Been a while since I've been on this site but... got an idea for a game that I think people might like.
The players have arrived or live on the distant island of Avalur, a large island, around 1/4 to 1/3 the size of Australia, where many others have gone, either to flee oppressive regimes at home or simply a desire to make a new start in a mostly virgin land. Dozens of moderate sized cities already populate the coastline and rivers of Avalur, the majority of which are un-aligned, creating more a collection of city-states rather then nations of themselves. But very rarely is such prosperous land left uncontested, and several main land nations have decided to try and spread their empire to Avalur. Other would-be kings have also begun carving out territory. City states have begun to fall, whether to economic pressure, diplomatic talks or grand sieges, into the control of the handful of factions with a desire to expand.
The players, through luck, skill or careful planning, have gained control of a single city state. Will they attempt to bring the neighboring city states into their control? or will they toughen their defenses and attempt to hold out and maintain their land against the expansionist aggressors? Anything is possible in Avalur.
I don't have names written up for the various factions and their leaders, if there is interest I will draw up a map and factions, important NPCs, and the like. Right now I envision 15-20 city states (I'm not going to bother with smaller town-ships, we can just assume they hail to the nearest city state), two or three main land factions, and an equal number of empire builders like yourselves. All the players are one nation, because I don't want to manage several (if this goes over well I might do one like that), and the focus is on political intrigue and roleplaying. NPCs will betray you, there will be spies, assassination attempts, and the like. Different city states might willingly join you if you provide the right incentive, or might refuse, or could become valuable trading partners.
Each player will choose a class/archtype. The abilities of each class will be very generalized, with players able to come up with their own powers as they earn them, but the powers themselves will be very specific. For example, Evokers are able to manipulate the fabric of reality through a controlled use of magic, they come in different sub types, such as Elemenalists, who control the forces of nature, weather, tides, and that kind of thing. A starting elemetalist might have a spell called cloud burst, which causes a cloud to immediately begin raining. How is this useful to a nation building RP? Well, lets say one city state has been suffering massive droughts, you can fix that, letting them grow their crops and feed themselves. A higher level Elemenalist (max level is 5, this represents the max level power that character has) might be able to summon a storm, or turn a wind storm into a full blown typhoon.
Other classes I've come up with are:
Evoker: masters of controlled magic, subtypes include: Elementalists, Psychics, Pyrovoker, conjurer etc
Evanglist: Masters of the spoken word, they can focus on either lies or truths. Demagogues, those who focus on lies, can convince people of impossible things. At low levels they might convince someone that another nation is more of a threat then they actually are, at higher levels they might be able to convince someone that they already work for the player's nation.
Priest: Instead of studying magic, they allow their belief in their god(s) allow them to accomplish incredible things. Some subtypes of the priest are: Necromancer, Diviner, Healer, and the like.
Martial: The masters of physical, Captains will be able to train dozens of men and women in weapons in a very short time, Paladins will have very limited priest magic which they use to spread their beliefs, Spell blades can use limited evoker magic through their sword, agents can set up complex spy networks.
Raw magic, anyone can use magic, but it is VERY dangerous. Evokers and Priests and those who use their magic use a very limited selection of powers, and are able to control those spells without any significant danger. Raw magic is different, it is the fabric of reality, it is the essence of existence, it is the truth of the world. Anyone can try and manipulate it, but without the years of training spent to learn to refine magic for specific purposes the power to drive such changes will be extracted from the users body and mind. Many wizards have delved into raw magic, attempting to recreate the world in their image, only to end up a withered husk. It is said that the universe despises raw magic, and fights against anyone who uses it. While capable of incredible power, it is dangerous to the point of not being worth it in the minds of most people. Only Dragons seem to be able to use raw magic on a consistent basis without killing themselves or worse.
Fantasy creatures, Avalur has its own ecosystem and creatures that populate it, they are... different. The majority are not to be trusted, not as far as the civilized races (elves, humans, dwarves, etc) are concerned. Dragons are the ultimate representation of this, they are capable of incredible power, but making a deal with them is making a deal with the devil, indeed some people think that dragons are demons. Whether mindless undead or cunning dragons, the world is a strange place.
Magic items, evokers and priests can make magic items if they are the right subtype, but single magic items are worth little in a world of nations. Magic items have two types and five levels of power (like players). Arcane items are made by evokers, divine by priests. On average a player can convert 10% of a blacksmith's output to magic weapons/armor/items, depending on power level. And sometimes non weapon/armor items might be better made magical, magic farming implements can allow you to field a bigger army due to increased food output.
A lot is left up to player creativity, but basically everything is converted into stats on my end which determine how the game progresses. Anything from political intrigue to open war is possible.
So, any interest?