253 lines
No EOL
9.8 KiB
Markdown
253 lines
No EOL
9.8 KiB
Markdown
# Moc - The Desert of Scarcity
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## Overview
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**Environment**: Desert planet with few habitable zones
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**Core Theme**: Resource competition creates diverse survival strategies
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**Climate**: Extreme heat, limited water, dangerous weather patterns
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**Recruitment**: Heroes shaped by scarcity and adaptation (4+ assigned characters)
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## Established Settlements
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### Slava - Crime-Ridden Party City
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**Character**: Penumbra (Blade Dancer performer-assassin)
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**Culture**: Drugs, entertainment, criminal underworld, escapist hedonism
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**Location**: Built around major oasis or underground water source
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**Economy**: Entertainment industry, black market trade, vice services
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**Details:**
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**Entertainment Districts**:
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- Performance venues where Penumbra works
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- Gladiator arenas and blood sports
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- Drug dens and pleasure houses
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- Underground fight clubs
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**Criminal Networks**:
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- Smuggling operations across desert
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- Information brokering between settlements
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- Protection rackets for water access
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- Assassination contracts (Penumbra's work)
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**Resource Strategy**:
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- Controls luxury water access through entertainment profits
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- Imports resources by offering escapism to other settlements
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- Criminal networks provide black market necessities
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- Party culture masks serious resource trading
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**Cultural Motto**: "Dance while the world burns - tomorrow we die anyway"
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### Strah - Suburban Conformity Zone
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**Characters**: Umoya (nightmare-form girl), Visma (poison assassin)
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**Culture**: Cookie-cutter suburban conformity, hidden darkness beneath surface
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**Location**: Artificial oasis created by corporate/government control
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**Economy**: Resource allocation efficiency, processed goods, social control
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**Details:**
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**Suburban Structure**:
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- Identical housing blocks with strict regulations
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- Community centers for social monitoring
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- Underground bunkers for resource storage
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- Hidden facilities for Visma's poison operations
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**Conformity System**:
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- Mandatory participation in community activities
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- Resource rationing disguised as "community sharing"
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- Social pressure to maintain appearances
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- Punishment for deviation from norms
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**Hidden Darkness**:
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- Umoya's nightmare transformation abilities
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- Visma's poison assassination network
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- Underground resistance to conformity
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- Secret resource hoarding by authorities
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**Resource Strategy**:
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- Efficiency through standardization and control
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- Collective resource management with authoritarian oversight
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- Underground black market for forbidden items
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- Strategic alliances with other settlements for stability
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**Cultural Motto**: "Order brings prosperity - chaos brings death"
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### [Izar's Settlement] - The Mobile Bazaar
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**Character**: Izar (role/background TBD)
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**Culture**: Nomadic trading network, desert mobility specialists
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**Location**: Mobile settlement following trade routes and seasonal resources
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**Economy**: Inter-settlement trade, transportation, information brokerage
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**Proposed Details:**
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**Mobile Infrastructure**:
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- Caravan-cities that traverse desert routes
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- Portable resource extraction equipment
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- Mobile workshops and repair facilities
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- Temporary trading posts at settlement borders
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**Trading Culture**:
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- Neutral ground for Slava-Strah conflicts
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- Information merchants selling settlement secrets
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- Transport services across dangerous desert
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- Cultural exchange hub between settlements
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**Resource Strategy**:
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- Mobility allows access to temporary resources
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- Trading profits from settlement resource needs
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- Knowledge of desert survival techniques
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- Neutral status provides safety and access
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**Cultural Motto**: "Movement is life - stagnation is death"
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### Wasteland Zones - Unclaimed Desert
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**The Salt Flats**: Crystallized desert where nothing grows
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**The Glass Fields**: Ancient battle sites turned to melted sand
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**The Bone Valleys**: Where failed settlements left only ruins
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**The Storm Reaches**: Perpetual sandstorm regions with hidden resources
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## Cultural Framework
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### Scarcity Adaptations
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**Water Worship**: Every drop sacred, complex sharing rituals
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**Resource Hoarding**: Individual vs community survival strategies
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**Adaptation Innovation**: Creative solutions for desert survival
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**Cooperative Competition**: Alternating alliance and conflict
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### Settlement Relationships
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**Slava ↔ Strah Dynamic**:
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- Cultural opposites: hedonism vs conformity
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- Resource tension: luxury vs efficiency
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- Hidden cooperation: both need what other provides
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- Character connection: Umoya and Visma from same settlement vs Penumbra from rival
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**Mobile Bazaar Role**:
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- Neutral mediator between settlements
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- Essential for inter-settlement trade
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- Information broker with knowledge of all sides
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- Izar's background as cultural bridge
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**Three-Way Balance**:
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- No single settlement can dominate
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- Each provides different survival strategy
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- Resource interdependence prevents total conflict
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- Competition drives innovation and adaptation
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## Character Integration
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### Penumbra - Slava Performer-Assassin
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**Performance Work**:
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- Blade dancing entertainment in Slava venues
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- Theatrical assassination as performance art
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- Rhythm-based combat using bladed cape
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- Entertainment industry provides cover for contracts
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**Assassination Network**:
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- Hired by settlement leaders for political kills
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- Elimination of resource competition threats
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- Information gathering through entertainment access
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- Cross-settlement contract work via mobile traders
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**Desert Skills**:
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- Performance adapted for extreme heat conditions
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- Blade maintenance in sandy environment
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- Navigation between settlements for contracts
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- Cultural knowledge for infiltration work
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### Umoya - Strah Nightmare-Form Girl
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**Suburban Cover**:
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- Appears as perfect conformist citizen
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- Innocent form during community activities
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- Hidden nightmare abilities triggered by stress/control
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- Psychological horror elements in conformity-obsessed society
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**Transformation Mechanics**:
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- Innocent form: community-friendly, helpful, normal
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- Nightmare form: creature spawning, psychological terror
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- Trigger: authoritarian pressure, resource stress, threats to autonomy
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- Integration: how does Strah handle her dual nature?
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**Settlement Role**:
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- Represents hidden rebellion against conformity
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- Psychological pressure valve for community stress
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- Secret weapon against external threats
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- Symbol of what lies beneath perfect surface
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### Visma - Strah Poison Assassin
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**Poison Sources**:
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- Desert plants and creatures adapted for toxins
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- Solar flare radiation creates unique poison types
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- Underground chemical processing in suburban basements
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- Trade network access to rare poisonous materials
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**Suburban Integration**:
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- Perfect neighbor cover for assassination work
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- Community position provides access to targets
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- Conformity system helps avoid suspicion
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- Underground network for disposal and alibi
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**Assassination Style**:
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- DoT-focused: slow, undetectable poisoning
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- Stealth operations using suburban cover
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- Environmental poison deployment
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- Cross-settlement contract work
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**Relationship with Umoya**:
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- Both from Strah but different responses to conformity
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- Complementary hidden skills: psychological vs chemical
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- Potential cooperation or competition?
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- Shared understanding of suburban facade necessity
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### Izar - Mobile Bazaar Trader (Proposed)
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**Trading Specialization**: [Define based on role assignment]
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**Cultural Bridge**: Knowledge of all settlement customs
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**Desert Navigation**: Expert in wasteland survival and route-finding
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**Information Network**: Broker of settlement secrets and resource locations
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## Resource Economy
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### Water Management
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**Slava**: Luxury consumption, waste tolerance, entertainment priority
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**Strah**: Efficient rationing, recycling systems, conservation regulation
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**Mobile Bazaar**: Flexible access, trading for water rights, seasonal following
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**Wasteland**: Hidden caches, emergency reserves, scavenging techniques
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### Trade Networks
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**Slava Exports**: Entertainment, vice services, criminal solutions
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**Strah Exports**: Processed goods, organization, stability services
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**Mobile Exports**: Transportation, information, cultural mediation
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**Wasteland Resources**: Rare materials, archaeological finds, emergency shelter
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### Survival Strategies
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**Individual Hoarding**: Personal resource accumulation for security
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**Community Pooling**: Collective resource management for efficiency
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**Mobile Flexibility**: Movement and trade for resource access
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**Criminal Acquisition**: Theft, smuggling, and black market for necessities
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## Environmental Challenges
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### Climate Extremes
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**Daytime Heat**: Deadly surface temperatures, underground activity
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**Nighttime Cold**: Rapid temperature drops, shelter necessity
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**Sandstorms**: Visibility loss, equipment damage, transportation halt
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**Seasonal Patterns**: Resource availability changes, migration triggers
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### Geographic Features
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**Oases**: Settlement locations, conflict points, sacred sites
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**Salt Deposits**: Valuable trade materials, dangerous extraction
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**Underground Rivers**: Hidden water sources, tunnel systems
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**Ancient Ruins**: Archaeological sites, possible resources, dangerous exploration
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### Survival Necessities
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**Water Sources**: Natural springs, underground rivers, recycling systems
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**Food Production**: Limited agriculture, desert hunting, preserved supplies
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**Shelter Construction**: Heat protection, sand resistance, portable options
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**Transportation**: Desert crossing, equipment maintenance, route knowledge
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---
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## Action Items
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1. **Define Izar's role and settlement details** - complete the triangle
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2. **Develop inter-settlement politics** - cooperation vs competition dynamics
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3. **Map desert geography** - trade routes, resource locations, dangers
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4. **Clarify character relationships** - how do the 4 heroes connect?
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5. **Establish resource flow** - what each settlement needs/provides
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6. **Create wasteland details** - dangers, opportunities, hidden secrets
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*Most populated world - make it rich with interconnected survival strategies* |