“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.
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
O.R.C.A. Command - 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
“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.
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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