Orisha (Zyanya Supplement)

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Specific Nations[edit]

Akousa

Dede

Danath

Kwabena

Ngozi

Oldeani

Opeyimi

Shombe

Taonga

Tisambe

Tuslan

Unathe

Xon-mo

Zamara

History[edit]

Commonalities[edit]

Currency[edit]

Dirham 0.01 Rufiyaa 0.05 Kwacha 0.1 Rand 0.5 Lilangeni 1 Ringgit 5 Ouguiya 10

Economy[edit]

The most important plant to Orisha is the palm tree. There are many different types of palm trees, but the two with the most economic value are the oil palm and the wine palm. The oil palm is valued for its nuts, which are crushed to produce meca (palm oil). These nuts, called diga, are gathered and crushed to extract the oil. Once the oil has been removed, the husks can be boiled and eaten, or used as firewood. The wine palm is valued for its sap, which is fermented and used to make jana (palm wine), a common drink. Palm wine is a milky-white liquid, and is very dry. Most people don't like it the first time they try it - it is an acquired taste. Visitors to the land are advised to try banana beer instead. What armor is worn is masterfully constructed, designed to reduce the effects of intense heat that would otherwise render it unwearable. Few work with steal, instead they consider iron a sacred element, and prefer to make items from pure iron rather than pollute it with other substances.

Culture[edit]

Orisha is located entirely in tropical areas. Because of the resulting heat, armor sees little use; most warriors wear no armor at all. Due to the lack of armor, Orisha warriors excel at dodging attacks, an art known as sanguar. In addition, shield use is common, as are ranged weapons of all sorts.

The birth of a child is accompanied by celebration and ceremony, culminating in a ritual of naming. Parents do not choose names lightly, often consulting several oracles before selecting a name. The most popular type of naming oracle is the soroka, or poison oracle. These diviners foretell the future by poisoning a small animal such as a chicken, and analyzing the animal's death-throws. Sometimes several animals must be killed before a name that produces a suitable future is found. A newborn child is cared for by its mother until it is done nursing. At that time, the child's grandparents (if they are alive) assume the role of primary caregivers. This gives the parents the opportunity to work and have more children if necessary. If the child's grandparents are not living, then an older uncle or aunt may assume the role instead. Once a child reaches the age of twelve or so, the parents resume the role of primary care-givers, and prepare the child for life as an adult. If a young adult is female, she will spend most of her time with her mother, and if a young adult is male, he will spend most of his time with his father. However, both parents take an active role in training the young adult for a career and a family. The transition to young adult is usually accompanied by a coming of age ritual, though the details of these rituals vary from culture to culture. At this stage, the person stops being a child and becomes a young adult. Some societies call this the "warrior" or "adventurer" phase of life.

Religion[edit]

The lands of Orisha takes it's name from the spirits they worship, also called Orisha. The orisha are immortal beings that act as the intermediaries between the mortal races and The Gods, and can be either good, evil, or neutral. There are many different kinds of orisha. They include the celestial orisha (good-aligned outsiders), fiendish orisha (evil-aligned outsiders), natural orisha (fey), elemental orisha (elementals), and ancestor orisha (incorporeal undead). Just as belief in the orisha is universal, belief in ashe (divine magic) is universal as well. Though powerful spellcasters are rare, virtually every village has at least an adept or a low-level n'anga (cleric) at its disposal. While divine magic is commonplace, arcane magic is rare and feared. Indeed, omurogo (good wizards) and ngoma (bards) use tend to be thought of more as divine spellcasters than arcane. True users of arcane magic fall into two types, mchawi (evil wizards), and sei (sorcerers). Mchawi are necromancers that steal arcane energies from The Gods with the help of fiendish orisha. The sei are individuals with the blood of the TuIda (dragons) running through their veins. This allows them to draw energy directly from the Land, and work magic without the help of the orisha. Both the omurogo and the mchawi are wizards, and they often encode their magic into ritual items. These items are stored in special containers known as mojuba bags. Mojuba bags can even be empowered with the energy needed to cast a spell, much like a scroll. Such empowered mojuba bags are known as grisgris, and are common magic items.

Organizations[edit]

Dream Walkers

Geomancers

In the World[edit]

Character Creation Info[edit]

Languages[edit]

Chakide - Spoken by Akousa and Oldeani

Enitan - Spoken by Kwabena, Dede, and Ngozi (not a written language)

Wasswa - Spoken by Opeyimi, Unathe, and Taonga

Daka'Isii - Shombe

Danath - Danath

Nishin - Tisambe, Xon-mo, Tuslan

Zamara - Zamara

Regional Feats[edit]

Animal Affinity, Endurance, Ritual Blessing, Elemental Smiting, Elemental Healing, Natural Bond, Primitive Caster, Craft Skull Talisman, Drift Magic, Heat Endurance, Priest of the Waste, Sandskimmer, Scorpion's Resolve, Touchstone, Dreamtelling, Elemental Spellcasting, Desert Fighter, Elemental Focus, Jungle Fighter, Knifefighter, Luck of Heroes, Forester, Resist Poison, Snake Blood, Ancestral Spirit, Arachnid Rider, Jungle Stamina, Oral History, Plague Resistant

Regional Weapons[edit]

Annult, Atlatl, Kama, Axe-Throwing, Battleaxe, Battlehorn, Blowgun - Greater, Bolas, Bolas - Barbed, Boomerang, Chatkcha, Club, Club-Tigerskull, Cutlass, Dagger, Darkha, Duom, Falchion, Flail, Greatspear, Longspear, Spear, Shortspear, Gythka, Handaxe, Harpoon, Javelin, Khopesh, Manti, Maul, Morningstar, Net, Pick, Ritiik, Sandblaster, Scimitar, Scimitar - Double, Sharrash, Sickle, Spearthrower, Tangat, Thrombash, Throwing Knife -Desert, Whip - Scorpion Tail



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