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🏝️Guarma

Note: Reach Guarma by Steam Powered Vessels at the Guarma Point to the Northeast of Annesburg.

“She is paradise dusted in powder, soaked in rum, and ruled by the barrel.”

Guarma is only accessable by Steam powered boats.

  • Players may request to have new characters set to Guarma - Though there is no NPC stores and goods available to survive. You would need to rely on player trade/stores, hunting, etc for survival. If there is no trade/stores established on Guarma, we will not spawn you goods, guns, etc. Consider this before making your Guarma Residency request.

Guarma is a Dynamic Control Territory, meaning that any group of 6 or more may roleplay to control, govern, and exploit this region upon creation of a valid Posse forum thread.


📜 Overview

Guarma is a lush, volcanic island nestled in the heart of the Caribbean, a land as brutal as it is beautiful. Technically under the vague jurisdiction of the Spanish Crown and known historically as a colonial sugar port, the island has evolved far beyond its roots. In the world of Red Dead Roleplay, Guarma is no longer just a backdrop—it's a breathing, bleeding frontier of opportunity, corruption, and revolution.

Once a jewel exploited by European empires, Guarma now stands at the precipice of a new age. It is a hotbed of commerce, a battleground of ideals, and a playground for the ambitious. From the towering sugar cane fields to the echoing halls of rum distilleries and the secret trails that ferry powdered contraband, Guarma is a land where fortune—and power—await the bold.


Natural Wealth & Economic Power

Guarma’s value is carved directly from its earth. Its volcanic soil and humid climate make it one of the most fertile and bountiful locations in the Caribbean. The island has emerged as an indispensable trade hub in the hemisphere, fueling demand for both legitimate and illicit goods.

💰 Primary Resources:

  • Sugar Cane – The island’s lifeblood. Grown in vast plantations, it powers both the legal trade and the booming rum industry.

  • Guarman Rum – Considered some of the finest in the world, distilled in techniques handed down from colonial bootleggers. Aged in exotic woods, exported in barrels stamped with the seal of La Corona or independent estates.

    • Guarman Rum can be destilled by combining Sugarcane, water, and yeast within a Rum Still.

  • Bananas – A staple export, cultivated year-round. Though less glamorous, they’re essential to the Guarman economy.

  • Cacao – Used to make rare, dark Guarman chocolate. A favorite of European aristocracy.

    • Cacao seeds are also used in the production of Erythroxyline, also known as Cocaine.

    • You will need to learn how to produce Cocaine by reading the prompts and investigating its manufacturing steps.

  • Exotic Hardwoods – Mahogany, Teak, and Rosewood are harvested and shipped to New Bordeaux, Saint Denis, and beyond. Often the cause of deforestation conflicts with indigenous locals.

    • Note: Mahogany and Teak are future updates to the crafting system.

  • Erythroxyline ("Cocaine") – The island’s worst-kept secret. Cocao is grown in clandestine highland groves, processed into Erythroxyline in jungle labs, and smuggled via corrupt port agents. The trade in white powder funds everything from rebel militias to lavish haciendas.

    • Erythroxyline is illegal in the U.S. unless you obtain a Doctors Permit, or Manufacturing Permit that has approved use of the commodity (Coca-Cola)


🏛️ Political Climate

Guarma is politically undefined—and dangerously so. With no formal government, the island operates in a strange limbo between colonial legacy, self-rule, and emerging foreign influence.

⚖️ Key Political Realities:

  • No Central Authority – While the shadow of Spanish rule still looms, enforcement is nonexistent. The void has led to a loose patchwork of plantation families, warlords, merchants, and revolutionaries vying for influence.

  • Rising Figures (Open Opportunity) – A few charismatic figures have begun to gain traction, some with U.S. backing, others with militia might. Names like Don Rafael Varona and La Generala Ysabel de los Santos are whispered in taverns and trading posts.

  • U.S. Trade Influence – With the growing American appetite for Guarman goods—particularly rum, wood, and more questionable exports—the U.S. has begun deploying trade envoys, security agents, and private contractors. Rumors swirl of eventual annexation or protectorate status.

  • Militias & Cartels – Small rebel armies, ex-soldiers, and organized traffickers control large swaths of jungle interior. Their allegiance is always for sale.


🗺️ Historical Snapshot

  • Pre-Colonial Times – Home to the Tainó people, who once lived in harmony with the island’s jungles and coasts. Their culture now survives only in ruins, oral tradition, and the occasional bloodline.

  • Spanish Exploitation (1500s–1800s) – Colonized and transformed into a plantation state. Tens of thousands of slaves were imported. Sugarcane, rum, and human misery defined the era.

  • The La Corona Rebellion (Late 1800s) – The most infamous labor uprising in Guarman history, crushed brutally by colonial forces. Its remnants fuel modern revolutionary rhetoric.

  • RDR2 Era (1899) – As witnessed by Dutch Van der Linde’s gang, Guarma remains a land of turmoil, with bloody conflicts between the military and rebels. The Aguado family and Fusar’s regime once ruled brutally. That legacy lingers.

  • Modern Roleplay Era – The post-Fusar vacuum has not been filled. Opportunists flood in. Power is there for the taking. The island awaits its first Gobernador.


🧭 Roleplay Hooks

Remember. Here at Red Dead Roleplay you do not need to wait for someone random guy with an admin tag to scrutinize and approve your ability to execute. With that being said, Guarma is an blank canvas and will remain a dynmically changing part of our servers lore. All we require is that you focus on building your Guarman story from the ground up!

Here are a few ideas for your success on the tropical island:

  • Merchant Tycoons – Rise as a trade magnate: rum, cacao, timber, or powder. Control the docks, bribe the local government (If there is one), and drown in riches.

  • Revolutionary Leaders – Lead a militia, preach independence, or wage jungle warfare to “liberate” Guarma from foreign hands.

  • U.S. Agent or Ambassador – Represent the interests of Washington, buying loyalty or laying the groundwork for colonization.

  • Cartel Lords – Own the erythroxyline trade, from field to port. Maintain labs, fund fighters, and execute rivals.

  • Native Heir – A descendant of the Tainó, fighting to reclaim the jungle and expel all invaders—new and old.


🧾 Closing Thoughts

Guarma is a paradise lost—and perhaps found again. Its jungles throb with heat, sweat, and opportunity. For those willing to brave its dangers, it offers the riches of kings and the power of nations. But beware: in Guarma, every gift is poisoned, every ally is armed, and every throne is built on a corpse.

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