Welcome, may I suggest reading this more some quick info on TWI
You must be wondering what you can do here and how, what is expected of you and how to start role-playing... I'll try to answer these questions in this dispatch.
First of all, if you haven't done so already - go ahead and introduce yourself on our regional message board (RMB). You can post things like what country you're from, if you're new to NationStates or to role-playing (RP), what kind of a nation you want to create, and anything else you'd like to share.
About the Region
IC communication (in-character, meaning role-playing) is done on the NationStates forums
OOC communication (out-of-character, from general chatting to world-building) is done on the RMB and the forums
Telegrams are usually OOC
We don't have offsite forums, but there's a "mostly unofficial" Discord chat.
We use the NationStates platform to create fun and interesting stories, about our nations, peoples, and leaders. We usually discuss ideas and plan RPs on the RMB and in OOC forum threads, and then co-write them as RPs, news, accounts, information, and history in dispatches and IC threads.
We have a democratically elected government (you can run for office) in-charge of several aspects of the region:
Facilitating RP and promoting world-building and cooperation in the region
Managing the region in terms of regional rules and standards
Recruiting new players and managing our embassies with other regions
For more information, you can read through the following dispatches when you get a chance:
The Constitution - It details the responsibilities of the various government officers and the Founder, as well as the processes of legislation and elections in the region. Of course, there's no need to remember it all, but it's there if you need it.
The Regional Rules and Conduct - That's just... The rules. You know, don't be a jerk to others, don't spam the RMB, and so on. The map rules are also there, but we'll get to that in a minute.
The Monthly Report dispatch - Contains current and updating information about the region (recent stats of the region, weekly updates, important daily events, etc.).
Of course, most of us can. If you still have questions, you can do either of the following:
Post a question on the RMB; you'll likely get an answer not long after.
Send a personal TG to any of the officers (listed in the WFE) or to an active member
Your address for questions regarding specific RP rules is the Sec. of RP (Roendavar). Feel free to tag him in your RMB post or to TG him.
About Role-Playing in the Region
Our regional map is the basis of our RP, and it is therefore reserved for nations who actively engage in RP or plan to do so.
Here in this region we don't use NationStates stats at all. Population, economic status, main industries, defense budget - All of those things are up to you, the player, to decide! Make factbooks or dispatches describing your nation's culture, history, religion, government, economy, climate, military, science, industries, people, corporations, trade deals, and anything else you can think of.
RP in this region is based on realism and modern-technology, so keep your nation in those limits. There are a few other guidelines we have in place to keep things balanced, for example:
A while ago I attempted to summarize the realism-related guidelines in our RP in a dispatch. It explains the certain limitations on size and population, size of military and economy, WMDs and such. These are not rules, but I encourage you to read them.
To sum up: Be humble, think balance.
Other than that - the limit is your own creativity. Feel free to look around and read other nations' factbooks and dispatches for ideas. See for example:
Take some time to look around, get to know the other players and the region as a whole, and develop your nation. I recommend doing that before getting into RP.
You can get to the region's ongoing RPs and events in either of the following ways:
Through the "Ongoing Events and Perpetual RPs" in the region's World Factbook Entry
As a start, I recommend reading the recent posts in the regional news thread and posting some of your own, before moving on to more complex RPs. This would allow players of the region to get acquainted with your nation and your style.
NS is full of useful guides on RPing and writing. This one, for example, is short and to the point. This has all the NSCodes. This thread explains about RPing warfare. There are many more RP guides and tip dispatches or threads around the site - feel free to explore and learn more about RPing.
For any question on the region (or not), feel free to ask on the RMB or to any of the active members.
Welcome! I see that you are more or less on my non-NS nation Adzhatia's place (www.dulminis.nl/adzhatia ; the website needs shamefully urgent updating) but luckily we have our own map here in TWI :) (see the links that Doravo mentioned above)
Not sure which land should I claim...my ns nation is not located on that map.
Welcome to the Western Isles! Oh, you have to send a telegram to Vancouvia and answer the questions that are somewhere on there. In some of the questions you chose a reasonable place for your country
What Trigel said. Just look for an empty spot on our map; check the nations in the vicinity of your desired spot if they have similar backgrounds (if you want to match those, which isn't mandatory) and once you have made a choice, contact Vancouvia to make the request.
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
Ever since colonisation in the 16th Century, Keverai has been a place which has turned its eyes out to the Isles at large. It has had a turbulent past ever since it gained its independence in 1931 amidst a moratorium on colonisation and the invasion it soon was subject to in the Imperial War One. In the wake of the war, Keverai sharpened its focus on the Isles at large - significantly deregulating its economy and looking to become a nation deeply integrated in all aspects with the rest of the region. However, the dark side of its former government caused a short revolution which harmed its reputation. Now, the young pragmatic and democratic government is looking to forge a new identity for the nation - one that forces them to confront the deep challenges they face head on.
Politically stable, with minor civil and social unrest
Ainslie, New Aapelistan, Roendavar, Aizcona
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
idk if people know that when they tag your dispatches on regional world factbook entries or paste them in the rmb it notifies the author because every now and then I get notifications for that and get these brief random windows into the worlds of other regions
I am think about claim an island and give it a different name. My nation is belong to the alternative earth. And it should not locate on TWI map. However, I have a question. TWI rp should already playing for a long time. How's the situation about those islands no one claimed?
I don't know how to describe this question. But does this world has its history?
Of course, each nation claim one piece of the island will be ideal and fair......
I'm going to let you down as gently as possible here.
As for the unclaimed land, our rule has always been that unclaimed and non-bold territory (the bold territories being explicitly marked and are usually meant for free RP spaces for those on the map) have no history and are not interacted with, so you can pick anywhere on this map that isn't already claimed and make whatever history you want of it, not a soul will object until you start doing things that are contrary to our established RP rules as enumerated in the Roleplay Executive Orders or our normal conventions, which we will point out as they come up.
In short: (1) The "alternate Earth" buck stops generally in 1945, we expect you to have your own natural history outside of a relationship with the real world to some extent. (2) Your nation must be within the bounds of the TWI map if you want to have any chance of roleplaying here, I highly doubt Vancouvia would make an exception to expand the map for one claim, not unless you want to start arguing for Planet TWI to give him the headspace to go for it. (3) TWI roleplay is old and there are some things (such as the origin of the League of TWI) that remain canon and are hard to alter, but any land that is unclaimed is tabula rasa within reason.
And TWI world techs reached what kind of average level? Like airplane? Ship? Rocket?
Has North, South pole? Weather and climate?
Tech in TWI is modern. Everything that is real now in the real world is applicable to TWI within reasonable limits. TWI exists (broadly) in "the area between Japan, the western American coast, the Aleutian islands, and Hawaii" or generally our northernmost extent would be the edge of Alaska and our southern is the equator, so northern Pacific. Weather and Climate is more flexible since that's a roleplaying matter, but take what I said above and assume that TWI's climate generally aligns with that of northern China and Japan/Canada and the northern US if that's helpful.
Is this an official setting or just your prediction? My English is very well and I didn't notice this while browsing the guide.