by Max Barry

Latest Forum Topics

Advertisement

117

DispatchFactbookOverview

by The Retired Cartography Haven of Valsoran Cartographers. . 15,479 reads.

The Community of Valsoran Cartographers (OUTDATED)

.
.

Valsora: 2032
A publication by the Society of Valsoran Cartographers

.
.
.
Est. October 8th 2018
Current Cartographer: Plazland

.

| Rules & Guidelines || Political Map || Geographic Maps || The Suiliasystem || Lore |
.

Welcome to Valsora...

Valsora is the premier roleplaying map of the East Pacific RMB, and is home to a wide variety of nations created by people all around the world. These factbooks contain all the information you need in order to get started, as well as much more! Hold conferences between nations that have had years of writing put into them. Go to war to increase the size of your empire. Develop a space program, flying to the far off moons of Eta and Iota. And most of all, join a warm and welcoming community of people who are passionate about worldbuilding, roleplaying, and just having a good time. To navigate the pages of this factbook, simply click on the various links contained above.
Chapter 1: Introduction

Hello, I am Kianhua, a Veteran Valsora RPer who has been a part of the map for nearly 5 years. I'm here to give a mostly casual guide for fledglings looking to start RPing in Valsora. Even I, someone who has been on Nationstates for around 4 years including my first ever nation on this platform, know the struggles of being a fledgling. This isn't special, I'm sure everyone who has first started out RPing here or somewhere similar knows how hard it is at first. Hopefully, I can impart what I've learned and what I've observed if you intend to join the RP community of Valsora. Though things are difficult, make no mistake, it is quite fun here so I promise you, this guide will be well worth it.

Do take note, I am trying to make this simple so there are some cases where this may not apply like starting in land previously owned by a nation immediately after they left. In which case, you'd be inheriting their infrastructure, society, economy, military, and even some form of political system that the locals are used to. In which case, you can follow this guide at your own discretion but do have a discussion with the leaving nation about those things.

Chapter 2: Before You Get Started

First thing, here's a basic but very fundamental list of things things you need to establish well before you get into Valsora. You don't really need to make your own, not everyone is J.R.R. Tolkein, the master of Worldbuilding, but you can take some inspiration from the real world and mix and match things from there. Remember, there are 210 sovereign states on Earth and history is filled with much info about cultures, society, politics, economy, etc.

So, here's the list/criteria:

1. Culture
2. Government System
3. Ethnicities (ie. Are you a homogeonous ethnic state like Japan and Korea or are you culturally and ethnically diverse like the U.S.A?)
4. Economy and/or Industry (List 5)
5. Political, Social, and Economic Ideologies (these will likely influence who you align your nation.)
6. Society (What does your society encourage, approve of, and disapprove of?)

Now, these are very important because Valsora runs on a noticeable degree of Realism. It's not the kind where every variable needs to be tracked or calculated in order to justify where you're at now, but Valsora does operate within a reasonable level.

A nation built on an oil industry is more likely to be socially and politically oppressive like the Middle East Gulf countries unless you have laws, regulations, and a social democracy system that enforces those laws to protect the people and keep the government's integrity like Norway.

Thus, using the real world as our basis, we can determine which blend of those 6 things are realistic and most of all, are what you want to do. Remember, this is still your nation and the final call for all these criteria is up to you. Let's take Taiwan, for example. Disregarding the previous years of dictatorship, Taiwan would have it's criteria look like this:

1. Culture: Multi-culturalist, mostly Han Chinese culture inherited from Mainland China and the native Gaoshan people of Taiwan.
2. Government System: Sun Yat-Sen's Government, Representative Democracy with 5 Branches of Government (Executive, Legislative, Judicial, Audit, Examination)
3. Ethnicities: Mostly Han Chinese including Hoklo and Hakka, Gaoshan people, small amount of foreigners
4. Economy and/or Industries (List 5): Electronics, communications and information technology products, petroleum refining, chemicals, textiles
5. Political, Social, and Economic Ideologies: Social Democracy, Social Liberalism, Progressivism
6. Society: Very diverse as a whole, but in general a more progressive and socially accepting society albeit it with many exception that are still influenced by the ROC's authoritarian racially motivated past.

This way, you basically have in a list is the entire foundation of your nation. Though, don't be too concerned about the economy part, you can change things around in the future to get the economy of your choice. I mean, not even those in the 60s would've believed that Japan would soon surpass the United States through it's exports in cars, TVs and computers.

Also, don't hesitate to talk to other, more experienced RPers in the community, even the Valsora Carto Council, about this. Just be patient and respectful, I'm sure they will help you make sure things are realistic. Also many of the things here can be determined by the land you're starting with so really, reach out and get some advice.

Chapter 3: Getting Started

Now that you have established your country's foundations, it's time to get started on RPing. So, in general there are 3 basic things you need to focus on in RPing: Economic and Social Developments, Local Politics, and International Relations.

RPing these is basically putting your actions and the developments of your new nation on the record. Economic and Social Developments are important as other RPers will be informed about what changes are happening in your society. Local Politics basically show your government and it's politicians in action. And most importantly, international relations set the tone for how other countries interact with you and how you interact with them.

Once again, you can take inspiration from real life to make these things as realistic and authentic as possible, but in this section, I will address the most important thing here, which is international relations.

Often times, many fledglings I see in the RMB have the very first instinct to declare war or be aggressive in International Relations. I'm not going to address declaring war as that is part of a bigger issue for another chapter, so I will be addressing diplomatic aggression.

Think about this for a second. You're a fledgling nation, you haven't secured any alliances or if you have, you haven't officiated them yet in writing. This puts you in quite a vulnerable position in the world stage, as no matter where you turn, both regional and some continental powers are seeking for an opportunity for more influence or worse, more territory under their ever-growing empire.

You can do 3 things; 1, try to be friendly to everyone and be neutral, providing a service everyone benefits from, 2, secure alliances with friendly neighbors and like-minded nations, or 3, be very aggressive and sh!t on everyone. Listen to me. Do not do number 3. DO NOT. If your goal is to not get rofl-stomped by the nearest expansionist within walking distance or by the juggernaut continental superpower, do not be aggressive.

The best example we have of this is the People's Republic of China. Though not in the same position, it's "Wolf-warrior" diplomacy was just the epitome of aggressive tantrums and we begin to see very quickly why aggressive diplomacy isn't worth it if you don't have the influence, power, and military might to back it up. While China secured support from rabid nationalists back home, it lost some really serious footing in the world stage. Nearly everyone in East Asia, Southeast Asia, South Asia (India), Europe, the Americas, and even in Africa downright hated the Chinese and the perception of the Chinese alone utterly gutted any remaining trust most nations had in China, not to mention that style of diplomacy didn't help mitigate accusations of genocide, debt-traps, and influencing politics in Africa.

If China was just a fledgling nation flinging mud at everyone slightly different in ideology than they were, many other nations would probably step in and give China a shellacking of sanctions, military interventions, and overall just not a good time.

So, if you want to survive in international relations and foreign policy, keep your temper, and either be friendly and/or secure alliances quick.

Chapter 4: Keeping Stability

Now that you've gotten the first few things to do in RP ticked down, you just need to keep things going relatively stable, building infrastructure and the economy, building the military, establishing relations and trade, and generally doing what you want. Depending on where you start, this can vary wildly in time, but in general, you should be on your way to going from a fledgling nation to a developing nation especially once your economy begins to kick into high gear.

Ok, so now what? Well the most important thing to do now is not to fvck up. You may think this is easy, but remember what I said earlier about war? Well, this is the time to talk about it.

So, ask yourself. Does your nation have societal problems? Population problems? Do you lack in defenses? Do you lack in alliances to protect yourself? Is you economy going through a rough time? If the answer to any of this is yes, listen to me. DO NOT GO TO WAR, not unless your leader or government has no option or is incompetent.

War, especially modern war, fvcking sucks. You're essentially sacrificing a portion of your workforce, tech, materials, and the stability of your nation for your military to duke it out with someone you have beef with. This isn't really bad if either the reward is either security or massive wealth, or you're in the receiving end of war and need to defend your nation.

Either way, it really affects the economy negatively as you risk factories getting bombed, city centers getting attacked, and industry grinding to a halt. This is true for any war in history except WW1 and WW2 because the United States had two large fvck off oceans keeping most of it's factories from being bombed. But economy isn't your only problem.

War also brings with it massive risk to the population as you almost always need soldiers to fight. If your enemy has way more soldiers than you and has the same tech as you, you're going to get crushed even if you have the homefield advantage. War also brings massive social unrest if you fvck up because while you can replace broken tanks, rifles, ships, and airplanes, nothing is going to make young Johnny leave that casket of his draped in your nation's flag. If your society sees no point in war, or doesn't think the sacrifice is worth it, you're going to realistically get social unrest real quick.

Furthermore, war needs a lot of RP experience and knowledge of the military. You can gain this from getting advice from others and playing modern warfare realtime strategy games, but nothing can really replace experience. If you're not prepared, you will lose quickly.

If you do have allies and they basically level the playing field or give you an advantage, then by all means, go to war. But be very careful. War can either be extremely rewarding or downright devastating. It all depends on how you handle it and more importantly, the wars you find yourself in.

"He will win who knows when to fight and when not to fight." - Sun Tzu, Art of War.

Chapter 5: Conclusion

So, we're reaching the end of this guide and I've basically told you all I know that would help you, the fledglings. I hope this does in fact help you in your escapades and aid you in your quest to making your mark in Valsora. This section will be on some minor things to take note and consider.

So as you may know, factbooks and dispatches can be very useful to keep public records of anywhere from how cold your nation is and what your flag looks like, to the composition of your military and who your leader is. So, to get started I suggest you use this forum entry. It basically is a template for a Wiki-style super article about everything there is to know about your nation and it's history as well as it's recent actions, policies, etc. Go and have fun with it, and trust me, it will be helpful for other RPers as well. If you also want to make factbooks of important people or your leader, here's another template.

If you really do need to keep track of your various actions, I do suggest making a google docs or even a dispatch with every single RMB entry of in-character RP you have done and label them things like "Making a deal with Randomcountryia", "Collapse of the 2nd Mechanized Division", and "Oh Crap, The Leader has been assassinated". You can also group these things by Valsoran Year so you're not stuck going through a pile of links. This may be tedious, but trust me, without a reference, you could forget plenty of things that you did.

Lastly, and I think this will be the most important RP advice; don't get too invested. If you like acting and getting into character and immersing yourself in this world, it is easy to get too invested and hung up on every single discrepancy in Valsora and your nation. Hell, we've only been starting to tackle some aspects of Valsora's global economy just now for the amount of years Valsora has existed as an MTRP map. Point is, learn to let go of issues and topics that are too difficult to deal with and manage both your emotions and your expectations. It's easy to get too passionate, believe me.

Passion and investment is good, but too much of that will get the best of us.

That is all, thanks for reading this guide. I'd like to thank the many RPers who I've interacted with and have been through the journey Valsora has been for the past few years. I hope this guide will inspire and help you fledglings get out there and be part of what is really a rich and vast RP universe with many things, victories, defeats, and memes, that the eye can see.

Read factbook

The Claim Process:

In order to claim a spot on the Valsora map, follow this process:
  • Decide what you want your nation will be. This is the first process of making a claim, as it will impact several key decisions. Do some worldbuilding. It doesn't have to be super in-depth, just think of the basic cultural values of your nation.

  • Once you have a basic understanding of your nation, compare its culture with that of cultures in the real world. Try to figure out what culture it most closely resembles.

  • Match this culture with the culture of one of the continents on the map. Each continent on the map roughly corresponds to a culture group in real life. Nonscio, Araseos, and Solitas are all inspired by Western Europe, with Araseos being generally more Germanic, Solitas being more colonial, and Nonscio having no specific leaning. Yastreovakia is inspired by Eastern Europe and Slavic culture. Orientalis is inspired by the Far East, whether that be China, Japan, Korea, or whatever other Far Eastern nation you can think of. Usnistan is inspired by African and Middle-Eastern culture. Antarctia is a frozen wasteland, and generally is not open to claiming except under specific circumstances.

  • Finally you are ready to send a telegram to Plazland detailing your nation, where it will be located, and why it will be located there. Exceptions can be made for placing nations in other cultural zones, but they are rare. IF AT ALL POSSIBLE, please include a Linkpicture with your claim. This prevents confusing exchanges as the Cartographer attempts to decipher where exactly your nation will be, how large it is, and the shape of the borders. Additionally, there are a few optional additions that can only be added with an image claim. Namely, these are a capital city and internal borders.

  • Finally, why not join our LinkDiscord Server? It's just one click away, and it's where you can easily talk to the management of the map.

General Rules:

GENERAL RULES:

Rules on CTE: If your nations ceases to exist, you will be removed from Valsora effective immediately, your land cannot be claimed by other nations, even if you are in a union.

Removal Guidelines: If your nation is not deemed active on Valsora, and does not RP for at least 1 month, you will be removed from the map to save space. IF you need an exemption from this (eg. holiday, irl responsibilities) you should alert the cartographer.

Rules on purchasing land: Large amounts of land may NOT be purchased on Valsora, there is no direct size limit in place, the rule is up to the cartographer. For example a nation may purchase a tract of land the size of a small city / county IF they extensively RP the purchase.

Rules on Nuclear Weaponry: Nuclear weapons ARE permitted on Valsora, but with a cap of 50 kt and a limit of 1 use per conflict. For example Nation A can fire a nuclear missile at Nation B ONCE and no more, and it must be of a 50kt size or below. Please note nuclear weapons CAN be and often are shot down, so use it wisely.

Rules on Metagaming: IF you come across information about say, a planned invasion on Discord, you may NOT take IC action upon such. You RP as an IC nation, and if you gain information OOC you may NOT act on it in roleplay, if you are found to have metagamed, you will be investigated and run the risk of being banned.

Rules on Godmodding: Godmodding is strictly prohibited on Valsora. All roleplay must be within the realms of normality and reality, for example with a population of 100 million, your likely standing army would be around 1 million, not 10 million. Another example of godmodding is controlling another nations characters or actions, if you fire a missile at Nation B, they must decide what they do to counter the missile, not you. If you are found to be godmodding, you will be investigated and run the risk of being banned.

Rules on Fantasy / Magic: In some rare examples, fantasy elements are permitted in Valsora, such as currently dragons and diety's in RP. Please note that any and ALL fantasy elements MUST go by the cartographer before use in RP. It must be approved before you are permitted to use it.

Rules on Alliance Size: There have been multiple problems in the past due with the size of alliances; if there was no limit, then the map would be dominated by mega alliances. If they were too harsh, then they wouldn't allow for any substantial alliances to take form. With the current iteration of this rule, alliances are limited to around 8 members each. Additional, but separate, alliances cannot be created to subvert this ruling. This limit does not apply to observer states, as long as they are prohibited from activities an alliance might commence in its lifetime (Voting on bills, military conflicts, directly taking part, directly influencing, etc). This also prohibits a nation to be within multiple alliances at once, though this does not apply to treaty's as long as they follow the guidelines above

Allowed Technology:

Technology on Valsora follows MTRP guidelines (Modern Tech Roleplay). The general ruleset to follow, is that technology utilized in Valsoran RP is what can be used today, and in the near future (2030 max.) Specific examples are included below, but if you are unsure of a technology's use on Valsora, please contact the Cartographer before use.

Examples of BAD MTRP:

Robots / Cyborgs
Advanced Laser Weaponry
Clones
Advanced Genetic Modification
Most space weaponry

Natural Expansion:

Natural Expansion involves growing your nations borders through RP. You can utilize natural expansion in many ways, such as roleplaying colonization, land purchase or invasion! Natural Expansion is permitted as to give players an opportunity to grow themselves over time, though there are rules in place to avoid abuse of this.

Natural Expansion is only permitted once every 2 months. This is to stop nations from abusing natural expansion and growing too quickly

Here are some examples of Linkfair natural expansion, and Linkbad natural expansion

Natural Expansion must be heavily roleplayed, natural expansion requests will not be accepted if the expansion is not roleplayed extensively. By such, I mean to recommend multiple fairly long posts, or a dispatch outlining how the land was gained, why it was gained, and so forth.

Please note that the Cartographer(s) hold the right to refuse natural expansion requests if they so choose, whether it be due to size, a nations inactivity, or other reasons reliant on fairness.

Leaving the Map:

If at any time you would like to leave Valsora, please contact the Cartographer and let them know. Please note that you cannot reserve land for yourself later on, or a friend, nor any specific nation. You may not also transfer any land, weapons, currency or anything that may act as a positive to another nation before you leave unless specified otherwise by the Cartographer.

RawReport