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Hi...
runs away to dark corner, turns around and watches the RMB from the shadows

Lanorth wrote:I do not know what the hell my nation is now. Help me out.

I have a suggestion. You want an elected emperor every four years, correct? This emperor cannot be part of the royal family, correct? You still have multiple aristocratic families, correct? Well, make the Royal Family into an aristocratic family and become a constitutional monarchy.

Pacificans! Who wants to talk about the future of our region?

Apply for citizenship: https://ns.npowned.net/forum/index.php?/topic/9023-citizenship-application-instructions/

Head on over to: https://ns.npowned.net/forum/index.php?/topic/9031-an-open-discussion-on-the-articles-of-government/

Isolado wrote:Hi...
runs away to dark corner, turns around and watches the RMB from the shadows

Welcome to the Pacific!

Haven and Sanctuary wrote:I have a suggestion. You want an elected emperor every four years, correct? This emperor cannot be part of the royal family, correct? You still have multiple aristocratic families, correct? Well, make the Royal Family into an aristocratic family and become a constitutional monarchy.

I think that was my suggestion -- basically, an aristocratic oligarchy where "elections" are only held among those families.

Jar Wattinree wrote:Welcome to the Pacific!

I think that was my suggestion -- basically, an aristocratic oligarchy where "elections" are only held among those families.

I was also taking into account of the common people. In other news, I must be the only serious Nation that decides the next dynasty of emperors/empresses by pulling a name out of a hat.

Jar Wattinree wrote:I think that was my suggestion -- basically, an aristocratic oligarchy where "elections" are only held among those families.

OOC: Sounds less complex than the tricameral system with significant imperial/executive override the Alor have. Might be for the best.

Longweather wrote:OOC: Sounds less complex than the tricameral system with significant imperial/executive override the Alor have. Might be for the best.

I technically have a tricameral "system", but it's so lacking it's only words on the screen.

Jar Wattinree wrote:I technically have a tricameral "system", but it's so lacking it's only words on the screen.

OOC: Two of the three houses of legislature in the Imperial Dominion are exclusively aristocratic. The third is democratic, but doesn't bar the aristocracy from running.

Combined with the fact that the Emperor has a lot of executive privilege and override, it's why I call the Imperial Dominion an "Imperial representative aristocracy with significant democratic elements."

Longweather wrote:OOC: Sounds less complex than the tricameral system with significant imperial/executive override the Alor have. Might be for the best.

OOC: For the best but not getting ruled by the Drakken and/or having sneks? Psh, as if!

;p

Repitilysia wrote:OOC: For the best but not getting ruled by the Drakken and/or having sneks? Psh, as if!

;p

PIC: Would the Drakken dynasty even have a solution to create stability in Lanorth? The fact that the various local governments that crop up tend to be genocidal might prove to be an issue.

The liberal nation of rapidash

Foxotania wrote:What Kind?
We have Tea (Isilanka Made), Coffee (Repitilysia Made), Hot Chocolate (Foxotania Made), Juice, and Beer.

Beer

Longweather wrote:PIC: Would the Drakken dynasty even have a solution to create stability in Lanorth? The fact that the various local governments that crop up tend to be genocidal might prove to be an issue.

PIC: Well, mass murdering is not really a trait that'd be common in a culture, I highly doubt that the amount of people in their nation that'd have the guts to actually support such barbaric act would reach the millions, so the problem would be dealing with those few high up in Lanorth's power position who are creating such orders to the many below who just execute them.

Turning Lanorth into an occupation zone (war) and executing a RIE Order (Rehabilitation or Incarceration or Execution of targets) to deal with those few with such ideology would help the process of turning their nation into an stable state capable of dealing with it's own troubles without constant coups.

Post by I smashed your dog in the posterior suppressed by Jar Wattinree.

I smashed your dog in the posterior

Hi. I'm new here.

I smashed your dog in the posterior wrote:Hi. I'm new here.

Hello, and welcome to the Pacific!

Foxotania wrote:What Kind?
We have Tea (Isilanka Made), Coffee (Repitilysia Made), Hot Chocolate (Foxotania Made), Juice, and Beer.

OOC: Nothing from the Alor? *looks at the Imperial Dominion's alcohol production* Where does all this go?

Post self-deleted by Comfy itch nation.

Brain salad surgery

Brain Salad Surgery is ranked 130,449th in the world and 5,356th in the Pacific for Highest Foreign Aid Spending, scoring -5.48 on the Clooney Contribution Index.

The Inquisitor orders foreign aid to be limited to Pacifican nations.

Clicking the first issue and Scrotag

Foxotania wrote:What Kind?
We have Tea (Isilanka Made), Coffee (Repitilysia Made), Hot Chocolate (Foxotania Made), Juice, and Beer.

I prefer green tea blend from a Mittëllandiean Green Leaf

Haven and Sanctuary wrote:I have a suggestion. You want an elected emperor every four years, correct? This emperor cannot be part of the royal family, correct? You still have multiple aristocratic families, correct? Well, make the Royal Family into an aristocratic family and become a constitutional monarchy.

Yes! That is what I'll do.

Parental controls

Foxotania wrote:What Kind?
We have Tea (Isilanka Made), Coffee (Repitilysia Made), Hot Chocolate (Foxotania Made), Juice, and Beer.

Any chance I could get a cup of Foxotanian hot chocolate? Sounds niiiice

Haven and Sanctuary is ranked 105,827th in the world and 4,089th in the Pacific for Highest Foreign Aid Spending, scoring zero on the Clooney Contribution Index.

Heh heh… Ignore this?

Kingdom of Eragol, Clicking the first issue, Scrotag, and Samasbhi

Deontologia is ranked 4,105th in the world and 96th in the Pacific for Highest Foreign Aid Spending, scoring 2,920.88 on the Clooney Contribution Index.

The Commonwealth is fairly compassionate.

Kingdom of Eragol, The Dunwich Dominion, Clicking the first issue, and Scrotag

Hi I joined yesterday, anyone got any tips? I get the impression I'm gonna inadvertently destroy my nation from the inside hahaha

Lanorth wrote:Yes! That is what I'll do.

Hippity hoppity be a monarchy bruh ._.

Singidunon wrote:Hi I joined yesterday, anyone got any tips? I get the impression I'm gonna inadvertently destroy my nation from the inside hahaha

1: Read the Regional Civil Code: page=dispatch/id=288620

2: If you want to roleplay:
2a: Read the RP Guide and Portal:

Intro :
This is the official Roleplay Guidebook for the Pacific's Regional Message Board (RMB). It forms the base on which nation capabilities are set, ie the mechanisms of the RP, and also contains concepts unique to this RMB Roleplay. Information about the Roleplay and its IC universe can be found in the Roleplay Portal.

Why the need for a Guidebook:
As more & more members joined the roleplay, some of which didn't have prior experience, the necessity to have atleast a basic common set of rules or guidelines was realised.
While the RP goes on fine, conflicts arise; either due to misinterpretation or by dissatisfaction. The rules are designed to prevent this.

Uniformity for all players is also necessary, and since NS already gives stats for our nations, they have been adapted for roleplay with appropriate modifications. This is one of the main purposes of the guidebook.


The Guidelines :

  1. Nation Statistics
    All nation stats shall be taken from NationStates (NS) only, and the standings of all nations shall be based on these stats.
    The following stats are considered critical :

    • Population - Taken as 0.1 times NS population for all, except new & ancient nations. So a nation with 1 billion NS wise would be converted to 100 million.

      • Till 50 million : Considered as a constant 5 million.

      • 51 million to 15 billion : Considered as 0.1×(population).

      • Above 15 billion : Considered a constant 1.5 billion. (That is the maximum population achievable by 0.1×pop.)

      A player may opt for a population lesser than what the formula gives them, and/or reduce the growth rate, if one so wishes.

    • Economy - As it is. The value of money is relative, so the economies are not unrealistic. The various levels of economy are already categorised by NS (from Imploded to Frightening).

      Converting currency is a simple. Divide your economic output by another's. The result will give its currency in yours. Example :
      Nation1: Economic Output- 500 trillion C1s
      Nation2: Economic Output- 1000 trillion C2s
      Conversion (by nation1): 500÷1000=0.5
      So 0.5 C2s = 1 C1, or 1 C2 = 2 C1s.
    • Defense Forces - Equivalent to a nations military strength. War Bearing is for a general idea with Enforcer as a standard.

      1. -∞ to 1,000 : Protectorate
        Military doesn't figure in the nation's economy. It is dependent on others for even the most basic protection (like Coast Guard). Moderately stable.
        War Bearing : Nothing. Depends on Protector Nation.

      2. 1,001 to 3,000 : Struggler
        Barely able to defend oneself, such nations are highly unstable. Difficult to contain rebellions or militant groups.
        War Bearing : Very Low. Easy to overpower.

      3. 3,001 to 6,500 : Contender
        A rising nation. Usually engaged in arms races, their military is in the nascent stages. Have to choose between exerting influence or self defence. Uncertain Stability.
        War Bearing : Low. Vulnerable to Surprise Attacks.

      4. 6,501 to 8,000 : Enforcer
        Developed military. Good defence capabilities. Capable of using military to further its goals internationally. Stable.
        War Bearing : Moderate. Can withstand attacks, but takes time to recover. Vulnerable to consecutive wars.

      5. 8,001 to 12,000 : Protector
        Powerful Military with much to spare after self defence. Engage in alliances and have protectorates to increase their clout. Very Stable.
        War Bearing : Good. Can defend & attack simultaneously. Multiple or frequent wars can defeat it.

      6. 12,001 to 18,000 : Warlord
        Very Powerful Military. Fearless nation. Can sustain independently. Stable. Frequent wars may cause rebellions.
        War Bearing : High. Can engage multiple nations simultaneously. Prolonged multi-front wars can weaken it.

      7. 18,001 to 25,000 : Dominator
        Extremely Powerful Military. Arms based economy. Frequently uses military internationally. Extremely Stable.
        War Bearing : Very High. Multiple wars required to affect it considerably.

      8. 25,001 to ∞ : Juggernaut
        Unstoppable. Militaristic society. Has presence throughout the world. Frequently uses brute force. Legendary Stability.
        War Bearing : Extremely High. Multiple wars barely affect it.

    • Scientific Advancement - As it is. Certain technologies require appropriate levels of Scientific Advancement.
      The laws of Physics are immutable. Any technology that transcends them is forbidden. So no FTL, Time Manipulation, Infinite Energy/Matter, Alternate Universes, and the like. Contact Samasbhi if you're uncertain of where your technology lies.

      • -∞ to 0 : Primitive (Till Industrial age)

      • 1 to 50 : Basic Tech

      • 51 to 100 : Moderate Tech

      • 101 to 150 : T1 Modern Tech (Cold War)

      • 151 to 200 : T2 Modern Tech (Millennial)

      • 201 to 250 : T1 Near Future Tech (Prototyping and small scale testing)

      • 251 to 300 : T2 Near Future Tech (Commercial mass scale implementation)

      • 301 to 350 : T1 Intermediate Future Tech (Prototyping and small scale testing)

      • 351 to 400 : T2 Intermediate Future Tech (Scientific and military implementation)

      • 401 to 450 : T3 Intermediate Future Tech (Commercial mass scale implementation)

      • 451 to 500 : T1 Far Future Tech (Prototyping and small scale testing; Planetary)

      • 501 to 600 : T2 Far Future Tech (Scientific and military implementation; Planetary)

      • 601 to 650 : T3 Far Future Tech (Commercial mass scale implementation; Planetary)

      • 651 to 700 : T1 Technocracy (Prototyping of global scale tech; Spacefaring)

      • 701 to 750 : T2 Technocracy (FFT Scientific and military implementation; Spacefaring)

      • 751 to 800 : T3 Technocracy (Nationwide deep FFT integration & global operational capability)

      • 800 to ∞ : Stagnant Singularity. (Highest tech penetration and scale. No further advancement possible.)

      Legend :

      Primitive — Everything until the Industrial age, 2650 UC (350 BCE) onwards.
      Basic Tech — Comparable to RL WW1.
      Moderate Tech — Comparable to RL WW2.
      Modern Tech — Equivalent to RL Cold War for T1 and Millennial Tech (you're witnessing this era IRL) for T2.
      Near Future Tech — Viable tech that is being researched now; the technology being prototyped or better. Expected to be operational in 40 years or less.
      Intermediate Future Tech — Plausible Hypothetical Concepts. Prerequisite technology exists. Estimated to be invented in 100 years or less.
      Far Future Tech — Implausible yet believable Hypothetical Concepts. Not sure of viability, since based on NFT & IFT inventions, but has proposed approaches.
      Technocracy — FFT, but on the spacefaring and global scales. Technology permeates most aspects of life.
      Singularity — You are the Technology. Having reached the pinnacle, the focus has shifted to other aspects such as global welfare, world philosophy, or stability.

    • Influence - Shall only be considered for nations newly introduced to RP. The rest have eventually gained (original) influence in the RP.

    • Human Development Index - As it is. Determines the development of a nation.

      According to the NS Human Development Index -
      1. 0-25 : Dystopian (Barbaric)

      2. 26-50 : Underdeveloped

      3. 51-65 : Lower Developing

      4. 66-80 : Upper Developing

      5. 81-95 : Developed

      6. 96-100 : Utopian (Alpha Nation)

    Other important characteristics :

    1. Government Type -
      One can adopt any government type that they want, irrespective of whether it is available in NS as a classification.
      But the NS classification should be relevant. For instance an Inoffensive Centrist Democracy can't call itself a Heirarchial Monarchy. One can have any pretitle one wants, unless it explicitly contradicts your government form.
      Anyone choosing a unique &/or self designed government system must describe it accurately in a factbook. This should also (at least) loosely be relevant to the NS classification.
      In short, one should attempt issues such that you form the government as per what you have chosen to adopt.

    2. Geography, Climate, & Location -
      All of these should be mentioned in factbooks, only if one desires to RP with these factors. Location is relatively important, with respect to other roleplaying nations.

    3. Puppets & Lore Nations -
      Any or all of the above should be mentioned in relevant factbook dispatches if one wishes to RP with them, with adequate descriptions regarding relations, history, government type, & such.
      Lore nations are entities which were previously sovereign, but are now part of a player controlled nation. Usually made for lore, they exist as vassals, principalities, or non-sovereign states/provinces.

      Everyone is requested to not create more than 2 puppets for roleplaying (1 for MegaVerse), even if casual, as it crowds the roleplay and may create confusion if not depicted properly. Note that this applies only to roleplaying. Non RPing puppets are inconsequential. (See Mandate M04.)

    4. Non-Player-Controlled Nations -
      These constitute nations present in the Mega Verse (RP universe) but not controlled by any single player and existing as independent entities. Any player can use it to generate events, but no one can destroy it or do major damage without a realism approval from the Overseer. Minor incidents, or speculative plotlines are permitted, which assume NPC intentions and even enact them. Any use of NPC nations is public & open to all. They are not to be used in Solo Plots, to prevent confusion.
      Currently, the Mega Verse has East Lebatuck as an NPC nation.

  2. Policies

    • Policies is the latest feature introduced in NS gameplay, which helps us track landmark decisions that have major repercussions on the nation. The policies are also dependent on issue choices, like NS stats, but are different from the stats themselves. They are just characteristics of one's nation, so there is no "superior or inferior policy". Policies just present a players opinions and nation preferences.

    • Yet, one usually finds a few policies that are later undesirable or of the "when did I install this!" type. Some of these greatly affect how the nation is run. And hence, for the RP, one is allowed to ignore one policy in order to avoid complications, grumbling, and a skewed nation.

    • The number of policies available is limited. So a few factors may not have appropriate policies. For instance, one may have a custom designed government type, but policies mainly cater to various democracies, monarchies, and dictatorships. So such policies may also be modified with proper explanations (factbooks) and then used for the roleplay.

  3. Actual Interaction
    This entails the actual roleplay, consisting of news posts, transnational communication, & such. The following protocol should be followed to greatly increase the authenticity of the roleplay :

    • Consent - If one nation wants to post the results of an incident/exercise/decision/war, or anything which involves other nations, then that nation will have to take their consent before posting details regarding them. For instance, if a nation at war with another wants to destroy an enemy carrier, then it will have to take the other nation's consent (telegram) before posting.

      This doesn't apply to situations when one nation is significantly powerful or better disposed than another and has previously warned about the consequences.

    • Timeline - This concept comes in useful when multiple nations are involved in crucial parts of a plot. The owner of the host nation in which the plot is ongoing, or the plot creator are ideally the timeline controllers. All others should take their Consent before altering times, but consent of other participants may also be required.
      So one can't just say, "15 days later" and do a post when others still want to continue in the current time era.
      This consent type can be bypassed by making arrangements with the host nation / plot participants, but this is the default protocol.

    • Realism - Care should be taken to ensure that realism is always maintained in all scenarios. For instance, an "extremely brave" coast guard ship can't defeat a destroyer singlehandedly.
      Official exchanges and responses of nations should be appropriately worded. Don't say "Why did you ban oil from my country ?" or "You can defeat me only in your dreams" while in character.
      All RMB roleplay should compulsorily use NS stats as mentioned above, for uniformity's sake.

    • Representation - Nations in an active roleplay should post content either officially from the government,via news media or stories. Else, one can always be in RPing mode and not require the above but instead use OOC (Out Of Character) when posting out of the roleplay. The same applies to the reverse, with IC (In Character) to be used. Content pertaining to M04 should compulsorily use the IC marker.
      One can also authorize another nation to post news about its internal events, with the rules of Consent being applied.
      Any content without proper representation is a mark of improper roleplay & stands to being voided, as it is a cause for confusion.

    • InterPlayer Control Relations - While players can set up mutual IC relations involving one as protectorate/vassal/similar and the other Overlord, such arrangements have some prerequisites to be considered for the MegaVerse:

      1. The same activity levels are required from all players for admission into the MegaVerse, irrespective of their IC predicaments (vassal, protectorate, federation, city-state, or otherwise).

      2. Vassal players may opt to limit RP to internal affairs, but should take cognizance of international events and respond to other nations as required (especially when MegaVerse nations approach them). Else the plots are considered Isolated Plots.

      3. It is the suzerain's responsibility to take a stand on every international event, so that their vassals can act accordingly.

      4. In the event that the suzerain player is unable to fulfill Point 3, they will be banned from having vassals for 2 months, and only reinstated if their activity is acceptable after that. The former vassal will turn sovereign and assume full responsibility of plot activities. They may take up a different Overlord after one month.

      5. In the event that the vassal player is unable to fulfill Point 2, they shall be put in the Tentative RPer list, and given a second chance with 1 month deadline. The suzerain or any other players may assist here. Failure will result in removal from the MegaVerse.

    • Telegrams & RMB Posts - Roleplay is primarily expected to be carried out in the RMB. So telegrams are to be used for consent, queries, OOC discussions, and the like. It may be used for RPing too, but any such plots & their events will not be considered MegaVerse (canon).
      Liking RMB posts has nothing to do with the RP. Liking does not stand as an IC response and intends to instead promote friendliness among the RPers. Yet, liking posts can stand for approval when consent comes into picture. If a nation that you included in your RP likes the post, you can consider its OOC approval.

  4. Types of Roleplays
    There are mainly two types of Roleplay: Active and Passive. Most players use either one of these two. While there may be a few 'hybrid' ones, the assigned guidelines of atleast one shall definitely fit such players.

    1. Active Roleplay : This type of roleplay is what most newbies think roleplaying is about. It involves the participating parties communicating both IC (In Character) and OOC (Out Of Character) with no communicating guidelines, simultaneously. The story is not discussed previously, and is rather made up on the spot by each player, for their own characters (or nations).
      It requires all the players to be online simultaneously, and respond to others posts, to carry forward the RP. Realism is usually ignored as the only motive of most such RPers is having casual fun, usually resulting in hundreds of posts in a day.
      Such RPers are not mandated to use all the aforementioned rules like consent and realism if you use Active RP casually, but are advised to use the Statistics for preventing godmodding and harassment.

    2. Passive Roleplay : The more advanced, refined type of roleplay. This type of roleplay has the participants posting events and conditions of their nations/characters. The story is taken forward by other nations who post their reactions and the events' repercussions. This type of RP proceeds in a planned way, and the plot is frequently discussed before posting to refine the story. The language used in Passive RP is also considerably more professional that Active RP. While this RP is too done for fun (obviously), those opting for Passive RP gain satisfaction from accurateness, realism, and detail imbued in the roleplay. Such RPers are mandated to use the Statistics as well as other rules of realism, interaction, consent, & others. In fact, this roleplay automatically integrates the rules, without which it won't work smoothly & fairly.

  5. Types of Plots
    Plots categorisations arise due to varying RP genres, and storyline limitations which cause either participation restrictions or Guidebook deviations.

    1. MegaVerse Plots
      Plots which are open to all MegaVerse roleplayers are the MegaVerse Plots. These plots follow RP rules (this Guidebook) in detail, and so do all the participants. The plots take place in the MegaVerse, the universe where all roleplaying nations exist simultaneously; and the events occurring in one nation are recorded as a part of its history. Players can make RP posts referring to any & all other players in the Mega-Verse, without taking participating consent; essentially inviting them to act on their posts. Regardless, all other rules of consent remain unaltered. All plots by members of the MegaVerse are by default canon and open to the rest of the MegaVerse. Plots that would require all other nations to act, referred to as Global Events (like an apocalypse scenario) require Overseer approval.

    2. Isolated Plots
      Plots whose storyline is limited & dependent on the events of one nation (player), with others being reactionary participants are Isolated plots. Up to five nations are permitted to have an Isolated plot. RP Guidelines are followed, but stats may be only loosely adhered to. Events occurring in such plots shall be considered in nation history only if the plot follows RP Guidelines. Plot initiation (creation) permission isn't required, but it is recommended that you inform the Overseer beforehand.

    3. Solo Plots
      Plots which have only one participant, with or without one's puppets, are Solo Plots. Other players are forbidden from reacting to these plots. Following RP Guidelines is optional for nation stats and advancement. Events occurring in such plots shall only be recorded in nation history if the plot follows RP guidelines. Plot initiation permission is not required.

  6. The Mandates
    Every system needs a set of rules that are to be followed by all. Even for a roleplay, this is the surest way of preventing system abuse, hence reducing conflicts and wasting time in endless debates. The Mandates are just such a set of rules that all RPers need to follow. They are so designed that there would be almost no ramifications on the RP itself, so nothing would change. Rather, they would only augment the approach towards the RP, and set up a code of conduct.
    The Mandates have been designed keeping in mind the Civil Code (M01), so no worries about code violations.

    1. M01 - Civil Code
      Under no circumstances (IC and OOC) must any roleplayer violate the Civil Code. Code violators shall be penalised as per protocol. Penalties include banishment from all of RP and/or even the region itself.

    2. M02 - PacificaRegion in Roleplay
      Concepts of secession from the Pacific, or of rebelling against the government are not permitted in any roleplay. Roleplayers are advised to only make nominal use of the region in RPs.

    3. M03 - Unsuitable Content : Material
      Some content is not conducive to a healthy RP suitable for everyone, and usually dampens moods. Such content involves description of : Graphic violence (detailed body damage & the like), 'Gross things' (bodily discharges & the like), Heinous crimes, Barbarism (cannibalism, human sacrifice & the like), Tortures, Effects of lethal weapons, Erotica, and related things.
      Roleplayers are asked to not indulge in describing any of the above. While mentions are occasionally permitted as per situations, excessive use &/or descriptions of such content is not allowed and would incur penalties.

    4. M04 - Unsuitable Content : Conceptual
      While a player nation has complete freedom to RP as any culture & ideology, care needs to be taken to ensure that the content is depicted as strictly IC. RP of radical notions requires being especially careful to avoid OOC offense. Players are advised to do so with fictional elements rather than RL ones, wherever applicable.
      Examples of what does not work:

      Believers of [ideology] are animals.

      IC: All of [ethnicity] should be killed!

      My master race nation shall eradicate all others!

      This is a big NO. Such posts shall be interpreted as personal views and the player will be penalised for violating M01. Simply appending an IC tag doesn't make a post roleplay either. A plot is essential.
      We RP as nations, and our posts should always reflect that. Examples of what can work instead:

      IC: The Empire of [nation] condemns [ideology/culture] in the strongest of terms and wishes to have no association with anyone harbouring elements who support it.
      – Ministry of External Affairs

      IC: Commander [name] has always despised [race/community]. He sees them as a violent people only concerned with self interests. Rumours speak of him plotting to cleanst the nation of them when the old king dies.

      These express either the official stance of a nation, or the views of a character. The indication of a plot/motive is also crucial for distinguishing IC from OOC. To ensure this, M04 establishes that:

      1. Excessive RP (and description) about discrimination/hate/harrassment of an RL culture/ideology/people constitutes an OOC malice and is ground for penalties as per M01.

      2. All RP posts of the nature described in this mandate shall always follow the Representation section.

    5. M05 - Puppets
      Regulating puppets is essential to prevent godmodding by entire puppet coalitions formed by a single player, thus imbalancing the RP and dispiriting others.
      All role players are permitted to only have one puppet for Mega-Verse RP purposes, with proper references to the said nation being a puppet. This also applies to fictional puppet-nations which aren't actual NS nations, as they are equally important from an RP point of view.
      Nevertheless, considering the amount of efforts that go into constructing ones main nation itself, it is adviced to not create a puppet unless one is confident of maintaining consistency in quality.
      All puppets shall have a cap on their stats. That is, their stats can't rise beyond a certain limit, to prevent imbalance.

      • Human Developing Index : 65

      • Scientific Advancement : 150

      • Defence Forces : 3000

      • Economy : Half of the main nation's economy.

      • Industries : None greater than the equivalent of the main nation's primary industry. And only one industry worth economic consideration.

The guidebook is dynamic, and actively updated with modifications and additions as the need arises. If you have any suggestions, feel free to tell me.
Support the Guidebook by upvoting this dispatch!Green arrow above the number at the top right.

Read dispatch


Welcome to the RMB Roleplay Portal of the Pacific ! All roleplay activities are catalogued here, and you shall find the extant list of all RMB roleplayers, the Map of our world: Arembia, special plots, RP Genre Categorisations, plus Guidebook assistance, RP methods & terminologies, among other things.

Contents

Map of Arembia


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)


Introduction to RMB Roleplay

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 :

The New Pacific Order has had offsite forums since the early days of NS. A time when the RMB only held the most recent ten messages, and all previous ones were lost to the void. Obviously not a good place to roleplay; which is why roleplay started on the offsite forums. But around six years ago, NationStates introduced a basic form of the current RMB. A Board which can perpetually hold messages, with new ones appearing on newer pages. As more and more features were added, the RMB became a very good place to RP. But since people were accustomed to the forums, it took time to pick up pace.

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 :

The RMB Roleplay Guidebook is the core of our RP. It is used as the reference for our nations' abilities, stats, as also for rules within the roleplay. It is very important that you read it before joining. You may approach Overseer Samasbhi with questions about Guidebook, as also on the RMB.

Frequently Asked Questions (FAQs) :

  1. 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.

  2. 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.

  3. 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.

  4. What about the map ?

    The map is exclusive to MegaVerse players. Once you're in, you can claim an empty spot for yourself.

  5. 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.
    :-)

  6. 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).


NPC Origins & Structure

Stats: East Lebatuck
Population - 1 billion
Military - Juggernaut
Advancement - Near Future Tech
HDI - Lower Developing

Stats: West Lebatuck
Population - 306 million
HDI - Underdeveloped

Ancient Era -
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:

  1. 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.

  2. 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.

  3. 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.

Other NPCs

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.

This is when intelligent beings evolved in terms of lifestyle. Barely more than animals by way of life, they had begun to tread the path of innovation and improvisation to increase their chances of survival. The first Proto-Communities formed in this era, sowing the seeds of Civilisation.
Events in the Arembian Era are accurate to ±500 years.

-49000 UC (2 AE)
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.

The Golden Era of humankind, it kickstarted civilisation as we know it, both human and otherwise. Human population rose to optimum levels, and great civilisations existed in harmony with nature.

1 UC (1 ME)
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.

World polities as we know them took shape in this era. Most of the advancement till date has occurred in this time span too, since Aha Maela took with it most of its knowledge.

1 CE (3001 UC)
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

———

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.


Upcoming Features :
  • 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.
Read dispatch

2b: Ask people whether they want to roleplay and whether they want to be destroyed in a fiery death.

Katrzynija wrote:Hippity hoppity be a monarchy bruh ._.

He is. It's just people vote who becomes monarch.

«12. . .8,3348,3358,3368,3378,3388,3398,340. . .44,49744,498»

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