Tuesday, March 29, 2016

Iconnu: Setting Overview




Iconnu is Spira's furthest moon.

Moon Size: Large

Population: Small

Demographics: Human (80%), Elf (10%), Dwarf (10%).

Humans are the dominant species of Iconnu and have complete control over the surface of the moon. Soon after the rise of the dominant human families, they turned upon Elven and Dwarven populations, forcing them to flee into the many volcanic subterranean tunnels and caverns of the moon. 

Climate: Cold Tundra, Boreal Forests, Jagged Mountains.

The moon was not fully terraformed, or terraformed to be particularly inhospitable. Temperatures rarely rise above freezing and exists in a permanent winter. The moon is highly geologically active, however. Large igneous protrusions like mountainous talons jut out of the cracked terrain. Geothermal vents and geysers are common and highly contested among both families since only these regions are suited for agriculture. Below ground, the moon is riddled with lava tubes, molten seas and vast caverns in which the Dwarven and Elven populations have segregated themselves.



Native Fauna: Sparse fauna: Cold/highland animals. Monstrous reptilians.

Iconnu is populated by many of Spira's most hardy cold weather animals: bears, wolves, even badger and species. Hares, Bats and giant insects are the most common prey species.  Notable species are worgs, nighterrors, dire bats, sabretooth tigers and other animals associated with ice ages other than mammoths. Large, highly territorial and strangely intelligent reptiles similar to alligators or crocodiles but with ursine size and shape that nest in geothermal areas. 

Civilization Type: Symbolic Monarchy, Clan System.

Nominally, Icconu is a monarchy ruled by "The Branded Lord" which is a position claimed through warfare, conquest and assignation - typically a matron or patron of a powerful family. However, this ruler has little in the way of actual power and rather exists solely to perpetuate continual striving and warfare to capture the throne - once it is gained, the struggled to keep it is all consuming. However, The Branded Lord is paid Blood Tithes from the commoners of each family, meaning they have unparalleled access to the requisite blood to engage in transformation to a nighterror - at which point they often abdicate the throne.

Real power is decentralized, and rests in the various keeps and castles of the great families who control their own fiefdoms. The highest patron or matron of each family gatherers together in a unnamed, unofficial council as needed to pass treaties, establish laws and so forth as necessity demands. 



Capital City: Teron's Claw.

Tenron's Claw, like most family holds, is a large spiraling castle built on the pinnacle of the largest, needle like mountain of volcanic stone on the moon. Within this ancient castle, built by the family of the first Branded Lord, Teron, lies the copper throne where the Branded Lord holds court and where assemblies among noble heads are called. Around its base sprawls a large city of shacks and apartments in which the common folk who have abandoned, or been abandoned by their families dwell as Free Serfs. The city has many wide squares and avenues for vendors and traders from various fiefdoms to come engage in commerce. 




Economic Culture: Feudalism.

Society is divided into castes. The lowest case is the Free Serf, these are Family Serfs who have been exiled by their families or fled them. They are considered untouchable and unprotected by any law - free sport for all. The second caste is the Family Serf. The Family Serf typically lives and works as a farmer, hunter or minor artisan in a village at the base or near a noble family's clan hold. They often serve as fodder in conflicts, but through military accomplishment or other demonstrations of value move up through the family hierarchy. The third Caste are The Children. The Children are the lowest of the "noble" Icconu. They are typically minor military commanders, skilled artisans or taskmasters. The Fourth Caste are The Risen. The Risen often manifest some minor feature of the nighterror, and are in a lesser stage of transformation. They serve as high ranking military commanders, generals, petty lords of small towns remote from family holds, sages and teachers of great skill. The final Caste are The Patrons and Matrons. These are the heads of a family, and each family typically only has one Patron or Matron. Many times powerful couples will ascend together to this rank, however, such bonds are quickly severed through bloodshed as one partner seizes power for themselves.

Families typically arrange trade agreements between each other as much as a determent against conquest and raiding as mutual economic gain; often manifesting in one sided deals more akin to tribute with pride.  Most genuine trade occurs through caravans of The Children who travel to Teron's Claw or other lesser economic centers. 



Religious Culture: Occult/Reincarnation.

Icconu have no formal religion and worship no particular Great Spirit. They believe in a form of reincarnation, where the dead, through cannibalism are reborn in their children as stronger versions of themselves. They are highly traditional and have little tolerance for unique or divergent spiritual beliefs. Their spiritual worldview is very much tied into both the prevalence of the nighterrors, in which transformation into one is the highest form of spiritual transformation, though they do not worship them directly. 





Cultural Values: Strength, Viciousness, Family, Tradition, Might Makes Right, Patronage.

Iconnu is an intensely inhospitable environment, and many of its first inhabitants were utterly unprepared to survive its harsh conditions. Icconu culture, in response, has evolved to be an odd mixture of collectivist and individualist - selfishness, cruelty and even murder are socially acceptable as long as they, at least, do not harm the family; however, those crimes that do are typically considered the gravest, even if otherwise minor. While the Iconnu disparage their Spiran ancestors, and the Imperium from which they came, several traditions have been passed down. They particularly value the old patronage system of the Imperium, the quickest way to ascend within the ranks of Iconnu culture is to find a strong patron and serve them well.
The Iconnu have an intense disdain, even fear, of weakness - real or perceived. Due to this they tend to remain distant, haughty and cold in public or mixed company. However, in private, they are often polite, charming, warm and passionate. They love fiercely, and hate the same. Icconu value conflict for conflict's sake, always concerned that if they ever grow weak, as an individual, a family or a people that they will be beset by and destroyed by the wild creatures, bestial nighterrors or subterranean Dwarves and Elves. 



Magic Biases: Dusk, Dark, Lithosphere, Mind.

Among the first refugees to Icconu was a large faction of Imperum Night Priests, a sect of Dusk/Dark using Imperium night watchmen whose regional training headquarters was within the city they fled during the collapse. On the new moon, their training and affinity for Dark magic proved invaluable in defending from the beasts of the world. They quickly grew in prestige and influence, being the founders of most of the noble families. As such, Dusk/Dark magics hold a dominant place in Iconnu tradition. The moon its self, being highly geologically active and dependent on geothermal resources strongly encouraged the use and commitment to Lithospheric magic. whose practitioners often work as taskmages - maintaining and expanding vital agriculture. This form of magic is even more prominent in the hidden Dwarven and Elven populations. While the Iconnu are a warlike people, interfamily manipulation is a key element to their society. As such, Mind Magics have a prominent position in their society. 

Technology Level: Low Tech.

While the Iconnu possessed many imperial remnants, artificers and even some fragments of The Celestial Engine the Night Priests quickly expelled or murdered them as they threatened their burgeoning dominance over the society. Many, however, fled underground with the Dwarves who have significantly more sophisticated technology than the surface humans. With little or no access to a preexisting technological foundation and limited natural resources the surface Iconnu have made little technological progress. 



Minor Civilizations:




Barrow Dwarves: Barrow Dwarves are the descendants of the Dwarves population forced underground by the rising human families on the surface of Iconnu. They, similar to the surface folk developed a strong, heavily traditionalist family clan system. However, they are highly egalitarian inter-clan, do not engage in open conflict between clans -preferring economic warfare when necessary. They heavily value trade, craftsmanship, inventiveness and family. They are highly biased towards Lithospheric and Shaping magic, but also Atmpsheric magic which aids in their use of steam technology. They have a moderate technology level, relying on complicated steam power mechanics. They are highly xenophobic and attack surfacefolk on sight, often making it impossible for the humans to engage in mining, contributing to their technological stagnation. 




Dark Elves: Dark Elves are a highly secretive and elusive culture of subterranean elves who live beneath the moon's surface. They are cruel and capricious, but not wantonly destructive and take great effort and pride to steward and nurture subterenean flora and fauna. Like the surface dwellers, they group themselves into family clans and vie for power among themselves and for the favor of their Great Spirit: The Moth Queen -  a spirit of determination, chaos and transformation. They are heavily oriented in animism, and work to cultivate life in the darkness, strengthening the moon's own Anima. They have little in the way of technology, relying on mutually suspicious trade with the Barrow Dwarves for minerals, metals and technology in return for food, which they excel at coaxing from the barren darkness of the underworld they share. As such they have a strong affinity for Biosphere, Dusk and Dark Magics. Like the Barrow Dwarves, Dark Elves despise Iconnu humans and kill them on sight, even going as far to engage in daring surface raids against them - often salting fields in their wake. 




Unique Archetypes:

Beguiler: Iconnu Animages are renowned for their ability to manipulate minds and twist shadows. They specialize in Mind and Dark magics to bring their enemies fears to life.






 SteamSmith: These Barrow Dwarven explorers and artificers rely on artful use of Atmospheric and Lithospheric magics to power elaborate steam based weapons, armors and gadgets - such as the Steam Gattling Sling and Geyer Boots.

 Nightshades: Deadliest of the Dark Elves are the Nightshades - Assassin Shamans who strike from the darkness with weapons coated through biospheric magics into whatever poisons suit their needs.


 





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