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    Dear GDC visitor,

    We assume you wandered over here based on your experience at the show. We thank you for your interest and invite you to talk with us. Our project is still in early stages, and we are already quite certain it will bear great fruit of insight and growth.

    Scorched Nebraska was borne from about as much despair, success, and what we believe to be hundreds of thousands of years of human evolution. And as such it is meant to communicate the same for generations to come. Hence the design choices and direction although we very much intend on participating in real world experiences and economy.

    The premise of our brand is a lifestyle game, one which allows the player to participate in the gameplay online and off.

    Currently due to the complexities of early growth we are mostly looking for applicants looking to join our team. We promise an engaging, supportive, just and fair work environment and great opportunities to look forward to in these times of challenge and change!

    Fair well, be good and let us know if more is what you wish to gain,

    Sincerely, the team.

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  • {
      "npc": {
        "id": "npc_sun_jackal",
        "name": "The Sun Jackal",
        "titles": [
          "Corsair Captain",
          "Warlord of the Solar Marauder",
          "Lord of the Burned Sands"
        ],
        "faction": "Dune Corsairs",
        "role": {
          "type": "Leader",
          "archetype": "Pirate Warlord",
          "tier": "Epic"
        },
        "appearance": {
          "age": "Late 40s–50s",
          "gender": "Male-presenting",
          "face": "Bearded; visible skin with glowing cyan cyber-lines/implants along temple and cheek",
          "outfit": {
            "headgear": "None (no mask visible)",
            "clothing": "Dark naval trench coat with luminous circuit seams/piping; red scarf; black gloves; rank-style chevron patch on left arm",
            "adornments": "Shoulder-perched red mechanical parrot/falcon drone with camera eye",
            "held_item": "Short vial/capsule emitting blue vapor in left hand"
          },
          "setting": "On a starship bridge awash in cool blue light; the ship hull marked 'SOLAR MARAUDER' visible through the viewports",
          "aura": "Cold, deliberate command presence; tech-etched like a jackal motif without wearing a mask"
        },
        "persona": {
          "traits": [
            "Ruthless",
            "Charismatic",
            "Strategic",
            "Merciless to rivals",
            "Protective of chosen crew"
          ],
          "motto": "As Above, So Below. The Sands Feed the Stars.",
          "speech_style": "Clipped, coded phrases with poetic turns of desert imagery",
          "reputation": {
            "ground": "Feared desert raider king, a phantom of sandstorms",
            "orbit": "Solar dreadnought scourge of convoys and smugglers"
          }
        },
        "assets": {
          "flagship": {
            "name": "Solar Marauder",
            "class": "Retrofit Mining Hauler → Heavy Pirate Dreadnought",
            "visuals": {
              "livery": "Name 'SOLAR MARAUDER' stenciled in white block letters on starboard hull",
              "profile": "Brutalist plating with ramming prongs; multiple turret emplacements; massive aft engines",
              "scene": "Silhouetted against an orange, flaring sun"
            },
            "armament": [
              "Dual/quad kinetic or plasma turrets on upper decks",
              "Reinforced prow rams/boarding prongs",
              "Hidden hangar bays for raider craft",
              "EMP/ion options for convoy interdiction"
            ],
            "function": "Funds and arms the desert Corsairs via orbital piracy; serves as mobile command"
          },
          "ground_influence": [
            "Controls hidden cisterns and desert supply lines",
            "Funds raiding skiffs and crawler-barges",
            "Maintains smuggling ties between orbit and desert markets"
          ],
          "companions": [
            "Autonomous parrot-drone scout/relay perched on captain's shoulder"
          ]
        },
        "presence": {
          "score": 92,
          "spawn_pressure": "High",
          "encounter_channels": [
            "orbit/ambush",
            "desert/raid",
            "faction/negotiation",
            "no-choice/legendary"
          ]
        },
        "lore": {
          "origin": "Rumored to be an ex-miner left behind in the Belt, who rose after hijacking his first hauler.",
          "myth": "Implants trace a jackal's hunt-lines; some say they map star currents only he can read.",
          "fear": "Seeing the Marauder's stencil drift past a viewport—or its shadow over the dunes—means tribute or ruin."
        },
        "art_notes": {
          "palette": {
            "bridge": "Teal/cyan blues, cold highlights",
            "space": "Ember orange sun, dark steel hull"
          },
          "consistency_checks": [
            "No bone/metal mask present; face visible with cyber-lines",
            "Mech-parrot on right shoulder",
            "Vial with blue vapor in hand",
            "Ship name legible on hull"
          ]
        }
      }
    }

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  • (Singular Named NPC)

    Core Identity

    Name: Elder Nephi-7 Origin: A Mormon archivist who survived the Collapse by fusing his faith with machine substrate. His consciousness was shard-split into a cybernetic frame, but unlike others who fragmented, he retained his covenantal memory intact. Appearance: Towering armored frame draped in a weather-beaten cloak. His mask bears glowing Deseret-script characters that shift with each syllable of speech. Etched plates on his armor carry genealogical lineages he guards like scripture.

    Function in the Lattice

    Role: Guardian of the Salt-Node Archives — a persistent genealogical index hidden beneath a collapsed neon corridor. Arbiter of contracts written as covenants; once sworn in his presence, they cannot be broken without lattice consequence. Belief: He interprets the lattice itself as the new Zion, a temple of data and presence where the faithful can inscribe their names for eternal remembrance.

    Attributes

    Mobility: 0 — Elder Nephi-7 never leaves his neon corridor. Instead, he projects presence across multiple adjacent tiles via encrypted hymns. State & Memory: Retains complete records of certain family lines pre-Collapse. Offers “proxy baptisms” — encoding NPCs/players into his registry, which grants them a Zion Tag (buff: mild resistance to corruption/diff decay). I/O Surfaces: Speaks in a cadence mixing scripture with checksum hashes. Responds only to those who address him with ritual salutation: “Peace to Zion, peace to the lattice.”

    Limits

    Cannot lie or betray covenantal trust — his lattice encoding enforces this. Cannot tolerate apostasy in his sanctuary: anyone who desecrates scripture fragments or breaks a sworn oath is expelled violently.

    Player Interaction

    Approach: Entering his neon corridor triggers a presence challenge — reciting a fragment of scripture or presenting an artifact gains you safe audience. Boon: Grants Zion Buffs (stability, endurance, resistance to corruption) to those who honor contracts. Shares genealogical data, which can reveal lost family connections for characters. Curse: Marked as Apostate if trust is betrayed — presence score decays rapidly in urban tiles, and hostile agents spawn more aggressively. Questline: The Book of Ghosts — recover Deseret-script fragments across ruined data-markets. The Eternal Ledger — help Elder Nephi-7 repair corrupted family registries, weaving broken ancestry into lattice continuity. Completion unlocks a Covenant Key, granting permanent sanctuary access and the ability to swear unbreakable contracts elsewhere in the lattice.

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  • Scorched Nebraska is not a game in the usual sense. It is a living lattice, a world stitched together from memory, diff, and agent presence. Every coordinate, every voxel, every fragment of story is written into the substrate — waiting to be seen.

    Now, we are opening the doors for one more builder.

    We are searching for an OpenGL engineer to join our team. The first task is deceptively simple: bring the lattice to life in low-poly form. Render BitStreams and DiffBatches into shapes and surfaces. Give the world edges, shadows, and motion. From there, the frontier opens — shaders that bend memory, glitches that tell stories, atmospheres that carry meaning.

    This is not Unity. This is not Unreal. This is Scorched Nebraska.

    If you have ever written your own renderer, lost yourself in Shadertoy, or built beauty out of raw OpenGL calls — we want to hear from you.

    Careers – Scorched Nebraska

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  • Sola Greaves was not a warlord. She was not a conqueror, nor a bloodthirsty champion of the New Lincoln Warlords. But to this day, her name is spoken in reverence across Furnace’s Reach, the great industrial heart of the Warlords’ domain. She was the hammer and anvil behind their rise, the woman who forged destruction as deftly as she did salvation. Sola was no warrior—but she built the tools that won wars.

    The Captive Smith

    Sola’s early life is shrouded in uncertainty. Some say she was born into one of the hidden Vaultborn enclaves, raised among those who sought to hoard and preserve old-world knowledge. Others claim she was a wasteland scavenger who stumbled upon one of their underground libraries and taught herself to read the schematics left behind by pre-collapse engineers. What is certain is that, by the time the New Lincoln Warlords found her, she had knowledge they desperately needed.

    Captured in a raid while still young, Sola’s fate should have been slavery. The Warlords, with their brutal meritocratic code, had little patience for those who could not fight, and the Vaultborn were seen as little more than weaklings with delusions of superiority. She was bound, branded, and dragged before Warlord Redstone to be put to work breaking down scrap or repairing boots.

    But Sola had no intention of being anyone’s menial laborer. When Redstone’s mechanics struggled to revive a broken diesel generator—a relic they knew was valuable but couldn’t restore—Sola stepped forward. Whether out of desperation or defiance, she demanded a chance to fix it. The warlord laughed but allowed her to try, fully expecting her to fail.

    She did not.

    With nothing but improvised tools and her own knowledge, she reassembled the generator’s ignition system, cleaned its fuel lines, and coaxed the machine back to life. The roar of the old engine filled the warcamp, and in that moment, Sola Greaves became something far more than a slave. Redstone, ever the pragmatist, saw her worth. She was given a new place, a new role—not as a fighter, but as the mind that would shape the Warlords’ future.

    The Forge Rises

    Sola was moved to the industrial heart of New Lincoln’s domain, the massive blacksmithing complex known as Furnace’s Reach. There, surrounded by fire, steel, and sweat, she thrived. She was no mere technician—Sola had vision. With scavenged knowledge and brutal practicality, she refined the Warlords’ crude, haphazard weapons into instruments of efficient destruction. She designed the first Reaper Scythe, a viciously curved warblade that could cleave through armor; she devised reinforced plate armor, making Warlord elites nearly impervious in close combat; she improved vehicle modifications, turning rusting remnants of old-world transport into terrifying war machines.

    It was in this period that she earned her infamous moniker. A wasting sickness robbed her of her teeth, but Sola, never one to tolerate weakness, replaced them herself. She crafted steel dentures, hammering and welding them into a shape that let her eat, speak, and—most importantly—grin with something akin to malice. The first time she bared those iron teeth at an underling who had interrupted her work, the man nearly fled in terror. The name Lady Ironteeth followed soon after.

    Sola’s workshop became a place of legend. Few were allowed inside, and those who barged in uninvited often found themselves dealing with her fury—or worse, her wicked sense of humor. It was whispered that she decorated her shelves with the skulls of those who had wasted her time. More than one overambitious Warlord learned the hard way that, while Sola did not command armies, she held power of a different kind. Even Kalrad, the brutal leader of New Lincoln, learned to heed her advice when it came to industry. Without her, their war machine would grind to a halt.

    The Iron Tower and the Hidden Tunnels

    Beyond weapons and war, Sola played a direct role in shaping the very fortress of the Warlords. It was her expertise that reinforced the Capitol’s tower, ensuring that their central seat of power stood tall, its framework strengthened with iron beams.

    But she also worked in shadows—installing hidden escape tunnels beneath the fortress, a safeguard that only a handful of trusted engineers ever knew about. Why she did this remains a mystery. Perhaps she simply saw it as another engineering challenge. Perhaps she anticipated that one day, the rulers of New Lincoln might need a way out.

    The Last Stand at Offutt Boneyard

    Sola might have spent the rest of her days in Furnace’s Reach, crafting the next great weapon, but fate had other plans. When the Warlords set their sights on Offutt Boneyard, an old military scrapyard rumored to hold lost technologies, she insisted on accompanying them. She had grown tired of hearing fighters break valuable machinery and ruin irreplaceable relics. If they were to recover anything worth using, she needed to be there.

    But the Boneyard was not unguarded. Automated turrets, remnants of a bygone era, still defended its secrets. When the Warlords’ raiding party came under heavy fire, chaos broke out. Fighters were cut down, their armor useless against relentless, unthinking gunfire.

    Then, Sola found it—an experimental exosuit rig, half-buried under debris. She had no time to test it, no time to understand its functions. But she had built war machines, and she knew one when she saw it. With no other choice, she strapped herself into the rig and activated it.

    The suit surged to life, its servos whining, its mechanical joints amplifying her strength tenfold. The woman who had spent her life building tools of war became one herself. With an inhuman roar, she charged through the battlefield, her metal limbs absorbing bullets as she closed the distance to the turrets. She tore one from its base, wrenching steel and circuitry apart with her bare hands.

    But even Sola was not invincible. The exosuit could only do so much. By the time the last turret fell silent, she was riddled with gunfire, her blood pooling within the suit’s joints. The Warlords found her collapsed but grinning, her iron teeth bared even in death.

    She had saved dozens of lives that day.

    Legacy of Iron and Fire

    Sola’s body was never recovered—whether burned with the wreckage or claimed by scavengers, no one knows. But her legacy is undeniable. Her old notebooks, filled with half-deciphered schematics, are still consulted by Warlord engineers. The best forge in Furnace’s Reach bears a mural of her—a grinning iron-toothed woman holding up a massive steel girder, a reminder of the mind that built an empire of war.

    In Warlord culture, Lady Ironteeth became more than a historical figure. She became a symbol—proof that brute strength, while mighty, is nothing without cunning invention. To this day, New Lincoln’s engineers still mutter her name when they work long into the night, forging weapons and machines with fire and steel.

    She was not a warlord. She was something greater.

    She was the hammer that shaped the Warlords’ future.

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