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[OPEN] The Land of Opportunity [OOC/Discussion/Planning]

Storm Earth and Fire

Would you like to make a contract?
Approximately 200 years ago, explorers from a continent rising out of an era of strife and anarchy crossed the ocean in search of riches, glory, and escape. They found a whole new world. Pokemon on this previously unknown continent seemed to live simplistic lives, free of worries that gripped 'civilized' Pokemon back home, surrounded by beautiful landscapes and abundant resources. The natives cultivated a life with the land, only clearing that which they needed.

They showed marked differences, notably in religious beliefs. The Pokemon of the 'Old World' believed in one god Pokemon, Arceus, though with many, many different interpretations, but mostly acknowledging that no other Pokemon had anything near the same status as Arceus. The natives of the 'New World' seemed to believe in a plethora of legendary Pokemon, all having a role in the world and holding roughly equal status. Some of the natives migrated often, others were settled, unlike the Old World where just about everyone was settled. They were organized into tribes, rather than states.

200 years later, the promises of plentiful, bountiful land and riches, as escape from overflowing cities, a prosperous life as a trader, and escape from persecution of all sorts have led many to settle in the New World. Kings, princes, and other heads of state in the Old World commissioned charters allowing groups of Pokemon to cross the ocean and claim their stake in the name of their country.

And with these foreign settlers from many different nations came inevitable tension and conflict. Squabbles with natives aren't uncommon. Arguments between different colonies from different states could escalate into skirmishes as well. And wars from the Old World were carried out in the rich lands of the New World as well.

Experiences in the New World have shaped unique cultures and views. And some grow unsatisfied with mere colony status. They cite oppressive controls from the mother country, and especially unfair taxes, and call for petitions, representation, autonomy, and, if none of these are met, independence.

Nestled in the woods along opposite banks of a river stand two colonies, Nij Ljouwert and Shadowvale, which share generally few similarities, whether in philosophy, government, or culture. And hidden away from these two colonies would be the lands of the local native tribe, the Nootka.

Nij Ljouwert: Founded by a trade and colonial charter company, Nij Ljouwert initially existed as a trading post, the prime force behind all decisions being profit. As such, it's population was initially minimal. However, recent decisions have opened up settlement charters to anyone, and it is now a popular destination for those repressed in the Old World. However, Nij Ljouwert's mercantile spirit remains strong, and trade through the town still makes up a large part of it's income.

The town itself occupies a fairly small piece of land, not far from the river. A path extends to the banks of the river, and a dock is under construction. Small patches of land have been cleared to grow various food crops on a small scale in an effort to make the colony at least partly self-sustaining. Buildings are sturdy wooden structures built from local trees. One can notice the beginnings of districts, a residential, mercantile, and artisans, though the settlement isn't quite large enough to make them official.

While the company rules Nij Ljouwert, the Stadtholder, the ruling prince back in the home country, has to be reported to and exercises ultimate authority. A colonial assembly was instituted 10 or so years ago, allowing democratically elected representatives to meet regularly with the governor and bring the will of the people to the government. The number of members is not specified, but rather, is adjusted based on population trends. The assembly can levy taxes and amend the colony's laws, but the governor can veto any proposal. There is talk, and worry, that Nij Ljouwert at any time could change into a direct colony of the mother country, rather than a company-managed colony.

Shadowvale: Shadowvale is a vibrant aristocratic city-state, nestled on the banks of a river. While technically they call themselves a republic and they hold elections to select their representatives, the large, founding Shadiya family holds considerable influence within the colony's politics, and elections are limited to citizens of the colony. Colonists automatically gain citizenship upon completion of 10 years of schooling, and schooling is free for children of citizens. However, citizens are considered to be the highest cast, and are made up mostly of Flygons, as compared with prisoners, slaves, and journeymen. Slaves are tied to the citizen who owns them, and are treated as their property, while journeymen are free individuals, mainly immigrants, although with some freed slaves and prisoners. However, schooling to become a citizen, for a journeyman, is not free, and this fact helps keep citizenship in the hands of the wealthy and privileged.

Shadowvale has a tremendous support for the arts and sciences, and rewards are often given for demonstrated excellence and brilliance. Despite their social structure, they are often considered rather progressive, putting a strong emphasis in education and technology.

There is a leadership council of 13 members, that the citizens elect. Then, the Governor is chosen by the council from its own members. So, there are 12 other 'council members' available

Fun facts: Shadowvale's number and monetary system is based on Base-6, rather than Base-10. This is in part because Flygons have 3 fingers, as opposed to 5. There are 4 separate coins, all with a proportional worth of 6, labeled A, B, C, and D. A coins are worth 6 times as much as B, 36 as much as C, and 216 times as much as D coins. Money amounts thus are given in the form "$A.B.C.D".

Nootka: Fishing is a big thing to the Nootka, and one of the most important deities is Kyogre, who represents the bounty and power of the sea. Other important deities include Shaymin, the nature-mother, and Ho-Oh, the life-giving sun, but there are many others.

The Nootka society is mostly matriarchal, believing strongly in the value of women as the givers of life, and the tribe is run by a female elder. However, that does not mean that men are not important; they are important as hunters as well as part of the government. Women and men are treated equally for the most part, though the scales are tilted more in favour of the female side.

There are many customs centered around the coming of age in both males and females. Men are sent out at the age of 13 alone into the woods for seven days to prove their worth. If they can bring back the feather that the Elder has planted in the depths of the forest, they officially become part of the hunters. When females reach the age of 13, they face a challenge of their own. They must go forth to the beach and sit on a special ceremonial rock for three days, alone, and think. They will eventually have a vision, sent to them by the deity of women, Latias, and it will tell them their fate, be it as a mother, a mystic, or an old maid.

The authority system works sort of like this:

1. Elder + Elder's Mate
2. Hunting & Fishing group Leaders
3. Mystics
4. Old Ones (over 40 years old)
5. Hunters
6. Everyone else

The Nootka are proficient in the arts, able to skillfully carve various kinds of wood to make canoes, totem poles, and ceremonial masks. They mostly trade good and not money, though precious stones found in the surrounding areas occasionally serve as a sort of currency.

The Nootka hold lavish ceremonies to celebrate coming-of-age, harvests, and significant events, these ceremonies usually have large amounts of food, music, and dancing. Masks are used in the dances that represent various gods; Latias and Latios, the twins and guardians of women and men respectively, Ho-Oh, the Sun, Kyogre, the sea, and Shaymin, nature, are the most used masks, but ones featuring Giratina, goddess of death are used in funeral ceremonies as well.


Why yes, I did it. Here is the colonial Pokemon RP.

Rules:

- Forum rules. That's all I will say about that.
- No legendaries.
- Ask permission before killing someone's character.
- This should be fairly open-ended. Unsatisfied with your governor? Then do something about it. Hate those colonies? Give raids a try.
- The setting? A humid subtropical, forested area, not too far from the ocean. A river divides the area, and not far away from it are the two colonies, one on each side, and hugged by trees due to relatively little chopping for farmland. Nestled in some foothills farther away from the colonies would be a native Pokemon settlement, notable for it's neighboring fields, cleared from the forest for farmland.
- You can have two characters, but they must be from the same faction.
- Most likely this will start when all factions have 3 users in them.
- This thread says planning because I'm always open to ideas.

Info and whose who:

Nij Ljouwert
(Dutch/Frisian)
Governmental Style: Democratic
Governor: Rokus van Snits (Storm, Earth, and Fire)
Lieutenant Governor: empty
Colonial Armed Forces Commander: Heike Broekemeier (Minnow)
Colonial Assembly: (There will be a bunch of these, seeing as how it's an assembly. Don't be afraid to join this late.)
Citizens:

Shadowvale
Governmental Style: Oligarchic
Governor: Aniya Shadia (Kali the Flygon)
Leadership Council: (up to 12 members)
Citizens:
Kali Shadiya (Kali the Flygon)
Journeymen:

Nootka (Closed)
(Nuu-chah-nulth)
Governmental Style: Despotic (Or did I assume wrong?)
Elder: Zyanya (Full Metal Cookies)
Elder's Mate: Tecumseh (moon-panther)
Hunting Group Leader: Hania (Grass King)
Fishing Group Leader:
Mystics:
Kanti (Evoli)
Old Ones:
Hunters/Fishers:
Denya (Dragon)
Achak (Grass King)
Others:
Ananya (Dragon)
Misu (Evoli)

Form:

Name: Try and stay culturally appropriate...
Species:
Gender:
Age:
Appearance: Well this is pretty much optional if you want to note anything special.
Faction: If you want to be some sort of crazy native who has decided the colonies are better, state that in your bio. And be sure to put assimilation under issues.
Occupation: Assuming your character is employed.
Stances: This spot is actually optional, you can be indifferent or choose to hide your intentions until the thing starts. For colonists the main issues are treatment of natives (assimilation, trade, peace, or hostility) and status (loyalty, autonomy, independence). For natives the main issue is stance towards the colonists (hostility, peace, trade, assimilation)
Personality:
Bio:
Other:

Name: Rokus van Snits
Species: Breloom
Gender: Male
Age: 35
Appearance: He wears a scarf with an orange-white-blue tricolor pattern.
Faction: Nij Ljouwert
Occupation: Governor
Stances: trade, autonomy
Personality: Rokus is an apologetic, honest governor. He is quite flexible, except in his native policy, where he is quite hard set on building a working trade relationship with the natives, and especially doesn't tolerate threats of violence towards them. Rokus believes in democratic principles, as seen by the fact that he opened a colonial assembly and even holds town hall meetings to try and gauge public opinion, sometimes running in opposition to normal colonial company policy. Rokus is quite a trusting person, and forgiving. He always tries to seek the opinions of others in his rule, and when interacting with the heads of other colonies or native tribes, Rokus tries to secure mutual consensus. Though an efficient administrator, some might see him as an ineffectual ruler who doesn't press others hard enough.
Bio: Rokus is an official in a colonial company, born to a mercantile family. Rokus was a steady worker in the company's bureaucracy who took promotions slowly compared to others. His appointment to the established Nij Ljouwert colony came as a surprise to many, but Rokus has proved himself competent in the post.
 
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Hmmm. Do you mind if I take leadership of a/the Native tribe? I'll start making up a character and customs and whatnot :3 I sort of have an idea already...
 
Sure, go ahead.

I mostly put 'tribe/s' in case whomever took over the natives wanted to be a federation of tribes instead of a single tribe. We won't have more than one native faction unless things get huge...
 
The Colony of Shadowvale:

Shadowvale is a vibrant aristocratic city-state, nestled on the banks of a river. While technically they call themselves a republic and they hold elections to select their representatives, the large, founding Shadiya family holds considerable influence within the colony's politics, and elections are limited to citizens of the colony. Colonists automatically gain citizenship upon completion of 10 years of schooling, and schooling is free for children of citizens. However, citizens are considered to be the highest cast, and are made up mostly of Flygons, as compared with prisoners, slaves, and journeymen. Slaves are tied to the citizen who owns them, and are treated as their property, while journeymen are free individuals, mainly immigrants, although with some freed slaves and prisoners. However, schooling to become a citizen, for a journeyman, is not free, and this fact helps keep citizenship in the hands of the wealthy and privileged.

Shadowvale has a tremendous support for the arts and sciences, and rewards are often given for demonstrated excellence and brilliance. Despite their social structure, they are often considered rather progressive, putting a strong emphasis in education and technology.

There is a leadership council of 13 members, that the citizens elect. Then, the Governor is chosen by the council from its own members. So, there are 12 other 'council members' available

Fun facts: Shadowvale's number and monetary system is based on Base-6, rather than Base-10. This is in part because Flygons have 3 fingers, as opposed to 5. There are 4 separate coins, all with a proportional worth of 6, labeled A, B, C, and D. A coins are worth 6 times as much as B, 36 as much as C, and 216 times as much as D coins. Money amounts thus are given in the form "$A.B.C.D".


Name: Anila Shadiya
Species: Flygon
Age: 83
Appearance: Anila has grown to be quite a large individual over her rather long lifetime, as Flygons tend to grow larger continuously, albeit slowly. She is 13'9" tall and 28'2" long, when standing on her hind feet.
Faction: Shadowvale
Occupation: Governor
Stances: Assimilation, Autonomy
Personality: Anila is ruthless and cunning, a brilliant strategist who has a good eye for finding trustworthy people. She is compassionate toward those who demonstrate they're worthy of respect, but overall distrusting of other species in particular.
Bio: Long ago, the Shadiya family was given a plot of land in the 'new world', from their mother country, as a reward for their excellent service to the monarch. Taking with them friends, family, and personal servants to each, as well as a number of settlers who wanted an escape from the everyday life back in the old world, they proceeded to create a bountiful, relatively prosperous colony. Anila is the successor to this line, and has been prepped for such an event as governorship for decades. As the great-granddaughter of the original founder, she has demonstrated her own gifts in preserving the colony her ancestors had worked so hard to establish.


Name: Kali Shadiya
Species: Flygon
Age: 20
Appearance: Kali is 7'2" tall and 14'11" long. She has bright, vibrant green scales, with an impressive sheen.
Faction: Shadowvale
Occupation: Economics and politics student, in higher education.
Stances: Assimilation, Independence
Personality: Kali is an active, athletic, social Flygon, who loves to participate with others, as long as they are willing to recognize her. She is very competitive, and strives to win, or at least improve, in everything that she does. She is somewhat arrogant of herself and her family. Kali also likes to make sure that everyone is doing what they should be.
Bio: Kali is one of dozens of sons and daughters of Anila Shadiya. Being far down the line based upon seniority, Kali strove instead to stand out through skill and intelligence. She has completed her primary years of schooling and is now considered a true citizen, even though she's always been treated like one. She's now in her third year of secondary schooling. She intends to go into politics and prove that she is just as worthy as her parents and that she would be just as strong a leader as her mother or any of her other siblings.
 
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Okay let's see here... There is one main tribe in the area: the Nootka (oh man this should let you guys know where I live so fast).

Fishing is a big thing to the Nootka, and one of the most important deities is Kyogre, who represents the bounty and power of the sea. Other important deities include Shaymin, the nature-mother, and Ho-Oh, the life-giving sun, but there are many others.

The Nootka society is mostly matriarchal, believing strongly in the value of women as the givers of life, and the tribe is run by a female elder. However, that does not mean that men are not important; they are important as hunters as well as part of the government. Women and men are treated equally for the most part, though the scales are tilted more in favour of the female side.

There are many customs centered around the coming of age in both males and females. Men are sent out at the age of 13 alone into the woods for seven days to prove their worth. If they can bring back the feather that the Elder has planted in the depths of the forest, they officially become part of the hunters. When females reach the age of 13, they face a challenge of their own. They must go forth to the beach and sit on a special ceremonial rock for three days, alone, and think. They will eventually have a vision, sent to them by the deity of women, Latias, and it will tell them their fate, be it as a mother, a mystic, or an old maid.

The authority system works sort of like this:

1. Elder + Elder's Mate
2. Hunting & Fishing group Leaders
3. Mystics
4. Old Ones (over 40 years old)
5. Hunters
6. Everyone else

The Nootka are proficient in the arts, able to skillfully carve various kinds of wood to make canoes, totem poles, and ceremonial masks. They mostly trade good and not money, though precious stones found in the surrounding areas occasionally serve as a sort of currency.

The Nootka hold lavish ceremonies to celebrate coming-of-age, harvests, and significant events, these ceremonies usually have large amounts of food, music, and dancing. Masks are used in the dances that represent various gods; Latias and Latios, the twins and guardians of women and men respectively, Ho-Oh, the Sun, Kyogre, the sea, and Shaymin, nature, are the most used masks, but ones featuring Giratina, goddess of death are used in funeral ceremonies as well.

And here is my character:

Name: Zyanya
Species: Xatu
Age: 60
Faction: Nootka
Occupation: Elder
Stances: Peace

Appearance: Zyanya is an old Xatu, and as such her feathers are greying instead of the brilliant green of her youth. The feathers on the back of her head are very long, sweeping the ground when she walks. She wears a golden bangle on her left leg. She is larger than most Xatu, measuring in at just over 5 feel tall.

Personality: Zyanya is an intimidating sight, her unblinking stare rather intimidating to those who do not know her well. She is really a very peaceful, kind soul who keeps a protective eye over her people. She dislikes combat but will engage in a fight to protect her people and land.

Bio: Zyanya's mother was the previous Elder, and she was trained in the ways of her people from her birth. When she turned 13, Latias gave her a vision of her future; leadership of the Nootka tribe. She took this very seriously, working hard to earn the respect and trust of the tribe, and eventually reached the goal. She is mated and has a few grown children.

Other: If anyone wants to be her mate and/or kids, go ahead D:

:c yeah this is more Canadian than American native but I'm Canadian so.

and sweet jesus i went into detail there.
 
ssssweet~

an' FMC if you don't mind i'm jumping on your bandwagon :o

Name: Ananya
Species: Buizel
Age: 12

Appearance: Ananya wears a small, shiny blue rock as a pendant, and has oddly scruffy fur. Other than that, nothing, really.

Faction: Nootka
Occupation: Citizen
Stances: Indifference, what would you expect of a 12 year old?

Personality: Ananya is a peaceful, happy Buizel. She doesn't like fighting, or politics, and would rather live her life apart from all this mess with colonies and Pokemon trying to get them to believe in other things. Ananya is shy and usually smiling, though she is surprised easily and is rather twitchy. She is pretty easy to befriend.

Bio: Ananya is Deyna's younger sister, and was born with the Nookta, and has lived with them her entire life. She is still not old enough to take the coming of age ritual, though she hopes to be a mother. Ananya is rather good at fishing, which may just be because of her species, and she enjoys that too, if she can.

Other:


Name: Deyna
Species: Floatzel
Age: 17

Appearance: Deyna's face is covered in dark blue or red tattoos, made from plant dyes. He is bigger and more muscular than most Floatzels around his age, and could be a fair match for any older Pokemon.

Faction: Nootka
Occupation: Hunter
Stances: Hostility

Personality: Despite his appearance, Deyna is kind and actually pretty gentle, unless he's hunting and you're prey. He isn't one to lose his temper, and it seems nothing exasperates him. Deyna laughs easily and is protective of the few younger and weaker than him, and loves to smile or playfight with Ananya. He would easily get into a fight for the good of his tribe, or to prove something.

Bio: Deyna is Ananya's older brother, and was also born with the Nookta. He did the coming of age ritual a bit later than most, though now that he is part of the hunters he is a candidate for leadership of a hunting froup when he is old enough.

Other: o hey it's Tagg
 
Name: Hania
Species: Shiftry
Age: 39
Appearance: His fur covers all of his mouth, and the end that drags along on the ground is a light brown colour, due to the dirt getting trapped in it. One of the leaves on his left 'hand' is also missing.

Faction: Nootka
Occupation: Hunting Group Leader
Stances: Retaliation

Personality: Hania remains calm and collected, but deep down is still hurting from the loss of his 'father', and his wife's disappearance. He cares deeply for his son, and will always keep him close, due to his fear of loss.

Bio: His egg was found on the outskirts of the village. He was taken in by a Mightyena, who was an older hunter. During a hunting trip while Hania was looking for his feather, his 'father' was fatally injured, and died just hours after Hania returned with the feather. Hania added the feather to his Giratina mask, which it still resides on to this day. He then fell in love with an Espeon, who only spoke of her vision with the elder. Espeon disappeared only days after their son hatched. Hania then continued to look after Achak by himself. He was later promoted to Hunting Group Leader.



Name: Achak
Species: Vaporeon
Age: 13
Appearance: Has the feather he had to find behind his right ear.

Faction: Nootka
Occupation: Fisher
Stances: Peace, Trade

Personality: Achak is playful and slightly hyper. He enjoys swimming and likes to play with other kids his age.

Bio: Hania's son. His mother disappeared several days after he hatched, and has not been seen since. His father trained him to be a hunter, but Achak was always drawn to the water, and was chosen to be a fisher. When on his quest, he tripped over a small blue rock, which caused him to evolve into a Vaporeon. He often tries to help his father improve his fishing skills during their free time, but it usually results with them both soaking wet.

Other: Is friends with Ananya (if that's okay with Dragon)
 
Name: Kanti
Species: Riolu
Age: 15
Appearance: She has rather large claws, all sharpened to points, and has lacy-looking, purple tattoos along her arms, legs, and paws.
Faction: Nootka
Occupation: Mystic
Stances: Peace
Personality: Kanti isn't exactly unfriendly, but she certainly isn't the most social of people. Even though she is still rather young, she's self-conscious about the fact that she hasn't evolved yet, which may be a factor in that. Because of that, Kanti gets into fights a little too often, but can be very friendly to those she does like, and has seemingly unlimited patience with small children.
Bio: Kanti, was born and grew up with the Nootka, just like practically everyone else she knows of. Her coming-of-age was two years ago.
Other:


Name: Misu
Species: Oddish
Age: 12
Appearance: Nothing really special.
Faction: Nootka
Occupation: None
Stances: Indifferent
Personality: Misu is not at all brave. She is very timid and nervous around strangers, or really anyone she isn't close friends with. Usually, she's quite happy to follow someone else instead of doing things alone. Doesn't really talk much, and she acts rather childishly most of the time.
Bio: Born in the Nootka, and has never actually seen anyone who wasn't until recently. Overall, she's had a normal life. Of course, she's still pretty young, so who know?
Other:
 
Name: Tecumseh
Species: Honchkrow
Age: 65
Faction: Nootka
Occupation: Elder's Mate
Stances: Peace

Appearance: Due to his age, the sleek black of his feathers have faded to a dark silvered color. He is fairly large in size and wing spanned, able to soar high into the air when he needs to. On a twisted cord around his neck is a single feather with the colors of white, black, and red that marked him as part of his tribe, part of his coming-of-age trial given to him by his mate's mother.

Personality: Tecumseh is a very silent bird, rarely speaking to to anyone other than his mate. He is known to watch over the tribe silently, soaring high into the air to search for danger coming around their land. When he goes out to help the hunters, he gives signals to tell them what is ahead rather than words. Many have come to the conclusion that he is a mute since no one has ever seen him talk since he entered his old age.

But rather than a emotionless mute like most would think, he has a soft spoke for children and will watch them play so they don't have to worry about danger close by. Though he doesn't speak to these children, they seem to understand what he would say to them with the gestures he uses.

Bio: He was born in a family of hunters, being trained to fight and hunter after his coming of age. He was known as a brave and gentle soul among his people, as well as a shy man when it came to the subject of women. He lived his life as it was, a hunter for his tribe and watching out for danger from other enemy tribes. As he grew, he noticed the beauty of the Elder's daughter when she returned from her coming-of-age journey. Some would say that at the sight of her was the first sign of him becoming a mute. Given his shy nature, he avoided the Elder's daughter as much as he could and hunt at every chance to get away from meeting her up close.

This didn't work however when he encountered her in the woods on his way back from hunting. It wasn't long after that they were together and sharing their lives together.

Other: Umm.....If he talks to you, be very surprised people.
 
Accepted.

And now that the natives have more than enough people... I'm going to have to close them off.

And I forgot to put gender on the form.
 
Name: Heike Broekemeier
Species: Ninetales
Gender: Male
Age: 34

Appearance: Likes to wear a black tricorn hat because he thinks it looks cool. Mildly handsome, for a Ninetales, but his arrogance usually causes people to ignore that.

Faction: Nij Ljouwert
Occupation: Colonial Armed Forces Commander
Stances: Hostility, Independence

Personality: Rather arrogant, Heike considers anyone who doesn’t or can’t stand up or themselves to be weak and, inevitably, worthless. After all, who would get things done if not for the bold? Similarily, Heike believes that no one should have rights to land they cannot defend. This has translated many times to his military actions, and has resulted in him coming off as rather cruel in the eyes of some, simply not caring about the welfare of the natives or the other colonies when conflicts arose, and being more aggressive than others might have been.

Relatedly he considers peace and trading to be rather a waste of time, and often thinks of people such as the governor, Rokus van Snits, to be rather weak. Not that it matters in the scheme of things much, as not many others share this opinion, which is something that frustrates Heike from time to time.

Bio: Since the time he was old enough to really understand the whole New World situation Heike had been convinced that it would be one of the best opportunities in many, many years for, well, anybody, to seize land, wealth, and power. It was a golden opportunity, and, as he aged, he watched with growing disdain as, while many nations were on the ball about colonization, no one was really claiming large amounts of land, or at least in what he considered to be large amounts.

Forever following his ambition Heike soon decided to try his own hand at staking a claim in the Land of Opportunity. Arrogant though he was, he was smart enough to realize it would be impossible alone. He chose to work with a local trading company to get himself into the settlement of Nij Ljouwert. There he began working with the military, with the idea that ‘he who controls the troops controls the nation’ and began to rise through the ranks, eventually reaching his current position.

As one to always make his voice clear, Heike slowly began using his influence along with actual power to push decisions and laws favoring his beliefs. Namely, territorial expansion, greater independence, less tolerance towards natives and other colonies, and more military action.

Other:
Heike’s eventual “plan”, as it were, is to personally control a large territory in the new world, expanding as he wishes and defending it as such, preferably by convincing a large group of colonists, especially soldiers, to go with him. He realizes, however, that this is a long way off, if it ever comes at all.
 
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