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Dispatch → Factbook → Overview
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Nation |
Link |
Notes |
Category |
Alamenia |
Industrial powerhouse driven by rapid technological investment and military authority. |
Higher Income / Great Power | |
Anglandium |
Previous great power that once controlled a global empire. Home of many international organisations. Home of Anglish, the de facto world lingua franca and reserve currency, the Anglish $ (OOC: fixed to USD). |
Upper Income / Middle Power | |
Ariannica |
New World federal republic of states. |
High Income / Regional Power. | |
Brovora |
Cold, rain-dark island republic of airships, rugged mountains, and bristly anti-monarchists, once ruled by Angland. |
Upper Income / Lower-Middle Power. | |
Ciselthania |
Mixed-market economy. |
Middle Income / Middle Iower | |
France |
Held a global empire which was dismantled after the Second Great War. |
Upper Income / Major Power | |
Gnaea |
Social-market economy with remnants of a dominant classical-era empire. |
Higher Income / Great Power | |
Gustavovich |
- |
- | |
Iberi |
Non-Player Controlled |
Early exploring and colonising power, now greatly diminished. Home of the Shepherdist Catholic Church. |
Upper Income / Lower-Middle Power |
Littoral Amphiara |
Post-colonial republic. |
Lower Income / Minor Iower | |
Montgovia |
Mountainous neutral ecoauthoritarian federation with a social market economy and devolved direct-democracy; "land of the two suns". |
Higher Income / Regional Power | |
Polska-Lietuva |
- |
Higher Income / Regional Power | |
San Calisto |
Constitutional monarchy petrostate of former settler colony origin. |
Middle Income /Local Power | |
Sini |
Non-Player Controlled |
Progenitor of eastern philosophy, language and religions. Held a regional empire which fell apart during the Second Great War. |
Middle-Upper Income / Middle Power |
Sitakhtar |
Traditional but progressive constitutional monarchy made up of three kingdoms. Gifted with natural diversity and a mixed economy but plagued with corruption and income inequality. |
Upper Middle Income / Local Power | |
Sorlyset |
Protectorate of Talvimaa. |
Upper Income / Lower-Middle Power | |
Thule |
- |
Higher Income / Regional Power | |
Triongo |
Mixed-market economy with rich history. |
Upper-Middle Income / Local Power | |
Vespera |
Huge, populous nation dominated by tropical biomes. |
Middle Income / Regional Power | |
THE Waterlands |
Open, progressive, and densely populated realm of low-lying polders, dikes, windmills, and overseas territories. |
Upper Income / Middle Power | |
Wintermark, natively Talvimaa |
Liberal progressive union of seven Nordic realms with stunning coasts and vast snowfields under an advanced service led-economy. |
Higher Income |
What is Elysion?
Elysion is a collaborative Nation Role Play community that sits within the wider NationStates ecosystem. Players can pretend to run an imaginary nation on a fictional earth-like world named Elysion, interacting with other players, completing projects, working together or competing and going to war.
Who are the players?
The player base fluctuates as people come and go. There are ‘upstream’, progenitor nations that are non-human player controlled (NPC) to allow human players to claim heritage/history from these progenitors:
Sini: A far eastern ancient society that gave rise to a Chinese/Japanese type culture which includes a Chinese writing system, Confucianism, and Buddhist religions.
Iberi: A country similar to Spain/Portugal which explored the world and colonised early, but lost its empire in the 1760s. Iberi is the seat of the Holy Father, the head of the Christian Church.
Angland: A European country similar to England/Britain which industrialised first and built a great global empire, losing it in the 1900s.
What happened?
An Earth-like history took place:
>500 CE: Great classical empires that have long since fallen.
From 1500 CE: An era of colonisation and discovery led by Sini, Iberi, and Angland.
1755–1765: The first period of global war which led to revolutions and the dominance of a few imperial powers.
1935–1945: A second period of war which subsumed the world in ideological and civil wars, and struggles for national independence which led to the fall of the Angland and other empires.
1945–Today: A post-war era which brought about decolonisation and a blossoming of new nations.
Where can I claim?
You can claim any land that is not already claimed (see map) and isn’t an NPC nation. You need to decide:
Culture: What your broad culture is going to be, it can be entirely fictional or based on a real world one. It will also depend on if you have chosen an old world or new world starting location. Were you colonised? Are your people indigenous or settlers? If old world, what broad ethnicity are they?
Stats: What your population and GDP will be. You should think about a real-life nation which is comparable in population, GDP, and development level when calculating this.
Can I be a superpower?
Not at first. You will need to spend some time in the region proving you can work collaboratively with the other players. The world only has space for 2-3 superpowers. These need to be designed with care and on a case-by-case basis.
What sort of nation can I be?
We have chosen a fictional world because we want to encourage interesting ideas and thinking. For example: corporatist nations, or soviet state capitalism that survived to this day…
When is Elysion set, and how does time pass?
Elysion is set in the present day. The date is today’s date. However, to expedite projects, conflicts, and general roleplay, each real-life day represents one week of in-game time passing.
1. Site Rules
Discussion and Roleplay must conform to nationstates.net rules.
2. Rules of Engagement (War)
If two nations wish to go to war, they must:
Ensure all parties agree to it.
Agree on a broad outline of what happens (e.g., how many die on each side, if territory is exchanged) and send this to the moderators.
Agree to a limit of posts per day (the default is one).
3. Technology
Roleplay must reflect modern-day technology that is applicable to your nation.
Fictional technology is allowed, but it must have a working real-world equivalent. For example, you can call a jet anything you like, but you should specify if it’s the equivalent of an F-16 or a Eurofighter, etc.
Your nation should realistically be capable of developing or producing it.
Civil nuclear energy and medicine exist. Nuclear weapons are known about in theory, but do not exist in-world.
4. Economics & Population
Keep economic and population growth reasonable.
Rich developed nations will generally have slower growth than poorer emerging nations (e.g., <3% per year).
Isolationist nations should have slower growth than trading nations, etc.
Population growth should be reasonable, unless you can justify mass immigration, at 1–2% per year for developed nations and 2–3% per year for poorer nations.
There is a 'hard-cap' on GDP for new nations set at $5tn USD until such as time as the region collectively decides to remove it.
5. 'God Modding'
No god-modding e.g:
Controlling Someone Else's Actions: Writing what another player's character feels, says, or does.
Example: "My nation launches a missile, and your capital city is instantly destroyed, killing your president." (A fair post would stop at launching the missile, letting the other player decide how their defenses react).
The "Invincible" Character/Nation: Refusing to let your character ever take damage, lose a battle, or make a mistake.
Example: A tiny, developing nation magically deflecting an attack from a major superpower with zero losses or explanation.
God-like Knowledge (Metagaming): Having your character know information that you read out-of-character on Discord or the forums, but that your character couldn't possibly know in-game.
Example: Your nation suddenly intercepts a secret underground bunker meeting because you read the other player's private planning thread.


















