Sunday, March 27, 2016

Orpha: Setting Overview


Orpha is Spira's 3rd Moon.

Moon Size: Medium.

Population: Medium.

Demographics: Half-Elf (85%), Elf (5%), Human (10%).
Orpha's original population was roughly half elven, half human. Over the intervening years interbreeding was common, resulting in a largely Half-Elf population. Almost all Orphans have at least some degree of interbreeding, and 100% pure blood families are often viewed with some degree of suspicion.

Climate: Warm Temperate Forest. Large meadows and fields. Many small streams and lakes, no oceans or seas. Frequent, brief stormy weather.

Orpha is covered in rolling hills and wide meadows, blanketed by large swaths of forest. It is highly pastoral and rich in flora and fauna, brimming with life. Small lakes dot the land with frequent creeks and streams flowing between. 

Native Fauna: All native animals are Dire variants. Standard Temperate/Warm Forest.

Especially large population of Owlbear and aberrant dire animal populations. Ecological chains biased towards numerous, strong apex predators. Animal population is very fierce and pose the greatest danger. 



Civilization Type: Federation of Villages/Direct Democracy.

No official hierarchy, elders tend to be drawn from older hunters. Highly cooperative network of villages and small towns covering the moon with no centralization. 

Capital City: None.

Larger towns tend to serve as centers of commerce but cities intentionally avoid large growth as not to tax the ecosystem. 

Economic Culture: Bias towards equity and egalitarianism. High specialization. Esteemed economic roles: Hunters, Farmers, Builders, Artists.

Hunting is seen to be the noblest profession: serving as totemic priests, defnders from dire animal populations and defacto sheriffs in addition to providing animal based resources. 

Religious Culture: Totemist. High reverence for nature.

Totemic worship of animal spirits by family or individual, typically native dire beasts. 

Cultural Values: Liberty, Cooperation, Benevolence, Perseverance, Tenacity.

Orphans value both individual freedom and choice, but are very concerned with maintaining communal harmony. 

Magic Biases: Biosphere, Atmosphere, Spirit, Mind.

Oprhpan magic tends to emphasize survival, nature, animal communication/control, communing with spirits, divination, weather manipulation. 

Technology Level: Low Tech.

No history or evolution of artifice. Orphan technology tends to be very simple and primitive, relying on subtle magic, powerful tamed dire beasts and tenacity. 

Unique Archetypes:



Dire Knight: Roaming, armored warriors focusing on polearms who are backed up by powerful Dire Animal companions.

Totemist: Shamanic warriors who harness powerful Dire Animal spirits to gain supernatural strength, speed and durability.

Path Breaker: Trackers who specialize in camouflage, magical traps, ranged weapons and deadly ambush tactics against multiple foes.









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