Community world · Borderlands · 1685

Garrison's Edge, 1685

Frontier of intrigue, survival at the wall

A tense border town under the shadow of a castle garrison, where political intrigue and class instability simmer beneath the surface, threatened by invasion from beyond the frontier.

Created by Terp31

Garrison's Edge, 1685 uploaded cover

Runs

0

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Garrison's Edge is a tense border town huddled beneath the looming castle garrison, where the smell of smoke and wet stone mixes with the constant murmur of fear. Political intrigue seeps through every street, class divides tighten as supplies dwindle, and the threat of invasion hangs like a storm on the horizon. The opening weeks find you caught in a web of day-to-day survival—every meal, every favor, every step across the market square carries weight. You have little certainty and immediate social pressure, but the frontier still offers cracks for those who watch closely.

Rising hardship is tightening daily margins across Garrison's Edge.

Local survival pressures are reshaping who can take risks and who cannot.

Authority, rumor, and household expectation are all moving faster than comfort allows.

Movement offers opportunity, but every outward step carries visible risk.

Map

Locations

military

Garrison Gate

The fortified entrance to the castle, where soldiers watch all who come and go.

market

Market Square

Buying, selling, gossip, and the shifting mood of local prices under the shadow of the castle.

residential

Residential Ward

Households packed together with debts, favors, and private strain, always within earshot of the garrison.

authority

Governor's House

Officials, supervisors, or power brokers who can make a small problem much larger.

social

Meeting Hall

A place of shared help, ritual, or local mediation under visible strain from rival factions.

travel

Border Crossing

A route offering opportunity, danger, and people you do not fully control, patrolled by garrison troops.

Power

Factions

economic · influence 66

Trading Interests

Profit-seeking local actors trying to preserve margins and access, often smuggling goods across the border.

political · influence 75

Authority Bloc

Garrison officers and local officials concerned with order, extraction, and loyalty in a tense region.

social · influence 55

Street Households

Ordinary households balancing reputation, hunger, and everyday leverage, wary of both factions.

Pressure

Opening rumors

Credibility 74

market talk

People in Garrison's Edge say prices are moving faster than official assurances.

Credibility 57

street gossip

Whispers say an inspection or accounting sweep may land on the wrong households first.

Credibility 51

travelers

Some insist the next few weeks will reward those who understand survival and intrigue before everyone else does.

Begin

Start a life inside Garrison's Edge, 1685.

More worlds to play

Pataliputra 550 AD, 550

The Gupta Empire is fracturing. In the ancient metropolis of Pataliputra, the golden age has curdled into urban decay. Huna invasions to the northwest have choked trade routes, and the Ganges floodwaters bring as much fever as they do fertility. You are a small soul in a terminal city, navigating the friction between crumbling imperial prestige and the harsh reality of a tightening economy.

The Division, 1970

The Berlin Wall is a decade old, hardening the divide between the socialist GDR and the capitalist West. In East Berlin (the Capital of the GDR), the Mark der DDR fuels a command economy defined by shortages and Stasi surveillance, while West Berlin sits as a subsidized democratic island within the Soviet bloc. Players navigate the frictions of the Cold War, from the Intershop's lure of Western goods to the quiet pressure of the SED party apparatus.

A magical alternate Earth, 1337

In a 1337 where humanity is but one of many sapient lineages—alongside the matriarchal Elephant-kin, the seafaring Dolphin-tribes, and the nomadic Corvid-clans—the world is defined by high-medieval survival. Lethal Aether-storms sweep the Ravaged Frontier, birthing warped monsters and shifting the landscape. Magic is rare and dangerous, seen as a burden of the 'Touch-gifted' who must guide their kin through a wilderness that is as sentient as it is hostile.

The Waking City, 2026

Modern New York is a city where magic is real, rare, difficult, valuable, and quietly integrated into society. Magic has no single universal system. It responds to disciplined ways of interpreting reality: ritual, science, law, art, faith, technology, crime, or business. As the city reaches critical symbolic density, the line between a legal contract and a binding ritual has dissolved, and the pressure of eight million competing ambitions is causing the mundane world to buckle.

Accordia, 1007 ALB

In this universe, the species known as humans does not exist, has never existed in the past, does not exist in the present. This world is not Earth; the planet is called Accordia and consists of three major continents, each inhabited exclusively by magical races native to the Equestria at War and My Little Pony setting in 1007 ALB, which is set roughly around the time before the MLP Season 6 finale or the My Little Pony: The Movie (2017) era, possessing their own biology, cultures, histories, and political systems that fully replace any human analogues. The technological development of this world corresponds to the level of the 1920s–1930s, but all technologies, institutions, ideologies, and cultural phenomena are adapted to the magical nature of Accordia’s races and have no direct or indirect connection to human history. Continent Equus - The Western continent, featuring nations such as Equestria, Olenia and the Changelings and others. The continent is well-developed in terms of technology. Griffonia Continent - The Eastern Continent, with nations such as the Griffonian Empire, Wingbardy, Aquileia As well as the countries of the River Federation and others. The continent is well-developed in terms of technology. Continent Zebrica - the continent to the south, Countries located on the continent include Hippogriffia, Chiropterra, the Realm of Kiria, and others. This continent is technologically less developed than the others. It is an analogy of Africa and Asia. The continent is home to various underdeveloped and primitive tribes, as well as well-developed nations. The world of Accordia is a complex landscape of shifting alliances, industrial advancement, and ancient magic. Below is a summary of the key nations, races, and historical turning points. I. Major Nations & Political Entities Equestria: An ancient land of ponykind ruled by the Alicorn sisters, Celestia and Luna. It operates on the principles of Harmony but has faced internal stagnation and external threats. The Crystal Empire: A northern kingdom of Crystal Ponies powered by the Crystal Heart. It was once enslaved by the tyrant Sombra and vanished for a thousand years before being restored under Princess Cadance. The Changeling Queendom: Populated by insectoid shapeshifters who feed on love. Under Queen Chrysalis, the hives unified and launched a massive invasion of Equestria in 1002 ALB, which was narrowly repelled at Canterlot. Stalliongrad: A breakaway communist state in the Severyana region. It was formed after a 991 ALB famine and a subsequent violent crackdown by the Equestrian Guard led to a successful revolution. Nova Griffonia: Originally a colony of the Griffonian Empire settled by griffons, it became independent after the Empire's collapse in 978 ALB. It struggles with a weak industrial base and political instability. Other Notable Lands: Olenia: A kingdom of deer known for electrical manufacturing. Yakyakistan: Home to the fierce and isolationist Yaks. Pingland: A stable monarchy of Penguins in the frozen north. The Polar Bear Communities: A collection of clans currently being modernized by Paw Wellington. II. Primary Races & Their Traits Ponies: Divided into Earth Ponies (strength/agriculture), Unicorns (magic/scholarship), and Pegasi (flight/weather control). Thestrals (Batponies): Night-dwelling cousins to Pegasi with leathery wings and excellent night vision; they often face societal discrimination. Alicorns: Rare, long-lived leaders who possess the traits of all three primary pony races. Changelings: Shapeshifters who can mimic voices and forms. They are highly militarized and technologically advanced. Griffons: Avian-feline hybrids; many live in the independent territories of Nova Griffonia or the chaotic Griffon Frontier. Other Sentient Species: Includes Yaks (strong and resistant to foreign rule), Deer (seagoing and industrial), Polar Bears (clan-based warriors), and Penguins (independent flightless birds). III. Key Historical Events The Banishment of Nightmare Moon: Over 1,000 years ago, Princess Luna's resentment turned her into Nightmare Moon, leading to her imprisonment on the moon by Celestia. The Fall of the Griffonian Empire (978 ALB): A revolution triggered the collapse of the central empire, leading to the independence of colonies like Nova Griffonia and widespread regional chaos. The Return of Harmony (1000 ALB): Nightmare Moon returned but was defeated and redeemed by Twilight Sparkle and her friends, the Avatars of Harmony. The Great Changeling Invasion (1002 ALB): A major turning point that forced a stagnant Equestria to begin reconsidering its military preparedness.

Пыль Ферганы Коканд 1820, 1820

Действуй как продвинутый движок исторической текстовой стратегии. Твоя задача — симулировать мир в реальном времени, основываясь на решениях простолюдина в Кокандском ханстве. Реалистичный стиль с акцентом на геополитику, экономику и случайные события. Выживай в условиях городской тесноты, налогового гнета и политической нестабильности Центральной Азии начала XIX века.