Korea

## Lore

Once praised as the most rapidly developing country in the world, South Korea was at the peak of technological development for the entire pre-war world.  Advanced robotics rivaled only by their long-time competitors Japan, a rich cultural history dating back centuries before the founding of America, a population of otherworldly proportions in an area far too small to support it without brilliant design.  Contrary to its neighbors in the North, South Korea had it all.

Which made the Nell invasion all the more devastating.

The military was decimated, as happened with all other aspects of the world.  Not having the old tech, Korea relied on its advanced defenses and science to defeat the Nell, which ultimately ended in tragedy for the armed forces.  Key structures such as power plants and major factories were destroyed, leaving a populace without power, heat or sufficient food.  Those that were not blessed with a swift death were quickly impoverished and reduced to in-fighting, burglary, murder and worse, all to survive another day.  In mere months, the population of the country dropped from nearly 52 million people to closer to 50000.  Those that survived were primarily in the smaller cities and had access to farms, fresh water and remote areas to flee and defend.  Those in major population centers were left to fend for themselves, leaving the crowning jewel of Southeast Asia ground into powder.

As time passed, the remaining Korean defenders repurposed otherwise civilian model robots to fill the role of military bots.  With their primary command being to secure resources and personnel, they were sent into the wasteland of the sprawling cities to bring what remained of the population to the newly established City of Huimang-ui Dosi (called the City of Hope by English-speaking survivors).  As sickening, aging elders passed, however, fewer and fewer remained to command the large number of repurposed robots.  Not designed for operations of this scope or duration, the devolution of their processes corrupted the order to protect the remains of humanity, turning what was intended to be a safe-haven into a police-state penal colony.  Humanity was to be protected at all costs; even from itself.

What few survivors that had managed to evade the bot patrols created their own settlement, named Syopingmol Jwi (JWI for short) and the settlers therein referred to as Mall Rats.  The basis for these names was the location of the settlement itself.  Sprawling, underground malls are commonplace in South Korea, and while they once held everything one could ever desire, now their maze-like design, dark corridors and convenient access have made for the only defensible area that mankind could truly command.  However, between battles with Nell Hound nests and the constantly patrolling Repurposed Bots (referred to now as Waifu Bots due to their exotic design, often based around iconic entertainment characters), the Mall Rats are often forced to migrate from mall to mall, with no widely known headquarters.

The last true bastion of Korean populace is - with no small amount of irony - located in North Korea.  With the majority of the populace accustomed to minimal supply and negligible essential services, the obliteration of North Korean Military Command was, in fact, a blessing for the people.  Able now to keep their harvests and production for themselves, they created the Solitary State of Korea, modeled almost exactly off of ages old Korean society.  Cobbled roads, stone and wooden buildings, minimal power and coal/oil-based heating, Solitary (the abbreviation of the city) stands strong against invading forces.  Comparable to Demshrin's medieval society, the feudal state of Solitary commands the entirety of North Korea with various houses and nobles supporting the Empress of the capital.

## Breakdown

Korea is essentially "hard mode survival".  Supplies are minimal, modern weaponry is almost non-existent, there are active patrols of human-hunting robots who seek to enslave mankind under the premise of forced protection.  Nell occupation is moderate at worst, with only a few solidified defensive areas that they control, each based around downed Nell Battleships.  The terrain is primarily sprawling cities with the wilderness composed mostly of mild jungle with mountain valleys.  The majority of free peoples in South Korea wish to migrate north, but the DMZ minefield and age-old hostilities between the North and South make the prospect an unlikely dream.  Starvation, disease and illness are common.  Trained skills beyond basic metallurgy are uncommon and widely desired.  Raw materials are almost exclusively from salvage.

## City States / Factions

### **Hope**

A police-state penal colony managed by the Waifu Bots.  Food and water is rationed and managed well, electricity and natural gas exist and are supplied to designated civil buildings.  All people are made to work 12 hour days with a mandatory 8-hour rest period and two 2-hour "mental well-being" break periods.  Happiness is mandatory for a healthy human.  Those who attempt to escape are usually captured and provided with reduced rations and comforts.  Those who attempt escape twice are deemed criminals, and criminals are executed to prevent corruption of the healthy human population.

While it is certainly an oppressive area, the intentions of the Waifu Bots is to protect humanity until such a time as the threat is defeated.  They do not torture or torment those within the walls of Hope (intentionally) and any bots found doing so are scrapped for reprogramming.  Sentient bots exist, but generally fall in line to ensure the survival of humanity.

### **The JWI (Jyoo-Wiy)**

The Mall Rats are in fact a number of individual migratory settlements.  Well-adapted to subterranean survival, they will move from underground area to underground area to evade Nell and Bot patrols, working hard to live off of what scraps of society remains.  Ruled by a tribal mindset, the Mall Rats have no real central government save the chief of that particular tribe.  Tribal alliances exist between various Mall Rat factions, as do grudges and wars.  While each tribe has its differences, the central dogmas remain relatively similar:

* The Chief is the ruling authority.  What they say goes.
* The Chief can designate aides or council as they deem necessary.  The aides are in direct command beneath the Chief.  What they say goes, unless overruled by the Chief.
* All supplies, prospective members, marriages, and political decisions go through the Council (or, lacking one, the Chief).  Scavengers that bring wealth to the tribe are entitled to a share of what is delivered to the tribe.  Scavengers that bring prospective members to the tribe are responsible for these members, including those brought by birth.
* One may challenge the Chief for leadership.  The Chief is obligated to accept, but can set the terms of the challenge.  The victor becomes the Chief.
* The Chief is responsible for all members.  If a member causes strife with another tribe, it is the Chief that is responsible.

### **Solitary**

The abbreviation for the Solitary State of Korea, the capital city of Solitary is run in a manner similar to feudal Korea in its earlier times.  A centralized military predominantly armed with feudal-era weaponry with only the elite guard armed with firearms and modern armors.  The streets are patrolled by the local authorities who have the power to make decisions on-site, though abuse of power can be punished (depending on severity).  Peasantry have no human rights beyond what their lord offers, and their lord's power stops at the Imperial Gates, making the majority of the population nobility.

The ruling structure of Solitary is as such:  Atop all things resides the Empress, gifted by the spirits of departed Korean ancestors to deliver Korea from strife.  Beneath the Empress is the Imperial Court; a ruling caste of 12 politicians that act in the Empress' name.  Beneath them are the ruling Lords of the surrounding lands.  While these lords are technically beneath the Court, they can vie to achieve a position in the Court, in exchange of the surrender of their lands to another (usually a blood relation).  The Empress rarely speaks outside of the Court, and those who seek to meet her must be great and notable persons indeed.

Warfare with Solitary is a gruesome and bloody affair.  Solitary's answer to the Nell is raw manpower.  Throw enough soldiers at it and eventually it will fall.  Repurposed explosives and traditional guerrilla warfare make up the anti-Nell methodology of Solitary and to-date, it works well enough.

Robots are very rare in Solitary and deemed objects of wealth.  Traditionally Waifu Bots do not patrol past the DMZ, but any that are captured and delivered to Solitary are usually wiped clean of programming and displayed as trophies, as programmers and the required technologies simply do not exist in Solitary.

Mutants, while initially seen as dangerous, are now greatly valued as Blessed Beings by Solitary, especially those with visually acceptable mutations such as animalistic ears and tails.  The closer they resemble "modified humanity", the more they are valued.  However, being valuable has many meanings.  While never openly marked as slaves, these mutants have social and politcal expectations placed upon them.  Households who "own" such a mutant will instruct them in mannerisms and enforce a strict regime for them, lest their house loses face.  To be a valued mutant is to live a life of comfort and prestige, at the cost of one's freedoms.  Unappealing mutants are not treated as valued, and find themselves in a place akin to peasantry.  Those born from noble lineage are disowned as "twisted by harmful spirits" and while some may be supported by their parentage, others are cast out entirely.

Psionics (dubbed mystics) are greatly valued in Solitary, doubly so if they are valued mutants (which is the source of their value).  It is mistakenly believed that appealing mutations guarantee mystical prowess as well as enhance it.  Those without obvious mutations that show psionic promise are recruited into the College of Mysticism in Solitary, alongside those with unappealing mutations.  There, the more unappealing one is, the more potent their psionic power must become to overcome the prejudice.  Valued mutants wit psionic ability are graced with every advantage in the College and with it, higher expectations for success.  The majority of psionics in Solitary are used defensively, with a rare few being placed in counter-Nell activities when Commanders are reported.