General Deth Glitch
Two Thousand Club
The Verdant Land
The Colonial Experiment

The Brief
This is an RP about starting a colony. Below I will spout a whole bunch of lore but to save you reading it all only to go 'this ain't for me' here is the idea for the RP.
• You and the other players (and potentially NPCs) will be establishing a colony together
• This colony is a co-operative effort between nations after a long and brutal war that devastated their world
• This 'New World' is harsh and deadly, the land itself is a threat let alone it's inhabitants
• There will be an element of democracy/elections in deciding who will be 'in charge' of the colony every few turns
• This is a Nation Builder (If you couldn't tell) So while you will have a character (and perhaps many side characters) it is generally about the 'bigger picture'
The Background
Eighty Two Years ago a new world was discovered far to the west, accessing it was a challenge and it was far from a priority for the major powers of the time. This was due to the ongoing war, now known as the Dusk War as, even now, the fallout from that war seems inescapable, once luscious forests and fertile fields left as grey and brown wastelands, inhospitable and barren. Fifty Seven years ago that war was concluded, no one truly the victor and the damage done, an age of isolationism and a period of struggle with all funds being spent on surviving, no time could be spared to look west.
However the times were changing, people were no longer struggling to survive, at least not most, and so, for fear of another conflict over the potential bounties to the west a conference was called. The Four Great powers sent huge teams to debate a solution with other nations sending in representatives. After months of discussion an agreement was reached. They would establish a new client state in the new world, one they would oversee... together. They agreed to allow smaller nations to send their own contingents and communities to the effort to extract their own share of the wealth but control of this great experiment, a colonial experiment of peace, would be kept in the hands of the big four... at least for now.
The Big Four
The Alliance of Requirement
The Rovarian Empire: Think Vikings, in mountains. Lots of 'might is right' sort of concepts
The Vintish: Think Victorian England/The British Empire
The Alliance of Unity
The Kingdom of Fanris: Think Pre-revolutionary Kingdom of France... with lots of necromancy and Vampires
The Katollikan Reunity: As much a corporation as a nation, very focused on technology and industrial advancement at all costs, has more automatons then citizens.
There are also a variety of smaller nations (AKA a chance to be creative and have more independence).
Technology
In general the technology of the world is magic mixed with steampunk, think Eberron for inspiration. Guns exist but are generally magic in nature and very loud and slow. Low level magic is not uncommon but worldshaping levels of magic does exist but it is rare and even rarer for it to be utilised. (Much of the military technology was advanced in the Dusk War and great leaps in agriculture and medicine were developed in the years since). If you are unsure, shoot me some questions, it's all chill. More powerful Military technology is strongly guarded, both as the general need to ensure it is not stolen by other nations but also, out of fear for escalation in the new world. Both powerful magic and advanced technology were used as WMD's to create the vast wastelands that cover the 'old world'.
Mechanics
A nonexhaustive list of mechanics that will (hopefully assuming I do a good job) impact the game
Survival - You will need to manage food and sure your people have ample protection from the elements and threats from without (and within?)
Elections - There are Four seats on the Council, one from each of 'The Big Four'. Representatives from each nation will vote on who should succeed after each term, and the position of 'Governor' will rotate amongst these seats
Exploration - There are mysteries to this world but finding them is not without risk. You must seek them out if you wish to benefit from them, though not all mysteries will reward you when you solve them
Cooperation - This colony is an effort in cooperation and working together to common aims will not only increase your chances but might just increase your rewards
Favour - You are never truly free, unless you establish yourself fully self sufficient, you will likely have to further the aims of your masters back home in return for rewards to help you survive in this new world. These tasks might not always align with your goals... or the colonys
If, after all this, you are still interested, head over to the Discord HERE and shoot up a CS over HERE
The Colonial Experiment

The Brief
This is an RP about starting a colony. Below I will spout a whole bunch of lore but to save you reading it all only to go 'this ain't for me' here is the idea for the RP.
• You and the other players (and potentially NPCs) will be establishing a colony together
• This colony is a co-operative effort between nations after a long and brutal war that devastated their world
• This 'New World' is harsh and deadly, the land itself is a threat let alone it's inhabitants
• There will be an element of democracy/elections in deciding who will be 'in charge' of the colony every few turns
• This is a Nation Builder (If you couldn't tell) So while you will have a character (and perhaps many side characters) it is generally about the 'bigger picture'
The Background
Eighty Two Years ago a new world was discovered far to the west, accessing it was a challenge and it was far from a priority for the major powers of the time. This was due to the ongoing war, now known as the Dusk War as, even now, the fallout from that war seems inescapable, once luscious forests and fertile fields left as grey and brown wastelands, inhospitable and barren. Fifty Seven years ago that war was concluded, no one truly the victor and the damage done, an age of isolationism and a period of struggle with all funds being spent on surviving, no time could be spared to look west.
However the times were changing, people were no longer struggling to survive, at least not most, and so, for fear of another conflict over the potential bounties to the west a conference was called. The Four Great powers sent huge teams to debate a solution with other nations sending in representatives. After months of discussion an agreement was reached. They would establish a new client state in the new world, one they would oversee... together. They agreed to allow smaller nations to send their own contingents and communities to the effort to extract their own share of the wealth but control of this great experiment, a colonial experiment of peace, would be kept in the hands of the big four... at least for now.
The Big Four
The Alliance of Requirement
The Rovarian Empire: Think Vikings, in mountains. Lots of 'might is right' sort of concepts
The Vintish: Think Victorian England/The British Empire
The Alliance of Unity
The Kingdom of Fanris: Think Pre-revolutionary Kingdom of France... with lots of necromancy and Vampires
The Katollikan Reunity: As much a corporation as a nation, very focused on technology and industrial advancement at all costs, has more automatons then citizens.
There are also a variety of smaller nations (AKA a chance to be creative and have more independence).
Technology
In general the technology of the world is magic mixed with steampunk, think Eberron for inspiration. Guns exist but are generally magic in nature and very loud and slow. Low level magic is not uncommon but worldshaping levels of magic does exist but it is rare and even rarer for it to be utilised. (Much of the military technology was advanced in the Dusk War and great leaps in agriculture and medicine were developed in the years since). If you are unsure, shoot me some questions, it's all chill. More powerful Military technology is strongly guarded, both as the general need to ensure it is not stolen by other nations but also, out of fear for escalation in the new world. Both powerful magic and advanced technology were used as WMD's to create the vast wastelands that cover the 'old world'.
Mechanics
A nonexhaustive list of mechanics that will (hopefully assuming I do a good job) impact the game
Survival - You will need to manage food and sure your people have ample protection from the elements and threats from without (and within?)
Elections - There are Four seats on the Council, one from each of 'The Big Four'. Representatives from each nation will vote on who should succeed after each term, and the position of 'Governor' will rotate amongst these seats
Exploration - There are mysteries to this world but finding them is not without risk. You must seek them out if you wish to benefit from them, though not all mysteries will reward you when you solve them
Cooperation - This colony is an effort in cooperation and working together to common aims will not only increase your chances but might just increase your rewards
Favour - You are never truly free, unless you establish yourself fully self sufficient, you will likely have to further the aims of your masters back home in return for rewards to help you survive in this new world. These tasks might not always align with your goals... or the colonys
If, after all this, you are still interested, head over to the Discord HERE and shoot up a CS over HERE