Colonî du Meight

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> Colonî du Meight
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> "The Rose of du Meight shall blossom forever more..."
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> ### Leader
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> Jakub du Dvrak
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> ### Demonym
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> Meightish
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> ### Capital
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> Colonî du Meight
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> Government
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> ### Government Type
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> Colonial AdministrationCorporate Hall (advisory body)
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> ### Ideology
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> ColonialHarsh to the natives
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> Demography
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> ### Religion
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> Elyonirism (officialy)
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> ### Population
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> 12
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> ### Towns
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> Colonî du MeightD'Varnău
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> Founding
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> ### Founders
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> Jakub du DvrakThe Founding Corporations
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"We live in an unforgiving world, so why must we be forgiving?" -Jakub du Dvrak, Head Governor of Colonî du Meight on the colony

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Colonî du Meight is an autonomous colony of the Haniqdere of Sefadiir, subservient to the Haniqra. The colony is led by a Head Governor, who administers the local lands in the name of the Haniqra, but he is also helped by a Corporate Hall, made of the founding corporations who came to the colony from the mainland.

The Colony has been often quoted as a corporate hotbed, with many shady dealings happening behind the closed doors of the Corporate Hall and the Colonial Administration. Despite this, the colony is often open to all sorts of outsiders, no matter their alliangence and differences, even if directly subservient to the Haniqdere of Sefadiir.

## History

### Pre-history

The history of the lands is one that is arduous and long. The local populace live in relative peace and prosperity, their main occupations being farming and fishing. Overtime the locals became lovers of this peace, and never dared to raise arms against one another. This era would see the development of commerce and people trading for their necessities.

### Early History

Less is known about this era in the history of the natives, if anything. Many of the elders recall folk stories that talk about raids and pillages of the once peaceful land, and how the natives were forever changed by these raids. These raids would turn their ancestors into warriors, who would defend their land to their last breath, an adaptation to the harsh reality.

#### When civilization came

Not long ago, a small ship landed on the coast of the Movila peninsula, a small scouting party emerging from inside its hull. They would make contact with the locals, who spoke a completely different tongue than that of the scouts, Sefadiiri. The locals treated the men with suspicion, bearing in their mind the legends and folk stories from before. Soon, more ships would show up, and finally translations became available, making the communication between the natives and the colonizers easier and much more fruitful.

When a list of demands was forwarded to the Elders of the Movilians, it quickly became apparent why these men were here. And so, to avoid bloodshed, they made a secret deal with the founding corporations. Whatever the deal was, it finally allowed the establishment of "Colonî du Meight".

### Recent History

As the world moves forward so does the colony. In an interesting turn, the colony finds itself in a very central position in the world, being implicated in the many conflicts the Metropole finds itself, while also having business in its own area of diplomacy, thus being very active in the global political scene.

#### The Gabe Man-Hunt

As the world heard the calls of the skulk, many turned to embrace it, while others turned to deny it, and some even swore to eradicate it. The story goes that, an individual by the name of Gabe and his associates began to mine skulk without remorse, while having been warned time and time again to stop. The skulk soon lashed out and unleashed the plague, with the additions of raids on the local lands. This prompted a response from the local authorities which attacked the Skulk Hive, ironically Gabe being the one who delivered the injuring hit on the skulk queen. This incident would spark a myriad of responses from across the world, but one stood out, the call for a hunt.

The man hunt would span across the world, with hive cultists from across the world coming together to eliminate the man, the myth, the legend Gabe. However in their midst, the Colonists were an odd bunch. They weren't religious zealots, but just simple men. The reasons for their implication were 2 and simple, money and loyalty, for the Sefadiirian religion, Elyonirism, recognized the Hive Queen as the goddess of chaos. Despite this they weren't outwardly hostile to Gabe's Guards other than the skirmishes that occurred between Sefadiirian Forces and them.

*Despite this impartiality, the colony has its own way to keep the skulk alive...*

#### The founding of the Corporate Hall

With the colony established not along ago, questions were raised of how the colony was going to be ran, and how deep the corporate influence had infiltrated the cracks in the administration. These prompted the signing of "The Contract of Business and Cooperation" a contract signed by all the founding corporations, creating the aforementioned Corporate Hall. The Hall would act as an Advisory body to the Head Governor, being a forum of discussion between the corporations and the local government.

## Politics

The Colonial politics are an intricate web of alliances, contracts and agreements, regular backstabbing and bureaucratic messes which all happen exclusively inside the Corporate Hall, the forum in which the Founding Corporations discuss business and advise the Head Governor.

### The Iron Governor

The leader of a corporation in his own right, The Du Meight Group, Jakub du Dvrak holds his own, despite allowing himself to become a corporate lapdog. He often times mandates the continuous maintenance of an independent identity than that of the mainland, while also holding the status quo. It has been recently seen that his attitude regarding progress has changed, hopping to make the colony more sustainable in the long run.

### The Food Barony

By far the largest conglomerate within the Corporate Halls, and possibly the most advantaged, The Boromir Food Group, deals in the business of food. Cheese, bakeries and beverages, anything that can be eaten or drunk, they make it. Their sheer size and riches comes solely from the contract which established the Colony, the colony having to give the Haniqdere 70% of the monthly produce.

### The Secretive Builder

Extremely litigious and secretive, Builders League United SRL. is the infrastructure and construction provider of the colony. They are the ones who built most of the infrastructure and buildings in the colony, but its unknown how their dealings happen, for everything that BLU does, its highly confidential.

### The 3 Madmen

LoIC INC, occupies itself in the resource exploitation and manipulation sector, and is often characterized is unreliable. However, they provide excellent materials. Another interesting fact is that their leadership is made up of 3 CEO's who all debate on all decisions made by the corporation, thus being the sole reason for the unreliability issues.

### The Military Complex of Sefadiir

The Du Meight Group, directly owned by Jakub du Dvrak, is a military based conglomerate, selling weapons and armor to the Sefadiirian Haniqdere. It is said that 60% of all military production in the Haniqdere is from the DMG.

## Culture

The culture of the colony is a melting pot of different nationalities from the colonizers Sefadiirian and Orionoric, to the locals Movilic. To a degree even the corporate culture has affected the local beliefs and customs.

### Agrarianism

The local populace were never rich as individuals, but never worried about food shortages, living off the land. The cult of the peasant is often brought up, a honest and earnest living, and caring for your brothers, helping when need be. This cult is promoted by the more traditional and elderly, but interestingly also by one of the corporations: BFG. How this helps their business, it's unknown.

### Equality

Whether you are man or woman, Sefadiirian or a local, to the men and women of the colony you are equal, and all must equally work together. Not much is known about this aspect of the local culture, due to the continuous attempts from the Corporate Hall to eradicate this aspect from the collective consciousness.

## Geography

The colony finds itself on the (insert name here) peninsula on the Cynnred continent, directly west of the mainland of Sefadiir, the (insert name here) sea keeping the two apart.

The local geography can be characterized as unique. The peninsula on which the colony was established, has higher elevation on the sides and closer to the sea, while the more interior parts show near valley characteristics. The shores are extremely steep, with no coastline. The land on the interior of the peninsula is rich and fertile, making farming a desirable activity in the area. The sides, who have a higher elevation, find themselves close to the rocky and steep coastline, making them a prime spot for growing trees.

## Landmarks

### The Colonial Headquarters

An imposing building built from the combination of concrete and a strong and sturdy stone foundation, it acts as the main governmental building in the area. It houses the Head Governors's office, the Corporate Hall and a museum, where artifacts from the different exploits of the Armata Coloniale can be found.