Balance of Power: Kandallan - Recruitment Thread - Nearly done!

Users who are viewing this thread

Balance of Power: Kandallan

eLo7Y.png



Welcome, one and all, to what was originally going to be a verbose demonstration of literary prowess, but is instead going to be pretty simple and to the point from here on: the Kandallan BoP Recruitment thread.

In the second post in this thread, I shall place the country descriptors from the Pre-Game thread. These have numbers that correlate to the image above, for ease of reference. This is necessary due to no other player having a remote clue about the names and locations of places in this world.

As I'm not a fan of people "Sniping" choice looking nations merely by being online at the right time, I'm doing a slightly different process than first come first served. Could applicants please note the following:

- For the first 72 hours of this thread, all players may nominate up to two nations they wish to play as.
- At the end of those 72 hours, I will go down the list in numerical order and roll for each nation in turn, randomly selecting a player for each who applied for it.
- If a player loses both of their nation rolls - or does not apply before the rolls are made - any remaining nations will be given to the first player to request them after the roll results are posted.
- Furthermore, in their application, players can opt in to Co-Hosting. I will contact these people for an informal interview over the course of recruitment, and select one or two (depending on total player count).
- Players who are selected to Co-Host may not play, but those who fail may have a pair of nations chosen as a backup plan like a regular player.

As of writing, the country summaries do not have history/flavour text. This will be edited in over the next 48 hours or so - most nations will get a couple of sentences, some may get a couple more. Players may change nominations for nations up until the votes, so if the history matters to you, feel free to swap over a choice or two.

Could people please put their nominations/changes in bold - I don't enjoy suffering outside the bedroom.

And that's pretty much it for recruitment. Player cap is the same as the nation cap - 23. With two Co-Hosts tops, that's a 25 player limit, so good luck. Feel free to ask questions of me in thread, Steam, Skype or anything else you can think of. Skype is the worst of these as it has no aggressive highlight.

Cheers,

Elis





Results!

Countries marked in Yellow have their initial drafts completed, countries marked in Green have received their card and report.

1Dragon HordeAustupaio
2Eurid TribesChauser
3Melkerite EmpireArcadius
4Principality of Phodragaham
5Duchy of BaraduinPuppy
6Realm of KirdanGrimmend
7Irinian LeagueHojo
8ViridistanEternal
9Kingdom of AaroniusTim
10Zunaarana RepublicArch3r
11EzrebitMahud
12EmbarioMoose!
13XatachlanHULKSMASH
14New KirdanAmagic
15Jalay Tribe HoldingsNord Champion
16Eastern SharnockAmontadillo
17Western SharnockKazzan
18Elphalan LeagueBlacktide
19Arch-Duchy of KadathBurgers
20Lands of the Petrel ThroneOddyseus
21Bjarnholm ValleyTuckles
22Free City of AnnulondeRams
23Kingsleague of the Beautiful Flame  Lascivo
Hosts
SushimanShatari
       
 
Breakdown of Nations

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.

Jalay Tribe Holdings:

Burgundy
Number: 15

Leader: High Queen Ysnet Jalay-Jalay
System of Government: Matrifocal Democracy
Ideology: Guild Socialism, Conservatism
Progressive Attitudes: Against both Magic and Technology
Domestic Policy: Social Order, Religious Sects

One of the largest single tribes on the globe, the Jalay tribe have been slowly expanding North from their ancestral homeland on the Western peninsular. Jalay citizens take the name of their home village as their surname, and villages closer to the heartland are considered more prestigious.
Each village takes on its own Gods and traditions, and the government tries to prevent cultural contamination - only officials and higher ups are allowed to freely travel the lands. New ideas are repressed in order to keep the populace docile.



Eastern Sharnock:

Deep Purple
Number: 16

Leader: Dame Liet Feldmelkin
System of Government: Feudal Autocracy
Ideology: Peaceful Expansionism, Order
Progressive Attitudes: Moderately supportive of both magic and technology
Domestic Policy: Slavery, Focus on stability

Sharnock was a single nation up until a few years ago, with the death of the previous King. By long tradition, the eldest child of the reigning Monarch inherits all of the titles on his death. In order to avoid any issues with his twin children, the King elected to split the country between them in his will.
While a controversial descision, it has turned out well for the country. The twins, always close to one another, have accepted the descision, and the two halves of the country maintain very close ties.
Dame Liet is considered the more adical of the two: it's believed that some troublemakers were arrested on false grounds, and her justice is harsher than that of her brothers. As a result, she has fewer internal troubles from those who reject the King's ruling.



Western Sharnock:

Turquoise
Number: 17

Leader: Knight Gillian Feldmelkin
System of Government: Feudal Autocracy
Ideology: Peaceful Expansionism, Justice
Progressive Attitudes: Moderately supportive of both magic and technology
Domestic Policy: Slavery, focus on fairness

The more recently acquired part of Sharnock, it has nonetheless been held by the crown for decades, having been peacefully integrated into the country near seventy years ago.
As covered for Eastern Sharnock, Gillian has close ties to his sister Liet and her nation. He focusses more on fair justice rather than stability, and as a result still has some people onjecting to the split nation: claiming it's a blatant flaunting of a broken tradition.
Amongst those who don't object however, he is trusted more than his sister; who's stricter laws worry some.

Elphalan League:

Gold
Number: 18

Leader: Lord Constantine Kellmarsh
System of Government: Absolute Monarchy
Ideology: Xenophobia, Isolationism
Progressive Attitudes: Strongly in favour of magic
Domestic Policy: Oppression of foreigners, Closed Borders

Taught from birth about the superiority of their people, the Elphalan League are the most xenophobic people in Kandallan. Foreigners are turned around at their borders, forcefully if needed, including traders and diplomats.
Rare trading expeditions are sent out to other lands, who trade entirely through local intermediaries, who are sworn to secrecy. While a well paying job, these intermediaries have a high rate of accidental deaths. Elphalan goods are known to use refined Mana crystals as gemstones, and speculation has it that it was a rogue Elphalan who spread the secret of mana refining twenty years ago.



Archduchy of Kadath:

Lavender
Number: 19

Leader: Arch Duke Stanislaw Achenbach
System of Government: Federal Monarchy
Ideology: Anti-Elphalan, Pro-Native
Progressive Attitudes: Support for both magic and technology, but only at a moderate, safe pace
Domestic Policy: Supports and are respected by the local tribes, Indentured Servitude

Slow and steady, the Archduchy of Kadath has been gaining territory year by year by integrating lesser tribes. Having a reputation of having very fair terms to those they incorporate, and never having been known to take a tribe by force if they refuse, the small tribes that make up the majority of Southern Kandallan respect Kadath greatly.
They have a long standing hatred of the Elphalan's, who treat the tribes (and everyone else, in fact) like dirt. While cautious of the risks, they have slowly moved to support magic and technology in the past few years.



Lands of the Petrel Throne


Peach
Number: 20

Leader: King-Admiral Gareth Lidwell
System of Government: Feudal Monarchy
Ideology: Anti-Native, Protect Ancestral Lands
Progressive Attitudes: Highly supportive of both Magic and Tech
Domestic Policy: Freedom of Religion

Formally stretching as far as the gap between the southern tip of Bjarnholm Valley and the Eastern Desert, the Petrel Throne has seen better days. The death of the last King was followed by a succession crisis, as he had no heir - a crisis that a vicious tribe took advantage of. The Harkrak Clan pushed the armies of the throne as far as the old border forts, but are struggling to hold the lands. Resistance is still strong among the former citizens of the Throne.
Gareth was finally agreed upon as the new ruler, a cousin of the old Queen, and has spent the past two seasons preparing to march his armies South to reclaim the lost lands. Their mighty Navy is sadly useless for this war, but is a major contributor to lowered piracy rates in the Western-Southern Continent trade lines.



Bjarnholm Valley:

Mid Brown
Number: 21

Leader: Speaker Blane
System of Government: Absolute Theology
Ideology: Highly Religious, Isolationist
Progressive Attitudes: Low support for magic and technology
Domestic Policy: State Religion, Caste System

Worshippers of a wide pantheon and led by Speaker Blane, the voice of the Sun King. Their caste system places priests at the top, with craftsmen and skilled labourers next. Peasants come next, with intellectuals and such at the bottom, as they do not produce anything for the nation.
The high mountains on all side of their fertile valley have kept the people of Bjarnholm largely seperated from the other nations of Kandallan, except through trade over the seas - a situation the people of the valley are content to keep as it is.


Kingsleague of the Beautiful Flame:

Sand Yellow
Number: 23

Leader: Lord Protector Alexander Zaen
System of Government: Stratocracy
Ideology: Militaristic, Xenophobic
Progressive Attitudes: Strongly in favour of tech, resentful of magic
Domestic Policy: Segregation of Foreigners, State Religion

The Kingsleague is a remnant of an old Kingdom, who's name is forgotten by all but Kingsleague Loremasters. Legend has it they once held half of the continent, a claim none can confirm or deny for sure. An eternally buning flame is kept in their palace courtyard, and they keep the preserved body of the forgotten King in a vault - awaiting his return to lead them to glory once more.
The current Lord Protector is secretive about his plans, but recent military buildup along the Northen borders has put their neighbours on edge.



Heraldry of Nations:


-M5Wr.png
x17K-.png
2CTEz.png
FWoCZ.png
4jxz7.png
Mzxeo.png
RhHko.png
BTvQf.png
d-iL1.png
vNgkp.png
RUxxt.png
fO_kh.png
9Ubwy.png
NoiUH.png
YUq5E.png
Rie2F.png
hMlS6.png
uFMHk.png
_9Zi8.png
xx5Jt.png
edhKO.png
CIjg6.png
plXUg.png
 
I'm doubting between 3 and 9, who are rivals.

Could anyone inform me on how these games are actually played?
I've often seen this threads pop up on the forum, and saw they were quite popular, but never really cared much to get involved.
 
It can be very simple or very complex but it comes down to wisely spending your resources (Credits representing currency and things like iron and wood) on free-form actions.
 
Yep, just either edit the previous one or delete it and put in a new one. If you change things though, it does help to note that it's a change rather than a new application just so I remember to delete your old ones.
 
Back
Top Bottom