Origins
“Your reality, your way.”
Crimson Code – Rule 5.
O.R.C.A.
was the creation of one woman: Olivia Rosalee Caroline Applegarth. A former conspiracy theorist from the town of
Franklin, she decided that “the world was corrupt” and that the world needed a
“new world order.” By using her
charismatic ways, the founding of the internet and seeder money from her sales,
she created O.R.C.A. (Obey the Ruling Council Association) where the world
would be remade as a paradise. They
managed to keep just enough legitimacy to have themselves declared as a
religion for tax purposes. Despite the ideology, it was a terrorist
organization dedicated to world domination.
However, despite this setup and even popular support, they got defeated
time and time again in their efforts.
Eventually it realized that sooner
or later they would be driven after dealing with the armed forces of multiple
countries.
Then the Hodgepocalypse happened.
Fortune favored the Atlas’ Reach, the main ship of O.R.C.A.
was in the middle of the ocean and an area of minimal magic and monster
spillage. The group indoctrination kept
their nightmares systematic and relatively easy to control. While they lost radio contact with the outside
world, Olivia saw it was a sign to develop the new world order.
To retake the land and make it in their own image.
After several failed attempts, it was decided it was best to
play the long game. To amass an army
that would allow O.R.C.A. the domineering presence across the globe. Olivia and her inner circle canonized their
beliefs so that it would survive long into the future.
Government
Originally there was a single leader, Olivia, who ruled with
an iron fist. Despite her presence still
feeling felt centuries later, O.R.C.A. has been transformed into the O.R.C.A.
high Command where each head of the arm meets to develop policy and expansion. However, they can agree to have a “head tyrant”
in times of crisis. This hasn’t been
used in over a century.
Since the ship was designed as a very versatile cult
compound, its dogma determines its results.
Factions/People of note
This used to be tighter ship but factionalized after the
death of the leader centuries ago. Each
faction has had centuries to develop their own interpretations which they
vehemently disagree with their associates.
Crabs - Marines
Amphibious warfare is one of the more difficult occupations
and these are the trained killers that have dedicated this to the task. Trained from birth to be dropped into areas,
blow, or kill a target in a loud and obnoxious manner and hold the area until
the rest of the forces can arrive. They
walk with a swagger and get into tons of trouble but are melded as a
brotherhood that really live the buddy system. They double as raiders and salvage experts
when they aren’t being gathered for an amphibious assault. Their leader is “She
Wolf” McCain, a big hero as far as O.R.C.A. is concerned.
Common Class/Path:
Combatant/Brute
Cuttlefish - Ninjas
The stealth arm of O.R.C.A., they took Olivia’s obsession
with ninjas and gave it its own twist.
They are essentially the combination arm for saboteurs, assassins and
are often involved in recon as well.
They are known for the bright yellow jumpsuits and ninja masks when not
on a job. It was an agreement that all
ninjas need to dress loudly and carry a chipped wrist band while on base to
ensure the rest of O.R.C.A. knows where they are always. This system has had limited success. Nobody is really sure who’s in charge because
they all dress alike and try to be as androgenous as possible while on base.
Common Class/Path: Adventurer/Prowler
Hammerheads - Weapon Developers
This small organization has a fair amount of influence over
policy as they are always sending out teams and are the commercial arm of
O.R.C.A. They develop experimental
weapons and run them in the field for testing purposes. They are also the vehicle developers and
often come up with stranger and stranger designs that just seem to work. Their department head is Remington Colt, a
man who plays cowboy on the high seas.
Common Class/Path: Adventurer/Troubleshooter
Jellyfish - Genetics
This is the genetic experiment division of O.R.C.A. They are responsible for the development of
disposable and quickly vat grown minions, so they never are short of
manpower. They also do experiments and
create monsters to soften the targets and have had success in developing
psychic powers in many of their people. Led by Doctor Frank, he is obsessed with the
long dead Olivia with all the lessons learned since she’s been gone to lead
them to glory.
And she will live…soon.
Common Class/Path:
Psychic/Mentalist
Baracuda - Navy
Somebody needs to operate the vehicles and are the defector
leaders of Atlas’ Reach itself. They end
up driving the Atlas’ Reach wherever they decide. Their crimson Sailor suits are a badge of honor. They are led by Captain Ragnar, who based his
personality and style on a popular fictional character. He is charismatic and often known for his
gifts of “gold and other material” when convincing his fellow crew members and making
first contact. Often these gifts are
dangerous (you must get rid of irradiated fuel somehow). They are also where the lion’s share of the rank-and-file
work with, so they have the most numbers of any of the various factions.
Common Class/Path: Combatant/Soldier
Sea Horses - Mages
If normal O.R.C.A. personal are nuts, these people are the
full trail mix. They believe that
O.R.C.A. is a far older organization and has been around since the beginning of
civilization. They are a secretive order
or spellcasters dedicated to confirming their crazy theory about how O.R.C.A.
is the source of all knowledge. They are
obsessed about “the magic of the runes” that seemed to be a stylized version of
Morse Code. The Sea Horses Leader,
Archmagi Brunhilda Wolff (German names are really common in this order despite
being mostly descended from American stock).
Common Class/Path: Ritualist/Magister
Daily Life
“Everybody is responsible, but you need to get your piece
of the pie.”
Crimson Codex, Rule 33.
Families are based on the O.R.C.A.
credit rating. It determines who can get
married, who can have kids and so forth.
While most of the time it’s a formality, O.R.C.A. command reserves the
right to withhold all privileges. Additionally,
25% of kids are vat grown and then given to a family to raise as their very
own.
Enculturation starts early on Atlas
Reach. Schooling begins with teaching
their history on how Olivia was a visionary that led her people to the sea to
survive the apocalypse. They are taught from
the Crimson Codex: her proverbs, her sayings, and the right way to live. However, this is tempered with life
lessons. While most children aren’t
actively soldiers, they are taught the basics of self-defense.
Once they get to 14, they are
tested by a <insert name of test here> to see where their skills are best
used. This includes mental conditioning;
this is basically the methodical stripping of individuality to best serve
O.R.C.A. Techniques such as starvation,
isolation, drug use and even cheer songs to get them on board. This is further enhanced by media night where
stories of O.R.C.A. are told in the main theatre (in 3-D!) with the use of
pyrotechnics on special days to tell the stories needed to show why they are
doing these things and the dangers of the outside world.
Recruits are surrounded by radio and images that propagate
the need to be self-righteousness to full fill the needs of O.R.C.A.
They are a ship’s crew, so they are assigned a job to learn
to their best of their ability and have it, baring enlightened change from the
council, for the rest of their life.
Culture
Before Revelations, they were dedicated to a one world
government where they would achieve dominance over the entire world. They used military force, subversion,
terrorism, and even economic pressures to achieve their goals.
The Hodgepocalypse changed nothing. As far as their concerned, they will adapt to
the new situation and thrive. Over the
last few centuries, they have made slow and steady success. They set up “Prosperity Spheres” where the
locals will give them tribute and recruits that will be used to continue their plan
for world domination. This usually means
such tried-and-true techniques as setting up local warlords, dividing and
conquering forces, and, if less subtle methods fail, a full showing of force
and conquering said territory.
If they find a new area that seems suitable for cultivation,
they drop off “the cargo.” This is a
crate that is a puzzle box filled with goodies inside. This has caused many people along the
coastline to worship O.R.C.A. in a manner not unlike the Cargo Cults of World
War 2.
They often are bitterly disappointed when they meet their
gods, but it’s often too late to do anything about it.
People of O.R.C.A.
The overwhelming members of O.R.C.A. are human and most can
trace their families back to the Hodgepocalypse. However, they aren’t generally racist and
will draft “castaways”, refugees and the spoils of war that are integrated into
O.R.C.A. that have indoctrinated over the generations.
In short, they are united against the world.
While their fleet is most common in the South Pacific, they
can be found anywhere and, have a particular gargantuan ship that acts as the
flagship for O.R.C.A.
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