Cassandra Charity is a researcher on the Coldbrew Coast, a strange and desolate place that's full of danger and potent artifacts. The Doctor is determined to make a place for herself in this world, with a ship and adventurers of her own, but she suffers from one weakness her enemies will not have- A conscience.
It is the year 10100, and while everything is changing, nothing important is happening. Humanity is divided by ideology and chaos, the world too confusing and dangerous for answers. Yet the world is not completely bleak, for the residents have yet to give up hope. Life was terrible now, but if they all worked hard then it might be better for their children. And of course, who could forget the great mysteries that keep the world moving? Waves of cults, rediscovered technology, bizarre magic, and ancient fads.
While there are several existing governments, none of them are perfect- Too corrupt, decentralized, or weak to last forever. They are also not flawed enough- They cling to their morals, with their semi-comfortable lives, and they do their best to keep their head down. They might not last forever, but they aren't leaving today.
If you really want to change the world, you have to be willing to live a little. Take charge, form an organization, recruit interesting people and undergo diplomacy without the threat of law- For many, this truth cannot be suppressed any longer.
For at least the second time in history, the world has entered a period of Warlords…
Before you can be a proper warlord, you need a proper foundation- Not only will your home region of choice affect opportunities, it will also shape your problems and resources. This vote will close in 12 hours.
[ ] The Coldbrew Coast:
The Coldbrew Coast is the most inhospitable region in the world, a frigid landscape dominated by sunken cities and abandoned colonies. Despite this, the inhabitants seem manic and inspired- Though, that can probably be chalked up to the chemicals in the water and the valuables hidden along the coast. The only people who stay here are those too remote to move, mercenaries and researchers plundering the many ruins, and the pirates that act as menaces and explorers. Life on the coast is a constant struggle, with the inhabitants coping through paranoid and flippant societies.
Positives:
The Main Lure: The artifacts! Magical or technological, the desolate conditions have allowed far more intact weapons and devices to survive here than anywhere else in the world.
Only the Strong: While eclectic, any army you lead will feature experienced and well equipped warriors, far stronger than a soldier from any other region.
Negatives:
True Desolation- You will have a far lower population than any other areas, with a decreased industry to match it.
Only the Strong: The people here have gone without authority, and even those who arrived on orders from faraway powers do not truly respect it. Forming a cohesive organization will be difficult.
[ ] The Immortal Obelisk:
While most worship has fragmented in the face of time, the major religions that persist have focused on those that cannot fall to age; Prime among them is the Immortal Obelisk. A solitary clocktower, this structure would be a mere curiosity was it not for its incredible invulnerability. It has survived the apocalypse countless times, and a city has built up around it to study the building. A bickering society of academics and cults, the surrounding lands are plagued with constant conflict and anarchy- After all, this God is clearly more important than any petty kingdoms.
Positives:
The Immortal Obelisk: Benjarmonious, Lord of Time, and Beacon of the End- This goes by many names, and it forms the center of society. Pilgrims bring in huge funds to all factions, and the prestige from holding the Immortal Obelisk would cause massive recruitment drives.
Land of Knowledge: Unusually enough, literacy is common and the arts are sacred. The populace is educated enough to train in advanced jobs, and they are leagues ahead of the peasants in any other region.
Negatives:
Little Birds: This land is incredibly divided, with uncountable groups fighting for influence. No one group is allowed to hold the Immortal Obelisk, and any large groups that overstep are torn to pieces in the marketplace of ideas.
The Scourge: Bandits dominate the countryside, and form coalitions against any attempts at governance. Until this is taken care of, taxes will be a trickle of their true value.
[ ] The Fields of Snow:
A land of comedy and community, the Fields of Snow might have been a nice play to live, were it not for one simple fact- Despite being tucked away inside valleys and pushed up to the edges of rivers, it is the most fertile region in the world. A crowded place, the fields are controlled by criminal cartels that let individuals act as they please so long as the food continues flowing. The snow in the name comes from the nearby volcanoes, which let out massive clouds of ash every few decades, resulting in famines. The Fields are a hotbed for the ambitious and revolutionary, knowing that their lives could be ruined at any moment.
Positives:
The Bread Basket: The most fertile region in the world, there is a constant rate of immigration and money flowing into the area. And despite the cartels and volcanos, the base population is still leagues higher than any other region and growing.
Nothing Left to Lose: The people are sick and tired of their situation, and they are desperate for any solutions. Any ideologues will find a willing audience.
Negatives:
Marked by Vultures: The cartels won't go down without a fight, and they have more resources than you. You will be at war from the moment you start your organization.
Lobotomy of the Soul: The people have been downtrodden for so long that they are not merely uneducated- They lack literacy, there are social stigmas against learning, and the removal of hands or eyes is a common intimidation tactic of the cartels. This will be a huge roadblock for social and industrial development.
[ ] Yeogye:
Yeogye is a time capsule, opened too soon- A massive underground bunker, filled with riches and technology, almost all of which has been destroyed in a war centuries prior. The people of Yeogye maintain their cultural traditions, but they no longer remember the significance of their rituals. They pray to gods whose names they forget, and they maintain their dominance by raiding the rest of the world with their mildly superior technology. Violence within Yeogye is frowned upon, but scheming and successful raids allow movement within this otherwise stratified society.
Positives:
The Bloodfather: The sole source of innovation in Yeogye, raid leaders will reave around the world, stealing away immense amounts of wealth and slaves for Yeogye proper. All of this is done in service to the Bloodfather, to honor your ancestors, and to rise in society.
Near Mint Condition: While you no longer possess the miracles of the past, Yeogye is one of the best equipped factions in the world. It might not be as flashy as a nuclear bomb, but working armor and efficient rifles let Yeogye stand on its own in a world of conflict.
Negatives:
Confucius Confusion: Yeogye is tied up in so much ceremony that it cannot govern itself, leading to thousands of courts for arbitration and the majority of each day spent on minor problems. A far more pressing issue is the social disconnect between the sanctity of law and the worship of violence, as new generations grow more bloodthirsty.
A Fading Population: Yeogye is insanely xenophobic, treating the outside world as a terrible place filled with disorder and death… While that is true, they go a step further and view the residents of the outside world as no better than animals, refusing any diplomacy or immigration. Due to a variety of factors, the core Yeogye population has been decreasing over time, and the once self-sustaining bunker is now tenuously propped up by a perilously high number of slaves, most of whom have lived there for generations.
You live in the Coldbrew Coast, a wretched land of opportunity. But more importantly, what do you do? Why do you stay here?
[ ] Pirate
The pirate life is the only one you know, having wasted away your best years riding the dark waves. Thankfully, that time has not been completely without gains.
Start with additional knowledge of the Coast.
Start with two Artifacts.
Start with Reputation.
Increase in Intrigue and Martial.
[ ] Townie
You could never leave this place- Literally, as doing so would take all of your money and health while leaving you at the mercy of debtors in "civilization". You don't need their help to be stronger.
Start with small connections across the entire coast.
Start with two Artifacts.
Increase in Diplomacy and Stewardship.
[ ] Mercenary
You only came here for a paycheck, but circumstances have forced you to remain here for multiple jobs. The money isn't bad, but you have had to fight some absolute psychos.
Start with military connections.
Start with a Violent Artifact.
Start with Reputation.
Increase in Martial and Diplomacy.
[ ] Exile
This was the place you least wanted to visit, but you have no other options. You have been banished, or chose to flee to this place in order to escape trouble elsewhere.
Start with increased funds, and no obligations.
Start with a connection to elsewhere in the world.
Increase in Intrigue and Diplomacy.
[ ] Researcher
While your living conditions are appalling, you are focused on something more important- The magic and technology that fill your time.
Start with two Utility Artifacts.
Start with connections to scientists and archaeologists .
Increase in Learning and Occult.
While your profession is important, you are not unique in this world. If you want to be a legendary warlord, you need to be special. All of these will affect your resources and opportunities, as well as your personality. Vote for any that interest you, the top two options will be chosen.
[ ] Artifact Hoarder:
While all residents of the Coast care about artifacts, you go further than most- You chase opportunities and pursue estate sales, hoping to find some legendary item. Most of your stuff is useless, but you do have some genuinely helpful things. There will be a vote on the next update if this is chosen.
Start with two additional Artifacts.
[ ] Obsessive:
While other children might have played, you studied your interest. When the teenagers around you were fighting over food, you were engrossed in yourself. And when adults started figuring out their lives, you had only just begun to explore your passion. There will be a vote on the next update if this is chosen.
Large boost to one stat.
[ ] Talented:
Everything was easy for you growing up, but you lacked the ability to take advantage of this- Without a proper education, you have only trained moderately.
Small boost to all stats.
[ ] Gold Thumb:
You have experienced great successes in the past, and while some of it was due to luck, much can be attributed to your canny mind.
Increased starting funds.
Small boost to Stewardship.
[ ] Water Drinker:
Turns out, the water is safe to drink! At least, if you're the one doing it. While not unknown, people that can consume any water without side effects are rare.
You don't need to buy or filter water, and you are resistant or immune to poisons.
Medium boost to Occult.
[ ] Superior:
Whether you gained this position by choice, you currently command a group of regular people. The more valuable the people, the fewer you will rule. There will be a vote on the next update if this is chosen.
You have responsibilities, and all the benefits that go along with them.
[ ] Entourage:
Whether you earned this through coin or prowess, you currently command a group of fighters. The more valuable the people, the fewer you will command. There will be a vote on the next update if this is chosen.
Large increase in fighting capabilities, unlocking new opportunities.
[ ] One Eyed Man:
There are many disasters that could befall the Coldbrew Coast at any moment, but you are aware of one in particular- The specifics are not up to you, nor are the methods you used to discover them. Your only guarantee is that the disaster you know is inevitable.
Secret Knowledge.
Small increase in Intrigue.
[ ] Skyward Eyes:
You are religious, something unusual on the Coldbrew Coast. There are many Gods in this world, and you earnestly believe in at least one of them. There will be a vote on the next update if this is chosen.
Start with religious connections, and foreign powers that match your faith may support you as you rise.
Small increase in Occult.
[ ] Uncaged:
You possess a true ship, one that has been built to resist the corrosive Coldbrew Coast. Not a patchwork monstrosity or a melting lakeboast, but a genuinely good ship! A sign of status and wealth, this will make travel much more reliable and open up new opportunities. Unfortunately, it will also make you a target.
You are a researcher, chasing the truth for your own goals. You are a commander, fielding a military force for protection and offense. You are a captain, full owner of a ship. You are all of these things and more, but life is full of troublesome details.
What is your military force made up of? Vote for any that interest you, the top option will be chosen. Just to be clear, all can be used as regular military forces in addition to their bonus.
[ ] ENTOURAGE: One Loyal Warrior
You have someone you can trust, someone that acts with your interests in mind. They might not be as overwhelming as a group, but they make up for it with power.
They are a truly loyal subordinate who is unusually strong or skilled.
[ ] ENTOURAGE: Five Brave Adventurers
You have a trusted group of followers, who you can mostly trust- And their independence allows them more flexibility than you might think.
Unlocks one extra Martial Action per turn.
[ ] ENTOURAGE: Twenty Five Experienced Assaulters
You have a medium group of mercenaries who know what they are doing. They have the advantage in any aquatic or boarding combat.
Unlocks the ability to control an archeological site, building complex, or village.
[ ] ENTOURAGE: Fifty Cunning Skirmishers
You have a large group of fighters who are ruthless and smart. They have the advantage in urban areas and tight caves.
Unlocks the ability to control all the previous sites, as well as small cities or roads.
[ ] ENTOURAGE: One Hundred Daring Rascals
You have a large group of ruffians who are… Not the best, but they are still pretty decent. They require less upkeep per person than the other groups, and their losses are significantly easier to replenish than the other groups.
Unlocks the ability to control all the previous sites, as well as significant archeological sites or medium cities.
Yet, even as you rake in glory, you cannot help but hold yourself back- To be truly unique, you must be imperfect. Vote for any that interest you, the top option will be chosen.
[ ] FLAW: Golden Eye
In your youth as an academic, you had to skimp and beg for any amounts of funding or money- You might be stronger now, but the compulsion to keep a hoard remains.
In order to spend a lot of money (>80% of your funds), you must make a stewardship check to go through with this decision. If it fails, you do the second most popular option instead, or try to improvise.
Small increase to Stewardship.
[ ] FLAW: Water Fanatic
You love the water. And that's a shame, because the water doesn't love you! Even if you were a water drinker, the amount of time you spend on this can't be healthy.
Every so often, you are seized by an impulse to experiment with water- And while this might produce results, it probably won't help your short term plans.
Large increase to Occult.
[ ] FLAW: Adventure Capitalist
You own a boat, a very pricy item to have at this point in your career. How did you get it? Why, you saved and budgeted for several years- And then got the majority of your funds through a heist.
You might not start out hunted, but the person or group you crossed is going to come after you.
Moderate increase to Intrigue.
[ ] FLAW: Repentant Reaver
You own a boat, a very pricy item to have at this point in your career. Well… Technically, the boat was acquired from your previous career. The one where you murdered and pillaged to get funds. That life was not for you, and you have moved on.
Unfortunately, the innocents you harmed have not moved on. Even the most benevolent pirates still cause collateral damage, and you will start with a Reputation. You may also have… problems in your future.
Moderate increase to Martial.
[ ] FLAW: Pride Becometh
You are not unrealistic about yourself, you simply have… Confidence in your skills. You possess a dramatic personality, and spend your time on learning instead of social skills.
You are not suicidal or dumb, but you have a massive ego. It will be very difficult to work with people that disrespect you, and you are not afraid to tell others of your skill.
Small increase to learning.
[ ] FLAW: Adrenaline Junky
You are a researcher, a staunch academic, and yet- You are in the middle of the ocean on a drafty boat accompanied by violence. You may love learning, but you love the feeling of wind on your skin just as much.
If you have to make the decision between a fun thing and a boring thing, you will always choose the fun option if possible (Doesn't go against character, not suicidal.) Closes several possible actions and opens a few more.
Small increase to Martial.
[ ] FLAW: Kind Heart
The Coldbrew Coast is a dangerous place, and you chose to interact with dangerous individuals. You have found yourself adept at finding lost causes, and while you can't save everyone, you can damn well try.
You will spare those that surrender in good faith, help those that deserve it, and take in people that are abandoned- As with prior flaws, this will not be done if it's obviously dumb or too harmful to yourself.
High increase to Diplomacy.
Feel free to ask any questions, the vote will close in 12 hours. I know that some of these are a little vague, but I wanted to keep things succinct.