every household either has or strives to have at least one well-crafted piece to present to guests. For the wealthy, this often translates into fashion as well, with trends that favor heavy embroidery, needlework, or lace in both everyday and formal clothing. However, even state-sponsored clothiers and weavers are meticulous about maintaining the quality of the fabric they produce, as a matter of national pride.

Science & Study

Within Embrathis, science and magic are inseparably bound together—a division between the two terms as incomprehensible as it is dangerous and forbidden by the Loom. Many sciences outside the purview of medical advancement or fields that directly contribute to the benefit of life within the boundary, such as social sciences or civil engineering, are illegal to study. Even some parts of essential disciplines can be considered prohibited, like advanced and theoretical mathematics or electricity generation outside magical means.

Technological marvels within the boundary are nearly entirely made possible, either in possibility, scope, or more often than not both, by Thaumaturgy—Shadow of the Shattered’s version of “magitech” and a branch of loom magic.
Thaumaturgy in Everyday Life
Marvels of thaumaturgy are present in everyday life, from agricultural work to the locks and levees of the city’s waterways.

Indoor plumbing is in every home, urban or rural, with hot water on demand for the wealthy, but also accessible to those who split the difference between coin and labor and choose to pay for entry to a bathhouse—a sight not uncommon in Outer Embrathis in the winter.

On the grand scale, food preservation and storage are heavily regulated by magic to ensure perfect conditions. Some with more coin have decided to invest in making household versions of such methods for convenience that vary in capacity, though while this is not inaccessible to those in the farmlands, many people there choose to walk to nearby markets to source food daily; saving their coin for different creature comforts or investing in only something large enough to accommodate cheeses, butter and cream.

Portals inter-connect to different locations throughout the city’s three district rings, enabling speedy travel from one ward to another. The portals are large, vertical rings that are big enough for multiple people, goods, and mounts to pass through. Travel is instantaneous, going in on one side and exiting the other. Portals connect two fixed points to one another. Most portals available for use by average citizens connect to a district nexus that allows both inter-district travel to individual wards (sub-districts) or cross-district travel (ie. going from Outer Embrathis’ portal nexus to Central Embrathis’ nexus).

Public Institutions

MUSEUMS / SCHOOLS / LIBRARIES / ACADEMIES / CULTURAL INSTITUTIONS HERE.