Area
World
Starting Tribes & Biomes *(from the original brief - preserved)*
| Tribe | Region / Biome | Spiritual Bias | Mechanical Influence |
|---|---|---|---|
| The Corani | The Whispering Fens (coastal marsh, mist) | Deep aquatic & subterranean Fae | Immune to rotspores; extreme vulnerability to iron |
| The Fir Domnann | The Iron Crags (barren mountains, slate quarries) | Earth elementals & forge spirits | Smithing & resilience bonuses; regional spirits demand blood sacrifice for passage |
| The Tuatha de Danann | The Sylvan Canopy (primordial old-growth forest) | High Solar courts | Direct line to Fae nobility; cursed with high physical fragility |
Tribe sets initial world-state, spiritual alignment, and ancestral vulnerability. In multiplayer it also becomes an economic specialisation (The Sacrifice Menu).