The map is key to developing relationships between our nations and engaging in role-play. As it has limited space, it is therefore reserved for nations who actively engage in RP and new nations (who have a fair probability of engaging in RP in the future). Please do not request a map spot unless you plan on being active for a long time.
For new nations in the region, you must do ALL of the following to receive a map spot:
1. Have a realistic nation name, as in something reasonably similar to a real world state (but not actually a real world country name or extremely similar), and use this as your name that you role-play with.
2. Have at least one nation-building factbook (i.e. relating to your nation's government, culture, economy, etc.) AND one forum post (of any kind, on any thread). We use the forums for role-play so it is important that you know how to post on them.
3. Have been active sometime in at least the last three days. For example, if you send me the request on Monday, stop logging in after Tuesday, and I check the request on Saturday, I will not add you, because it appears you are no longer active.
4. Be in the World Assembly on the nation you're applying with.
5. Send me, the Founder, a telegram that answers the following questions:
Standard Application for Map Spot
How did you find the region/why did you choose The Western Isles:
How long have you been active on NationStates:
Is this nation a puppet or side project:
List your other nations, if any:
Do you plan on being active (participating in regional role-play), and what are you interested in:
Are you in the WA:
Have you read the welcome guide "A Welcome and Introduction Dispatch for New Nations":
Have you read, understood, and agree to the map rules located in the regional rules dispatch:
Where exactly do you want to be on the map (describe the location in relation to other nations' locations):
If that spot becomes no longer available, what is your second choice for location:
The map is updated at least once a week, usually on Sundays. My goal is for there to be an average turnaround of less than five days. I will let you know when you have been added, usually by replying to your telegram with "Added." I will most likely not respond to your telegram until such time as I have added you or messaged you back seeking clarification if there's a problem.
In order to stay on the map, you must post on any regional in-character role-play thread at least once a month AND you must also do at least one of the following every ten days or less:
1. Publish or significantly and clearly add to a nation-building factbook entry.
2. Post on any regional role-play thread (including but not limited to the news, tweets, citizens, or League threads).
If you're going to be on an extended vacation or unavoidable absence, telegram the current Secretary of Role-Play and me and I will likely hold your spot for you if you have shown in the past to be an active member.
No puppets. No nation on the map may serve in any capacity in any foreign region's government.
All players must use a single nation name for all of the region's affairs. Creating and using a new nation to RP as a territory or province is heavily discouraged.
See also additional rules for specific instances: page=dispatch/id=426501
1. Treat others how you want to be treated.
2. Be friendly, welcoming, and supportive of everyone, but more so to the new nations of the region.
3. Don't sabotage, harass, or annoy anyone, in the region or elsewhere.
4. Don't engage in one-sided role-playing, for example by invading a nation that does not want to be invaded.
5. Keep your military strength conservatively realistic.
6. Everyone is equal! Elitism isn't welcome here.
7. Alts/puppet accounts cannot vote. If caught voting, you face expulsion from the region.
8. Follow the NationStates rules.
The RMB is used for:
1. Communicating with the region as a whole, for announcements either on personal matters or about your nation.
2. Welcoming new nations.
3. General conversation about news or other non-controversial topics.
4. Advice on national issues.
5. Help on anything concerning NationStates itself.
6. Campaigning, once an election poll has gone up.
7. Advertising a regional news article or paper, only once per 12 hours.
The RMB is NOT used for:
1. One-on-one conversations. These should occur through telegram.
2. Role-playing events. These will occur in threads on the NationStates forums that will be linked to on the regional world factbook entry. This is so they do not get lost in a sea of other messages on the regional message board.
3. Controversial discussion. These should occur in public threads on the forums.
4. Spam, inside jokes, troll language, memes, etc. Each message should be at least a full sentence and be either helpful, informative, or evoke conversation.
5. Non-English conversation. Use English.
6. Incredibly long posts, particularly those copy-pasted from something else.
1. No regional telegrams can be sent out by non-officers, for any reason, including to campaign
2. Officers can only send out regional telegrams if absolutely necessary, such as in order to conduct their duties or conduct elections
3. Residents may, of course, still telegram any other resident privately for any reason, including to campaign
Breaking the Rules
Upon violating the rules, the following events are likely to happen:
1. Suppression of RMB posts
2. Telegram/post asking to stop
3. Kick from the region
4. Ban from the region
These events may occur in a different order depending on the severity of the offense(s). The telegram/post may come from any nation; if someone warns you that you are breaking the rules, that counts as a warning.
Four Passages & North Mesder Sea
Central & South Mesder Sea
Raedlon & Wake Islands Area
Argean Sea and North Argus
South Argus and Surrounding Islands
The Western Isles, like many regions, exists in its own separate reality or plane of existence in order for members to reconcile their own histories with each other. We are Earth-based humans with Earth weapons and Earth culture, although we do not exist on the map of Earth itself. Although Earth's countries exist in our reality, we do not typically interact with them nor do they interact with us; we almost exclusively interact with only the nations in our region.
The Western Isles is very roughly 7000 miles long and 4000 miles wide (10 km by 10 km per pixel). We exist in a northern hemisphere, with the nations at the north typically experiencing colder climates and the nations at the south typically experiencing equatorial climates. If it helps, you can picture our map as being the area between Japan, the western American coast, the Aleutian islands, and Hawaii, although we do not actually exist in that realm. Nations are given free reign to decide their inner geography, so long as it does not bend too deep into unrealistic territory. Similarly, nations may decide their own resources or lack thereof, so long as it is kept reasonable and realistic. We are modern time, specifically current time, meaning that the real-life calendar day is the same as our role-play day.
The central island is named Argus; the large island to the northeast of Argus is called Gael.
Bold territories (marked in bold on the regional map) are essentially NPCs, in the sense that they are used primarily as locations for role-plays that would be too difficult, awkward, or cumbersome to have in one of our nations, and they are not directly controlled by any nation. The idea behind these bold territories is that they perpetually serve to increase the overall degree and flavor of role-play in the region. Major themes with these territories include imperialism and depravity, since often we are reluctant to place our own nations in a disadvantaged position.
Although typically these territories are "run" by one person in the region (i.e. typically the person who comes up with the idea for them, creates factbooks, sets up role-plays, heavily participates in role-plays, and is the contact person for information on them), these territories should be thought of as essentially battlegrounds or loosely-held contestable territories. A major difference between a bold territory and one of our nations is the idea of OOC consent. If I wanted to invade another nation, I would have to ask permission from the other role-player to do so and they would have to agree. If I wanted to invade a bold territory, I would not have to receive permission, but I would face heavy IC resistance. It is in this way that we can raise the stakes and importance of IC alliances. Although no one can destroy your nation without your consent, others can still greatly help or hurt your goal of expanding your influence on the regional scale.
In a perfect world, these bold territories would be permanent and active locations that would have strong, in-depth histories and uses. Ideally, these should not be used for just one role-play and then tossed aside and forgotten about. The goal when creating and using a bold territory is to involve many nations and increase the role-play opportunities with all of our nations. If a bold territory has sat for months with no real activity or is too directly tied to only one nation's role-play(s), it may need to either be shaken up and transformed into a better role-play environment or removed from the map.
Name is the common map name of the bold territory, linked to either a thread or dispatch that has the most information about the territory overall. Typically this will be a dispatch written by the creator of the territory that has updated information about it.
Description is a paragraph of information that should describe the past, present, and likely future of the territory and give a true, honest depiction of what the territory's purpose is.
De Facto Rule is a true answer to the question "Who is in charge?" If the territory is currently undergoing a war, this may be multiple nations or factions. Note that this may differ from the stated or legal rule (de jure). For example, although the International District is legally ruled by a Council, a constant and overwhelming foreign military presence makes the situation more murky than it appears.
Status is a description of what major events or themes are currently occurring in the territory.
Major Nations Involved is a list of nations most actively operating or emitting influence in the territory. The bolded name, listed first, is usually the person who "runs" (see above) the territory and who would be the best person to contact for getting involved with anything involving it.
Notable Links is a list of links to threads or dispatches in which the territory is mentioned or involved. All territories will have a link to "In the News," which will have a chronological list of all mentions of the territory in our regional news thread.
De Facto Rule
Major Nations Involved
A neutral, heavily forested chain of islands situated between Argus and Gael, the I.D. is ostensibly "neutral ground" used for regional HQs (including the League & CoFN), treaties, business ventures, recreation, and other gatherings in the centrally located "City." In late 2015, noting growing corruption and lawlessness, a multinational coalition led by Vancouvia occupied the I.D., restored order, and installed a Republican government and police force, the Island Guard. However, a Vancouvian military base remains in the southeastern corner of the island, growing larger with Noronica, Ainslie, Covonant, and other nations building permanent installations.
The I.D. Council, Supplemented / Influenced by Vancouvian Military Support
Occupied and Heavily Patrolled, Transitioning to Self-Sufficiency
Vancouvia, Noronica, Ainslie
Established in the depths of the Great Depression in 1932, Keverai’s turbulent past has previously been acknowledged and faced head on by multiple government administrations who employed then-radical economic policy to combat recession. Now, after a revolution due to a modern-day meritocratic government which kept injustice quiet, the new liberal democratic Government is surging forward to realise a new identity of itself - one which incorporates social reforms as ambitious as their historical economic moves. In the reality of past controversies and a complex geopolitical present, Keverai seeks to cautiously provide a good life for all its citizens yet maintain its prestige.
Politically stable, with minor civil and social unrest
Ainslie, Scantarbia, Enchanta
Lövsk is a rural, cold, and rocky island close to the northern tip of Gael. Most of its 300,000 inhabitants are native Lövskians who mainly live in agricultural-based communities and towns, but a few of them are Osters who migrated to Lövsk following many years of Oster mining, extraction, and production activities on the island. In 2015, following a chain of violent events involving Lövskian insurgents - Ostehaar took control over the island and significantly increaed its economic and military presence there, de-facto turning Lövsk to an Oster protectorate. Since then the island has seen periods of calm and periods of violence, bringing the situation closer and closer to a boiling point.
Occupied and Heavily Patrolled
An unstable nation in conflict since the 70s, infamous for drugs and war. Constant battles between the local communist and capitalist governments destabilized the nation and paved the way for backwardsness and criminal cartels. The destruction of communist forces and subsequent events has cause the local paramilitaries and Republican Army to oust the president and congress, leading to a military junta.
Cartels and Independent Military Junta
Placed Under Direct Control of Generals and Paramilitaries Following Ousting of the Communists, Critically Unstable
Corindia, Covonant, Ostehaar, Vancouvia, Athara Magarat
The Dominion of Arván was a Noronnican Colony from 1768-1973, gaining uncontested independence due to the Civil War in Noronica. The small peninsula since then became a festering pool of corruption and crime. The populace was subject to both the whims of the regime and the rampant human trafficking system in Arván. Both concerned over the increasing international support of the cartels and terrorists in Arván, and with internal support for the annexation of Arván, the Noronnican Government leaned towards intervention. The final straw came after the attack of Noronnican aircraft over Noronnican airspace by Arvanan fighter jets. Encouraging the construction of a large international coalition and mobilising a large invasion force, Noronica led the invasion and occupation of Arván. Now a Noronnican Overseas State, Arván is being cleared of crime and instability, while also being subjected to the rise of an autocratic Governor. The peninsula is also a hotbed for international espionage operations.
Noronnican State Government
Stablising and recovering after the Arvanan War
Throughout history, Charbagnia remained an independent nation, buying off and securing the wealth of nations and empires. It was known for its famed neutrality, maintaining a small but fierce defence. Through a very short war and a treaty, half of the country was annexed by Noronica in 1780. Charbagnia and Noronica maintained cool relations and border disputes were rare. In 1945, the country became whole again after decreased Noronnican imperialism. In the 1950's, Charbagnia underwent a military coup, installing a Soviet Government. With increasing militancy, Charbagnia became aggressive, toting its military might as a force to be reckoned with. The state collapsed in the 1980's and Charbagnia became a Federation, yet its authoritarian routes remained in full-force. Several occurrences of ethnic tensions sparked in the 1990's, with some of the French Minority in Charbagnia protesting against the Government favouritism of those of Germanic descent. Protests lead to violent clashes and soon any mention of dissent towards the German people was enough to land a person in the hands of the State's Secret Police. With the recent protests leading to the use of chemical weapons and the tense League investigation over Charbagnia's Weapons of Mass Destruction programme, the country is in the eyes of the international stage.
Under League review after supposed use of Weapons of Mass Destruction, and a hotbed for clandestine activity.
The Wake Isles
It has been 19 years since the first major modern war in the Wake Islands, with the nation of Wake Sud slowly recovering from the destruction of that first war over this period of time. It's native allies in the region have been absorbed by their great enemy, Polar Svalbard, which has resonated greatly with the natives all around the Wake Isles and with the ideals that come from Athara Magarat their government and even Svalbardian control in the region is facing great threats. There are the natives, who are becoming more and more hostile when viewing international influences and are becoming more and more emboldened in their resistance movements. There are nations and governments trying to maintain their hold on the region. Additionally, there are also nations trying to support the natives to grow and prosper into an international entity built on the fundamentals many nations hold dear - but yet are met with hostility by the natives. This a story of many end goals, many plots, and many characters, all trying to find their way through this mess in their quest for a unified identity, peace, or power.
Polar Svalbard/Wake Sud
Mostly occupied by Polar Svalbard although Wake Sud is independent
Polar Svalbard, Ainslie
A historically isolated island, Illa was peacefully invaded by Vancouvia in 2015, which thereafter implemented massive humanitarian initiatives while simultaneously constructing a military base on the outskirts of the island's largest city, Westilla. Shortly thereafter, it was absorbed into the Vancouvian state. Although Illa Islanders have, for the most part, tolerated or even appreciated the Vancouvian presence, major protests began in early 2018 following a Vancouvian refusal to agree to sign a region-wide declaration of indigenous rights. Many Illa Islanders consider themselves underrepresented in Congress, ostracized politically, religiously, and economically, and secondary citizens to mainland Vancouvians. It is in this wake that a growing contingent of Illa Islanders plan their revolution...
Underrepresented in the Vancouvian Congress
Growing dissatisfaction with Vancouvian rule
The Sawneeak Atoll is a disputed group of islands, islets and cays with more than 50 reefs. It lies off the coast of the southern-most tip of Gael in the east of the Western Isles, in the Southern Sea. This small geographical area in the region has often been dubbed by foreign officials as a 'geopolitical nightmare', as several of the region's historical and current political heavyweights have sought to dominate it through the intensive use of claims and military might. As it stands now, the atoll is claimed by various powers and shows no sign of relief. The territory is locked in a constant stand-off, where even the strongest of allies are at each other's necks. Through diplomacy and increasing military presence, the atoll has seen some prosperity for its populations, yet everyone knows that the unofficial ceasefire may not always last. As politics ebbs and flows within the region, tensions can only grow in the atoll.
De Facto Rule