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Dispatch → Meta → Gameplay
The Pacifican RMB RP Portal
Contents
The RMB
Roleplay Origins
Terminology used
The Roleplay Guidebook
Frequently Asked Questions
MegaVerse List
Non-MegaVerse List
This is the map of Arembia, the world in which the MegaVerse exists. Current map version: v5.1.
Changelog: More muted colours, new nations, border adjustments, label additions, some acronyms.
Name | Status |
Solid Fill | Player Nations |
Striked Fill (absent in v5.x) | Puppet Nations |
Not-White™ Unlabelled | Unclaimed |
Dak'Sin | Reserved |
East Lebatuck, ULF, Disputed | NPCs |
West Lebatuck & Tahuriya | Collapsed States |
Rules of the map:
Map is exclusive to MegaVerse players, as listed below. (Expecting to see you soon!)
Puppets can't have coasts, so should always be landlocked (historical exceptions exist).
Puppets shall be directly adjacent to Parent nation. No remote puppets.
Claims larger than Stickacia will be rejected. Recommended size: Norwany or Isilanka.
The MegaVerse Map is always in the process of accepting new nation placements, and new features shall be added as required. Upcoming features include capitals, and a Physical Version!
(Also, give a big cheer to Wubdich, who made the base version of what eventually resulted in the v5 map, and didn't grumble much when I harassed directed them frequently.<3)(yes the same quote as the v2 credit applies because both had to deal with an equally fussy me)
The RMB :
The Regional Message Board (RMB) of the Pacific has always been one of the most active destinations, not only among RMBs but throughout NS. Since the Pacific is a Feeder Region (the first region too), we are accustomed to seeing new faces appear everyday which makes us a very player-friendly and helpful community.
We keep coming up with new things everyday, and the rather large size of our community coupled with a fun loving and humorous nature may give a feeling of craziness, but you'll soon understand and enjoy it.
Roleplay origins :
NationStates is a nation simulator at its core. So new players obviously wish to roleplay with their nations. This, coupled with the freedom to post (almost) anything on the RMB, and the continuous arrival of new players makes it a fertile place for roleplaying. Informal or very short RP has always been a part of RMBs, mostly as nation leaders conversing. We took that to a higher level.
Active RMBers (whom we now call Arembians) established diplomatic relations IC and began roleplaying their nations' internal events. Others reacted to them, and thus the first organised plots were born. The need to determine nation capabilities made us resort to NS stats, but the inherent satirical nature of NS coupled with vagueness of the stats made our Overseer come up with a system that translates it to nation abilities. Soon, this system also integrated basic rules & guidelines specially designed to suit nation RP. This system is the Guidebook, the foundation of our roleplay.
Nature of Roleplay
RMB roleplay is based completely on our nations. Everything from stats, policies, factbooks, nation-specifics (Leader, Capital, Motto...) are considered. It is quite enjoyable to shape our nation through issues as we imagine it RP wise.
NS isn't always accurate when it comes to stats and policies so paradoxical stats are ignored, as are policies installed by mistake.
We have mainly two types of roleplay : Active and Passive. Read the Official Roleplay Guidebook for information on these, and other things.
Beginner's Guide
These are a few simple things to look into, before joining our Roleplay.
NS = NationStates
RMB = Regional Message Board (self explanatory; one per region)
WFE = World Factbook Entry (region's home page)
WA = World Assembly
TG = Telegram (personal messages)
RP = Roleplay (if you don't know this, come again when you do)
RO = Regional Officer (people who maintain order and can be approached for help)
OOC = Out Of Character (for posting as players)
IC = In Character (for posting as nations; canon)
PIC = Pseudo IC (for casually posting as nations; non canon)
The Guidebook :
Frequently Asked Questions (FAQs) :
How to apply for the roleplay ?
It's easy. Just start roleplaying on the RMB and express interest either there, or by TG to Overseer Samasbhi if you require any assistance.
Do I need any prior roleplay experience ?
Absolutely not. You can just as easily participate as a newcomer as an RP veteran. You shall be integrated after you apply.
Any requirements before joining ?
While not mandatory, it is advised that you have at least a basic government form in your factbooks. Having your nation in the World Assembly is optimal. A custom flag is also appreciated.
What about the map ?
The map is exclusive to MegaVerse players. Once you're in, you can claim an empty spot for yourself.
I'm being trolled/harassed. What to do ?
Open &/or abusive trolling should be reported to site mods immediately, along with ROs. Indirect/mild trolling should be reported to Regional Officers. If it is caused by an RPer, also notify Samasbhi, among other ROs.
But rest assured that such incidents are almost non-existent in our friendly community. :-)My nation stats are very low but I want to RP as a superpower.
Eventually. First, begin answering issues to improve your stats. It will take time, but shall be worth it. Initially, focus on diplomacy and trade, and develop your nation's lore and culture. Having a powerful nation isn't the only way to have fun, and neither is power exclusive to great stats. We have numerous types of plots to suit everyone's needs (war, trade, diplomatic, casual, scientific).
Stats: East Lebatuck
Population - 1 billion
Military - Juggernaut
Advancement - Near Future Tech
HDI - Lower Developing
Stats: West Lebatuck
Population - 306 million
HDI - Underdeveloped
The Lebatucks were once a unified Empire; one of the largest in the world. For centuries Lebatuck prospered, trading far & wide. Far before any civilisation existed there, ancient Samasbh referred to the resident tribes as Lābhituh, "the fortunate ones" probably due to the region's cool climate and vast fertile lands, which eventually helped its people prosper. Later records discovered in nearby north Jar Wattinree and as far as south Stickacia mention the "abundant lands of Labætuk". Local evidence has mostly been destroyed by the decades long wars as well as the indifferent attitude of EL, and black market deals of WL. Any surviving records are hoarded at Praepotentia in East Lebatuck, only accessible to the ruling apex.
Medieval Era -
Lebatuck's prosperity made it many enemies who frequently attempted to loot it. But it's vast resources and wealth ensured it always had a strong military. The Medieval Era saw the bulk of world trade pass through the oceans. Lebatuck, traditionally engaged in land trade, now found itself having to convert to sea routes. Its people had grown lax & overconfident, and ignored the security and integrity of their sea trade routes.
Soon enough, a huge portion of its trade was crippled by pirates and enemy states who ruled the seas. The royalty took too long to adapt to the new world, and Lebatuck was soon no longer an economic powerhouse. This affected its military and made enemies increasingly confident.
Industrial Era -
Two centuries after the first Lebatuckese sea routes were looted, three of its enemies launched a combined land assault on it. Already reeling from citizen discontent from the increasing poverty, its army struggled to repel the attackers. But the coordinated assault quickly overwhelmed the Lebatuckese Army, and enemy forces soon laid siege to the ancient capital of Arleba. But the work of a few shrewed generals making use of the old empire wide military infrastructure saved Lebatuck from falling, but caused further unrest.
Automation Era -
Only a few decades later, uprisings began among the now majority of poor citizens. They were split into two factions: one supporting a new democratic order, and the other calling for a overhaul of the monarchial system. Support from foreign elements and the seemingly unstoppable poverty finally split the empire: western half becoming the Democratic States of West Lebatuck, and eastern half becoming the Union of East Lebatuck.
By this time, both EL & WL were reduced to local powers permanently fighting to conquer each other. The constant battles made people from both sides discontent. At this time, East Lebatuck converted into a Militaristic Oligarchy by consolidating power and ruthlessly suppressing all protests and uprisings. West Lebatuck continued as before, but now faced a forcefully united stable EL who had the liberty to focus solely on defeating WL without caring for citizen concerns.
It only took two decades for a total defeat of WL, and EL established dominance on its already weak economy. Shortly after, WL sufferred a Civil War which shattered it into three factions:
The pro-EL United Lebatuck Front (ULF) who wanted to adopt the EL way of governance and merge with them. They fled to north-WL, and rule from New Lebatuck, a large bunker complex. Their leaders report directly to Praepotentia, and are appointed by EL.
The pro-WL Democratic Liberation League (DLL) who wanted a sovereign WL democracy where, unlike EL, human rights won't be overlooked. They overthrew the WL government and established their own in Arleba, the old capital.
The secessionist group Kiul Feinyx (KF), roughly translating as "reborn phoenix", which still aims for an independent nation free of both Lebatucks; a fresh start like a phoenix. They are based in WL, but control small bases throughout, rather than a contiguous territory. Their HQ is at Nyxia, a hidden mountain city in southern DLL territory. They have a meritocratic chain of command with various backups in case the leaders are killed.
Meanwhile, East Lebatuck progressed at a rapid pace and breathed new life in it's oceanic trade. For the first 20 years, it was a friendly nation only opposed to WL. Then it isolated itself and cut all diplomatic ties. Its policy of state first and utter disregard for citizen welfare resulted in mass evictions, forced labour, abrupt property seizures, and mass imprisonments. The state was made to function as one, and caused rapid development. The East Lebatuckese capital Praepotentia soon become one of the world's largest cities, even as Arleba crumbled. Its ruler is called the Sovereign, and is openly declared a dictator. Positions are given to those who show absolute loyalty and are responsible, in a kind of sporadic meritocracy, but can be instantly removed without any justification. Immigration is forbidden, but emigration is allowed to state sanctioned people.
Information Era -
Current day Lebatuckese status :-
ULF: The ULF mainly consisted of EL sympathizers and planted agents. It barely took a decade before EL effectively assumed control of ULF territories. Officially an autonomous self governed region, it is openly supported by EL and has extensive EL military assets stationed on a permanent basis. ULF economy functions as per EL's wishes partly because it borders it in the north-west.
DLL: The DLL consisted of members of the erstwhile WL government and actively opposed EL for a few years. As newer members succeeded the Old Guard, EL penetrated the government with ease. Now, the DLL is a corrupt organisation only caring for the rich and influential, and completely in EL's pockets. Officially opposing EL, it actually gives East Lebatuck access to all territories, resources, and industries; thus getting a stranglehold on DLL economy. It only has a small militia to protect the rich & influential.
Kiul Feinyx: Still true to its goal, its secretive and fiercely loyal society kept it safe from EL penetration. Constantly engaged in skirmishes against EL dispatched forces, it has a guerilla based functional military. Recent encounters have seen the KF using sophisticated equipment, suggesting the backing of some of EL's more powerful opponents.
The corruption of DLL, careless power grabbing of ULF, and only a few pockets under KF resulted in total lawlessness in WL. Gangs and salvagers roam free, and civilian travel is almost nil. There is no trade among the WL factions.
EL is still isolated, and develops rapidly as & where the government wants it to.
Animas - Generally agreed to be the parent civilisation of all metahuman (human-animal) races. It collapsed after its forest was burnt down by Aha Maela.
Aha Maela - The first proper human civilisation, based in Milari and controlling large parts of Hyronvul as well as Waseya. Collapsed mere decades after burning down Animas, 2500 years ago.
Timeline
The year count of the MegaVerse is the Unified Count (UC), which begins from the oldest recorded evidence of civilisation, and is divided into Eras henceforth. Events preceding it are counted negatively, while those after are counted positively.
Events in the Arembian Era are accurate to ±500 years.
Nomads roamed the lands. Atasar, the western continent, is uninhabited.
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-38000 UC (12000 AE)
Wolves tamed as hunting companions.
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-34500 UC
Oldest cave paintings to date.
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-32000 UC
First human settlements formed in Milari, the eastern continent.
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-30000 UC
Anthropoi, Anima hunter-gatherers, appear in and around east Hyronvul, the central continent.
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-18000 UC
Oldest evidence of farming.
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-13000 UC (37000 AE)
First seasonal human settlement founded. Humans spread in Hyronvul.
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-6,000 UC
Oldest evidence of sustained agriculture. The first elven communities take shape in northern Milari, around impact craters now linked with the Symbiont.
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-4,000 UC
Cattle now domesticated. Oldest evidence of nomads in the Arol'Bi region, eastern Hyronvul.
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-3,500 UC (46500 AE)
Permanent settlements founded in Milari.
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-2000 UC
Pottery in widespread use. The first proper languages form.
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- 1800 UC
First known evidence of proto-anthropoi tribes in east-central Hyronvul. Rock paintings depict the Great Animas Forest spanning most of inland Hyronvul.
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-1500 UC
Irrigation implemented around major Milarian settlements.
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-1000 UC (49000 AE)
Basic governance system used. Three human societies: Ahar, Vehar, and Un'nar take shape in central Milari. Ahar dominance led to the lands being known as Aiharæ.
(approximation ends here)
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-780 UC to -360 UC
Rapid expansion of the three human polities. First evidence of conflicts over control of resources.
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-68 UC
The first of the Vai wars. Vaehar and Un'nar unite against the belligerent Ahar. This alliance persists into further wars.
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-60 UC
Surrounding barbarians begin raiding lands of the Ahar, Vaehar, and Un'nar. Initial raids quickly repelled.
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-54 UC
The second Vai war. Both sides weakened but status quo achieved. The Ahar forsake belligerence.
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-50 UC
A barbarian excursion strikes the weakened Vaehar heartland and successfully raids it. The Un'nar burn five barbarian camps.
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-32 UC
The final and largest of the Vai wars decimates 21% of all human population and leads to severe food shortage. Unconditional peace achieved.
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-16 UC (mid; assumed)
A large barbarian force invades the Ahar and Vaehar lands. Un'nar eventually assailed too. It is generally accepted that the north-Milarian tribes had united against the weakened Ahar, Vaehar, and Un'nar.
-16 UC (late; assumed)
Barbarians repelled at great cost. All internal hostilities immediately cease and rebuilding begins.
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-0 UC (50,000 AE)
Ahar, Vehar, and Un'nar set aside differences to unite under one identity: Timæla.
Timæla begin administration from the newly constructed city of Dronavir, effectively making it their capital.
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26 UC
A unified standing army is established.
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62 UC
All border tribes defeated. The elven tribe of Gaearndor, believed to hail from beyond the northern reaches of Timæla, also faces defeat.
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63 UC
The Gaearndorans are forced to relocate en masse due to pressure from Timæla. No definite records about the journey to Hyronvul survive.
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65 UC
The consolidated territories in Milari and a new ideology advocating cultural assimilation give birth to a combined entity: Aha Maela, or the Maelar Collective. Dronavir remains the capital.
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73 UC
First evidence of structured religion. Maelar records describe the Syndavi Pantheon.
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100 UC
Dronavir is the largest human settlement and the centre of the Syndavi Faith.
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150 UC
Trade routes exist throughout Milari. Syndavi now adopted throughout the Collective.
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234 UC
Swasaeya, first among the Maelar Outposts, is established on the island of Waseya, supposedly lending its name to the island.
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400 UC
Travel to Hyronvul is now common. Swasaeya acts as the forward operating base for Maelar operations in Hyronvul, and now fully practices the Syndavi Faith.
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600 UC
Aha Maela is the richest nation in the world, in relation to contemporaries. Syndavi established in north-eastern Hyronvul.
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731 UC
Arleba founded in north-east Hyronvul as a Maelar trading centre.
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879 UC
First Gaerndoran records documenting life in southern Hyronvul. No previous records exist due to the tribe's formerly nomadic nature.
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1000 UC
First evidence of the Romr civilisation in south-eastern Hyronvul. Arleba now handles a significant chunk of Hyronvid trade.
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1348 UC
The Arol'Bi Outpost is established in north-east Hyronvul. Arleba declared its capital.
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1404 UC
First evidence of direct clashes between the Maelar and Romr.
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1600 UC
Aha Maela spans both coastlines in Central Milari. Rest of the continent is also under Maelar control.
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1780 UC
First Maelar outpost in Atasar. Its name and location are now lost.
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2000 UC
Hyronvul now has more than fifty Maelar trade centers and eight Outposts. Resources move to Milari on a large scale.
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2052 UC
The Arol'Bi Outpost is now the largest and most prosperous in Hyronvul. Arleba becomes the Hyronvid centre of trade and spirituality, and is a holy city for Syndavi.
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2126 UC
The Romr civilisation openly opposes Maelar economic dominance. Records mention support from the city-state of Gindaurn, now accepted to be the Romr name for a Gaearndoran polity.
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2128 UC
Romr burns two Maelar trade centers and sack the Arol'Bi Outpost. Hyronvid trade suffers economic losses in the millions.
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2129 UC (early)
The world's first offshore military operation begins as a flotilla leaves for eastern Hyronvul, carrying 15,000 Maelar soldiers.
2129 UC (mid)
The Maelar resupply at Arleba and march south towards the Romr capital of the same name.
2129 UC (late)
Romr assemble a 12,000 strong army backed by surrounding tribes & polities numbering an additional 8,000 warriors, including nearly 1000 Gindaurn.
2129 UC (end)
The First War of Hyronvul. Romr forces decimated by the vastly superior Aha Maela. The capital is razed.
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2132 UC
Romr collapses, with its remnants assimilating into the Maelar Collective as the Marir'Bi Outpost.
Shunned from the Collective, the Gindaurn (Gaearndorans) disperse and are hunted as witches across Arembia.
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2168 UC
Aha Maela begins worldwide exploration, endeavouring to map the world. Marir'Bi now majorly practices Syndavi.
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2200 UC
All three major continents have been mapped. Atasar Outpost evidenced to be disbanded due to economic unviability.
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2238 UC
The Maelar confirm the North Pole has no lands.
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2240 UC
Aha Maela discovers Dak'sin, the South Pole subcontinent. The name appears in its records, but is not of the Maelar language.
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2300 UC
The Collective has carried out numerous conquests, bringing most of east & coastal Hyronvul under its rule.
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2367 UC
The Maelar supposedly demand the central Hyronvid civilisation of Animas, the last major independent, to cede to the Collective. Animas refuses.
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2375 UC
Aha Maela has attempted numerous incursions into Animas but fails to penetrate the vast forest that is their abode.
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2376 UC
Maelar scientists confirm that Anima are quasihumans: human intelligence in a complete or partially animal body.
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2380 UC
First recorded use of WMDs. The Great Animas Forest is burnt down by unknown Maelar weapons in seven days. The Tribes of Animas disperse throughout Arembia.
The great trees of Dalang survive, and its anthropoi tribes isolate themselves away from the Maelar.
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2400 UC
Aha Maela now controls all of inhabited Hyronvul, 70% of all land. The mapping of Dak'sin commences. The Maelar Era is at its zenith.
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2450 UC
The remnants of the Atasar Outpost form the first societies. The Collective has no presence here.
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2500 UC
Aha Maela controls more resources than any that came after, including 60% of all land and 90% of humankind. There is lasting peace & prosperity.
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2502 UC
The first Maelar vessels begin disappearing.
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2510 UC
Aha Maela deploys its navy in southern Sugamya Ocean.
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2540 UC
Maelar capital Dronavir destroyed by an unknown calamity. More than a million perish.
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2544 UC
Ships stop coming from Milari for undocumented reasons.
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2546 UC
The Maelar have virtually disappeared from world trade. Lack of communication prompts numerous Outposts to work independently.
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2550 UC
The Outposts stop receiving instructions and resources. Hyronvul in chaos. Evidence of a massive economic collapse.
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2551 UC
The Waseyans assume full control over the now disarrayed Swaseya Outpost.
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2570 UC
Waseya has basic self administration. Records mention clans who specialise in various aspects of the system.
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2600 UC
Hyronvul and Waseya now have independent civilisations and basic trade. All Maelar influence lost. Arleba acts as the centre of power for Arol'Bi and beyond.
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2686 UC
The first Waseyan explorers set out towards Milari, curious about the legendary Aha Maela.
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2688 UC
Records describe Maelar settlements in ruins. The famed city of Dronavir now lost. Nothing of Aha Maela remains, and human advancement is set back by a thousand years.
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2700 UC
The beginnings of the Hristorin religion coalesce in eastern Atasar. Gradually introduced to western Hyronvul through trade, Gaearndoran exiles are among the first in Hyronvul to adopt it.
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2800 UC
The first Milari societies form from the remnants of the Maelar people and explorers from other continents. Atasar societies develop simultaneously. Syndavi in decline. Anima establish polities throughout Hyronvul.
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3000 UC (3000 ME)
Aha Maela lost in the march of time, forgotten by most of the world.
Waseya forms a basic federated structure, and begins filling the oceanic trade & exploration void left by Aha Maela; partly helped by the vast Maelar infrastructure of Swasaeya.
Lebatuckese Empire formed, also propelled by the Arol'Bi Outpost's infrastructure.
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7 CE (3007 UC)
The Waseya Federation established. Seven Families run different sectors each. Aihāri declared as capital. Syndavi still the dominant religion in Waseya.
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61 CE (3061 UC)
The first among the Anima journey to Haven.
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84 CE (3084 UC)
The Waseyan Council founded, representing one Elder from each Family, to administrate the Federation.
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163 CE (3163 UC)
The Faunus race is discovered by Havenians, in the Bastyran region, western Hyronvul.
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285 CE (3285 UC)
Clan Belladonna rallies the Faunus race outside Bastyran Forest. Exodus from Hyronvul begins.
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286 CE (3286 UC)
All of the Faunus are now based in the islands of Haven & Sanctuary. Aihāri now the largest city east of Arleba.
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291 CE (3291 UC)
The Havenian Civil War begins among Havenians, Sanctuarians, and the Faunus.
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334 CE (3334 UC)
Havenian Civil War finally ends.
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335 CE (3335 UC)
The first unified proto-government of Haven & Sanctuary formed. Remnants of the Marir'Bi Outpost finally coalsce into the Aromar Clans.
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341 CE (3341 UC)
Haven and Sanctuary as a unified nation established. Aromar are now heavily into seafaring.
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450 CE (3450 UC)
The Aromar take up piracy in the Sugamya Ocean. Records mention raids on Waseyan and Lebatuckese trade lines.
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496 CE (3496 UC)
The Guardian Family of Waseya amasses large influence, helped by the Aromar threat, and supports absolute power to the Ruling Family. The Merchant and Worker Families oppose this hegemony.
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512 CE (3512 UC)
A series of internal conflicts have weakened the Waseya Federation. Aromar Pirates assail the island of Waseya. Ports and coastal cities raided, but pirates successfully repelled. The Federation faces huge economic losses.
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515 CE (3515 CE)
The Ruling Family relinquishes all claims on wealth, property, and cities, turning into a monastic system concerned solely with administration. Now known as the Fallen Family, it maintains control of Aihāri alone, and serves as an impartial ruler of the Waseya Federation.
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623 CE (3623 UC)
The Lebatuckese Empire defeats the Aromar Clans, and returns with a large bounty. The Clans survive.
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1305 CE (4305 UC)
Records mention the Elven Gaearndorans settling the coastline of Anarmár, or eastern Hyronvul. Construction of their first city, Yánaminas, commences.
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2000 CE (5000 UC)
Roleplayer List
In recent months, the RMB RP has increased in quality and dedication considerably, resulting in Passive Roleplay being the main RP form.
MegaVerse List :
All members of the MegaVerse, the IC universe where all events are canon. Requirements to figure in this list include realism based RP, understanding & compliance with the Guidebook, and playing well with others.
Nation : Puppet
Emmalina : Ravenshield
Norwany : Jim v
The First German Order : The north german order
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Tentative MegaVerse List
Nations which RP intermittently / only engage in solo plots / are new to the RP / are not compliant with RP guidelines and ethics. These are usually on the path to become full MegaVerse members. Extreme inactivity may lead to existing members pushed here.
Nations on this list shall be added to the Primary List on 'adequate participation' / 'compliance with guidelines & ethics'. Contact Overseer Samasbhi if any issues with this list.
Plot Catalog
Ongoing MegaVerse plots with special permissions or adjustments are listed here with founders and participants where applicable. Such plots are called Global Event plots, which affect all or more than 50% of the MegaVerse.
Anyone wishing to start a Global Event plot should inform the Overseer beforehand. It is not required for participation, though.
No ongoing Global Event.
Map Version 5.2 (additional placements)
Timeline Integration (ongoing)
Guidebook 7.0
NPC lore update
Codex Arembia: a separation of lore and system portals
This Roleplay Portal is open to suggestions for adding more content, features, modifications.