Dragon Horde:
Sky Blue
Number: 1
Leader: Dragon Lord Guthrum Thorwulfsson
System of Government: Dictatorship
Ideology: United Tribes, Personal Glory
Progressive Attitudes: Magic and Technology yet to really spread, attitudes unknown
Domestic Policy: Slavery
A horde of now united tribes, the Dragon Horde are so called for the carved figureheads on their boats. Their maritime expertise is the result of the Lord Guthrum's other title: Ship Lord. Furthermore, the last known Dragon is believed to have been slain by Guthrum in his younger days - the skeleton of which has been built into his flagship, and who's head forms the prow.
Recently, he has became engaged to Megan Imiri, Empress of the Irinian League.
Eurid Tribes
Tan
Number: 2
Leader: Council of Chieftains
System of Government: Tetrarchy
Ideology: Decentralized, Fiercely Independent
Progressive Attitudes: Magic and Technology yet to really spread, attitudes unknown
Domestic Policy: Predominantly Self-Governing Tribes
The Eurid Tribes are a conglomerate of the four largest remaining tribes who have yet to swear loyalty to the Dragon Lord. Highly decentralized, matters of importance are decided on once per season by a meeting of the four Clan Chieftains.
Melkerite Empire:
Light Brown
Number: 3
Leader: Godking Irusuk
System of Government: Imperial Cult, Theocracy
Ideology: Nationalist, Supremacist, Expansionist
Progressive Attitudes: Magic considered to be people attempting to emulate the Godking and loathed. Nobles fear Tehcnomancy as it may allow the suppressed nations to rise.
Domestic Policy: Slavery, State Religion, Religious Law
The largest power in the known world the Melkerite Empire has expanded to almost nine times her original size in the past twenty five years. Originally from the North Eastern tundra, the rise to power of Godking Irusuk - first known wielder of magic, and possibly the most powerful mage in the world - and the development of the first steels caused a massive push South West to more fertile lands, subjugating dozens of smaller nations as they went.
While the initial expansion has since stopped, the past few years have been a very uneasy peace between the Melkerites and their new neighbours, many of whom hold resentment towards them.
Godking Irusuk is worshipped by the state as a God in human form - and with his displays of magical ability, even some outside the Empire fear this may be true.
Principality of Phodra:
Yellow Orange
Number: 4
Leader: Prince Andreas Brana
System of Government: Federal Monarchy
Ideology: Militaristic, Nationalistic
Progressive Attitudes: Wary of technology, supportive of Magic
Domestic Policy: Harsh Justice, Fair Courts; Slavery
Phodra is a nation that is used to turmoil - frequent raids down the coast from the Dragon Horde have taken their toll on the coastal villages, and the Eurid Tribes skirmish along the Eastern borders looking for signs of weakness. The captives from Phodran successes against these have been used to bolster the workforce as slaves, helping them to keep their military well stocked with the native manpower.
Phodra happens to have one of the single largest mana crystals known as an ornament in their castle courtyard.
Duchy of Baraduin:
Red
Number: 5
Leader: Grand Duke Quirin Hawk
System of Government: Constitutional Monarchy
Ideology: Anti-War, Anti-Melkerite
Progressive Attitudes: Magic mistrusted due to use by Melkerites
Domestic Policy: Fair Justice, Subsidized education
A former brutal dictatorship, Baraduin was taken over in a single week by the then Paladin Quirin "Q-Hawk" Hawk. A former adventurer, himself and his companions surgically eliminated all remnants of the previous Government in a series of lightning raids.
Having taken over the country 15 years ago, Hawk has rebuilt the country as a forward looking and progressive nation while slowly limiting the powers he has as Grand Duke. His military experience and cunning proved invaluable when his armies held the border against a force of the Melkerite Empire four years ago, after which the truce was formed.
Free City of Annulonde:
Mid green
Number: 22
Leader: Elected Council
System of Government: Democratic Republic
Ideology: Freedom of Expression, Liberalism, Highly Mercantile
Progressive Attitudes: Supportive of both Magic and Technology
Domestic Policy: Affordable Healthcare, Individual rights
Probably the wealthiest single city on Kandallan, Annulonde is a great hub of trade. Almost all nations have some form of trade that passes through Annulonde, and the influx of all sorts of types through her ports has Annulonde developing at a faster rate than many other countries, despite her size.
Pivotal in keeping trade flowing despite the various rivalries, there is a Gentleman's Understanding that Annulonde is inviolable - an agreement many are willing to back through force of arms.
Realm of Kirdan:
Light Pink
Number: 6
Leader: Malika Elisril bint al-Malak (Underage); Current Regent: Israfel ibn al-Jibrail
System of Government: Theological Monarchy
Ideology: Progressive, Bureaucratic
Progressive Attitudes: Supportive of both Magic and Technology
Domestic Policy: State Religion, Feudal Structure
Originally Desert Nomads, the people of Kirdan have one of the oldest recorded histories of any nation on Western Kandallan. Their lands used to include what is now the Irinian League, as well as New Kirdan, naturally. Always interested by new ideas, the Government is slow to get started due to the Bureaucracy, but the momentum is incredibly hard to stop.
Worshipping spirits of incorporeal concepts such as Hope, Redemption and Death; the Kirdic peoples are considered eccentric by some. They are said never to lie, and their words of honour are always held: but getting a straight answer out of them is as easy as nailing sand to a wall.
New Kirdan
Royal Purple
Number: 14
Leader: Melech Seriel ibn al-Malak
System of Government: Theological Meritocracy
Ideology: Progressive, Free Thinking
Progressive Attitudes: Highly supportive of Technology, Accepting of magic
Domestic Policy: State Religion, Egalitarianism
When the previous Melech died four years ago with his daughter still underage, the Melech's brother Seriel started a protest in an effort to take power for himself. The laws were unclear as to whether he was justified or even correct in this, and so it was put to trial by champion.
The two Champions fought well, but eventually both succumbed to their wounds before admitting defeat. The Kirdic Lawmasters chose to split the country rather than risk a full blown civil war, with the hope that an eventual reconciliation could be made - if not in the lifetime of Seriel, then perhaps after his death.
Irinian League:
Hot Pink
Number:7
Leader: Empress Megan Imiri
System of Government: Elective Monarchy
Ideology: Defensive, Decentralized
Progressive Attitudes: Various
Domestic Policy: Various
[Note that the Irinian League is a collection of 17 City States, under a blanket name for protection, similar to the Holy Roman Empire. Players may ask to play as a City State if they so wish]
A coalition of City States, the Irinian league is a comparatively new power on the global scene. As the Kirdic lands began to centralize more in the North, and the south was held back by bureaucracy, many cities and small countries that had been integrated into Kirdan gradually split off.
Seeing that they would fall easily to a larger power as a divided series of easy pickings, the League was formed to give collective security and a firm law that leaders could be held accountable to.
Recently, Empress Imiri has became betrothed to the Dragon Lord Guthrum, though they are both avoiding the official proceedings until the legal matters of the states are determined for succession puposes.
Viridistan:
Lemon Yellow
Number: 8
Leader: Elder Council
System of Government: Gerontocracy
Ideology: Authoritarian, Highly Anti-Melkerite
Progressive Attitudes: Accepting of both Magic and Technology, slight shunning of Magic due to Melkarites
Domestic Policy: Caste system, Bonded Slaves
Nearly as old as Kirdan, Viridistan is one of the primary trading nations of Western Kandallan. They lost a majority of their Northern territories to the Melkerites during their expansion, and a deep seated grudge has been held since.
That the nation is ran by the Elders of society - who have far reaching memories - only helps reinforce this hatred.
Kingdom of Aaronius:
Dust Brown
Number: 9
Leader: King Fendel Kallamar
System of Government: Absolute Monarchy
Ideology: Militaristic, Anti-Melkerite
Progressive Attitudes: Cautious about Technology, enthusiastic about Magic
Domestic Policy: Pogrom of Melkerites, Privatised Military
Formed by the King Aaronius through war and shrewd diplomacy over 150 years ago, the Kingdom has long since passed its prime. The formerly impressive state military has been dissolved, with state security and protection for her Merchants is now done through mercenaries.
Nonetheless, the Kingdom is still a significant might to be reckoned with, especially in the halls of Diplomacy.
Zunaarana Republic:
Light Grey
Number: 10
Leader: Elected Council
System of Government: Constitutional Republic
Ideology: Liberal, Protectionist
Progressive Attitudes: Cautious about Magic and Technomancy, but neither are condemned
Domestic Policy: Social Order, Exile is main legal punishment
A highly liberal nation, the Zunaarana Republic spread through diplomacy and cunning, gradually integrating smaller nations with promises of prosperity and protection. In order to not dissolve the at times delicate relationships between the provinces of the Republic, trade of ideas and goods are monitored and taxed by the Government to maintain stability.
Citizens of the Republic are taught from an early age to respect their place in society, and to treat those above them with respect while nurturing those below them on the social ladder. One of the few Nations that has dropped the death penalty for anything except treason, criminals are exiled from the nation for most crimes - something that brings shame to the entire family.
Ezrebit
Light Green
Number: 11
Leader: Grand Vizier Libur Hazas'drun
System of Government: Totalitarian Democracy
Ideology: Expansionist, Mercantile
Progressive Attitudes: General support for both Magic and Technology
Domestic Policy: Egalitarianism, Citizens have Right to Impeach Government by vote
Long held in cultural and technological stasis by a series of hedonistic rulers, Ezrebit is considered backwards by most of Kandallan. Libur has taken it upon himself to fix this and bring Ezrebit up to the level of other Nations.
Focussing first on rights for his citizens, he has legislated equality between all peoples in his Empire. Despite this, he has stated openly that the only say the citizens should have with the running of the Government is the ability to remove it - despite most being content with his rule.
Under the new leadership, Ezrebit has rapidly became a naval power, both in military and mercantile fleets. The two islands to their East are very new acquisitions, and few permanent settlements are yet built on them.
Embario:
Umber
Number: 12
Leader: General Ursuul
System of Government: Stratocracy
Ideology: Expansionist, Militaristic
Progressive Attitudes: Populace against magic and technology, considering them dishonourable in war
Domestic Policy: Mandatory Military Service for Men
A warrior culture since time immemorial, Embario is a nation renowned for their martial prowess. They held off Aaronius during his expansions, despite being outclassed by the then new iron weapons of their foes.
Despite legally being at war with both Zunaarana and Aaronius, fighting has mostly been restricted to border skirmishes for the past two years, due to the truce between the Melkerites and the other nations freeing up the nations armies to focus on defence against Embario.
Xatachlan:
Mid-Dark green
Number: 13
Leader: High Priestess Nei'Li
System of Government: Theocracy
Ideology: Religious Supremacy, Mercantile
Progressive Attitudes: Supportive of technology, support magic for priesthood only
Domestic Policy: Criminal Labour
Following the High Priestess and her visions of their winged Lord Ra'Gox, the Xatachlan people long waged war on the small nations to their North, until they were taken under the protection of the Zunaarana Republic.
Recently, perhaps due to the high natural deposits of Mana within the country, their Priests have been seen performing "Miracles" - something their Viridistani trading partners fear, having experienced first hand the magic wrought by the Melkerite Godking.