jikko/Worlds/Moc - Desert of Scarcity.md
2025-09-05 18:05:18 -04:00

9.8 KiB

Moc - The Desert of Scarcity

Overview

Environment: Desert planet with few habitable zones
Core Theme: Resource competition creates diverse survival strategies
Climate: Extreme heat, limited water, dangerous weather patterns
Recruitment: Heroes shaped by scarcity and adaptation (4+ assigned characters)

Established Settlements

Slava - Crime-Ridden Party City

Character: Penumbra (Blade Dancer performer-assassin)
Culture: Drugs, entertainment, criminal underworld, escapist hedonism
Location: Built around major oasis or underground water source
Economy: Entertainment industry, black market trade, vice services

Details: Entertainment Districts:

  • Performance venues where Penumbra works
  • Gladiator arenas and blood sports
  • Drug dens and pleasure houses
  • Underground fight clubs

Criminal Networks:

  • Smuggling operations across desert
  • Information brokering between settlements
  • Protection rackets for water access
  • Assassination contracts (Penumbra's work)

Resource Strategy:

  • Controls luxury water access through entertainment profits
  • Imports resources by offering escapism to other settlements
  • Criminal networks provide black market necessities
  • Party culture masks serious resource trading

Cultural Motto: "Dance while the world burns - tomorrow we die anyway"

Strah - Suburban Conformity Zone

Characters: Umoya (nightmare-form girl), Visma (poison assassin)
Culture: Cookie-cutter suburban conformity, hidden darkness beneath surface
Location: Artificial oasis created by corporate/government control
Economy: Resource allocation efficiency, processed goods, social control

Details: Suburban Structure:

  • Identical housing blocks with strict regulations
  • Community centers for social monitoring
  • Underground bunkers for resource storage
  • Hidden facilities for Visma's poison operations

Conformity System:

  • Mandatory participation in community activities
  • Resource rationing disguised as "community sharing"
  • Social pressure to maintain appearances
  • Punishment for deviation from norms

Hidden Darkness:

  • Umoya's nightmare transformation abilities
  • Visma's poison assassination network
  • Underground resistance to conformity
  • Secret resource hoarding by authorities

Resource Strategy:

  • Efficiency through standardization and control
  • Collective resource management with authoritarian oversight
  • Underground black market for forbidden items
  • Strategic alliances with other settlements for stability

Cultural Motto: "Order brings prosperity - chaos brings death"

[Izar's Settlement] - The Mobile Bazaar

Character: Izar (role/background TBD)
Culture: Nomadic trading network, desert mobility specialists
Location: Mobile settlement following trade routes and seasonal resources
Economy: Inter-settlement trade, transportation, information brokerage

Proposed Details: Mobile Infrastructure:

  • Caravan-cities that traverse desert routes
  • Portable resource extraction equipment
  • Mobile workshops and repair facilities
  • Temporary trading posts at settlement borders

Trading Culture:

  • Neutral ground for Slava-Strah conflicts
  • Information merchants selling settlement secrets
  • Transport services across dangerous desert
  • Cultural exchange hub between settlements

Resource Strategy:

  • Mobility allows access to temporary resources
  • Trading profits from settlement resource needs
  • Knowledge of desert survival techniques
  • Neutral status provides safety and access

Cultural Motto: "Movement is life - stagnation is death"

Wasteland Zones - Unclaimed Desert

The Salt Flats: Crystallized desert where nothing grows
The Glass Fields: Ancient battle sites turned to melted sand
The Bone Valleys: Where failed settlements left only ruins
The Storm Reaches: Perpetual sandstorm regions with hidden resources

Cultural Framework

Scarcity Adaptations

Water Worship: Every drop sacred, complex sharing rituals
Resource Hoarding: Individual vs community survival strategies
Adaptation Innovation: Creative solutions for desert survival
Cooperative Competition: Alternating alliance and conflict

Settlement Relationships

Slava ↔ Strah Dynamic:

  • Cultural opposites: hedonism vs conformity
  • Resource tension: luxury vs efficiency
  • Hidden cooperation: both need what other provides
  • Character connection: Umoya and Visma from same settlement vs Penumbra from rival

Mobile Bazaar Role:

  • Neutral mediator between settlements
  • Essential for inter-settlement trade
  • Information broker with knowledge of all sides
  • Izar's background as cultural bridge

Three-Way Balance:

  • No single settlement can dominate
  • Each provides different survival strategy
  • Resource interdependence prevents total conflict
  • Competition drives innovation and adaptation

Character Integration

Penumbra - Slava Performer-Assassin

Performance Work:

  • Blade dancing entertainment in Slava venues
  • Theatrical assassination as performance art
  • Rhythm-based combat using bladed cape
  • Entertainment industry provides cover for contracts

Assassination Network:

  • Hired by settlement leaders for political kills
  • Elimination of resource competition threats
  • Information gathering through entertainment access
  • Cross-settlement contract work via mobile traders

Desert Skills:

  • Performance adapted for extreme heat conditions
  • Blade maintenance in sandy environment
  • Navigation between settlements for contracts
  • Cultural knowledge for infiltration work

Umoya - Strah Nightmare-Form Girl

Suburban Cover:

  • Appears as perfect conformist citizen
  • Innocent form during community activities
  • Hidden nightmare abilities triggered by stress/control
  • Psychological horror elements in conformity-obsessed society

Transformation Mechanics:

  • Innocent form: community-friendly, helpful, normal
  • Nightmare form: creature spawning, psychological terror
  • Trigger: authoritarian pressure, resource stress, threats to autonomy
  • Integration: how does Strah handle her dual nature?

Settlement Role:

  • Represents hidden rebellion against conformity
  • Psychological pressure valve for community stress
  • Secret weapon against external threats
  • Symbol of what lies beneath perfect surface

Visma - Strah Poison Assassin

Poison Sources:

  • Desert plants and creatures adapted for toxins
  • Solar flare radiation creates unique poison types
  • Underground chemical processing in suburban basements
  • Trade network access to rare poisonous materials

Suburban Integration:

  • Perfect neighbor cover for assassination work
  • Community position provides access to targets
  • Conformity system helps avoid suspicion
  • Underground network for disposal and alibi

Assassination Style:

  • DoT-focused: slow, undetectable poisoning
  • Stealth operations using suburban cover
  • Environmental poison deployment
  • Cross-settlement contract work

Relationship with Umoya:

  • Both from Strah but different responses to conformity
  • Complementary hidden skills: psychological vs chemical
  • Potential cooperation or competition?
  • Shared understanding of suburban facade necessity

Izar - Mobile Bazaar Trader (Proposed)

Trading Specialization: [Define based on role assignment]
Cultural Bridge: Knowledge of all settlement customs
Desert Navigation: Expert in wasteland survival and route-finding
Information Network: Broker of settlement secrets and resource locations

Resource Economy

Water Management

Slava: Luxury consumption, waste tolerance, entertainment priority
Strah: Efficient rationing, recycling systems, conservation regulation
Mobile Bazaar: Flexible access, trading for water rights, seasonal following
Wasteland: Hidden caches, emergency reserves, scavenging techniques

Trade Networks

Slava Exports: Entertainment, vice services, criminal solutions
Strah Exports: Processed goods, organization, stability services
Mobile Exports: Transportation, information, cultural mediation
Wasteland Resources: Rare materials, archaeological finds, emergency shelter

Survival Strategies

Individual Hoarding: Personal resource accumulation for security
Community Pooling: Collective resource management for efficiency
Mobile Flexibility: Movement and trade for resource access
Criminal Acquisition: Theft, smuggling, and black market for necessities

Environmental Challenges

Climate Extremes

Daytime Heat: Deadly surface temperatures, underground activity
Nighttime Cold: Rapid temperature drops, shelter necessity
Sandstorms: Visibility loss, equipment damage, transportation halt
Seasonal Patterns: Resource availability changes, migration triggers

Geographic Features

Oases: Settlement locations, conflict points, sacred sites
Salt Deposits: Valuable trade materials, dangerous extraction
Underground Rivers: Hidden water sources, tunnel systems
Ancient Ruins: Archaeological sites, possible resources, dangerous exploration

Survival Necessities

Water Sources: Natural springs, underground rivers, recycling systems
Food Production: Limited agriculture, desert hunting, preserved supplies
Shelter Construction: Heat protection, sand resistance, portable options
Transportation: Desert crossing, equipment maintenance, route knowledge


Action Items

  1. Define Izar's role and settlement details - complete the triangle
  2. Develop inter-settlement politics - cooperation vs competition dynamics
  3. Map desert geography - trade routes, resource locations, dangers
  4. Clarify character relationships - how do the 4 heroes connect?
  5. Establish resource flow - what each settlement needs/provides
  6. Create wasteland details - dangers, opportunities, hidden secrets

Most populated world - make it rich with interconnected survival strategies