[BoP: Archives] Balance of Power: Kandallan

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Balance of Power: Kandallan

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Kandallan, a world of reasonably mid fantasy and reasonably priced prostitutes. Throughout her history, conflict and strife have been endemic, as has the inexorable march of progress and technology. Empires have risen and fallen, but the world keeps on spinning. For the fifty years or so, the Western continent had been mostly stable - minor skirmishes occurred, and a few nations changed hands, but the large scale conflict of time before seemed to be on the downturn. All of this began to change thirty years ago, however. Leading the formerly minor Melkar Tribe, a god in living flesh marched with his armies and nation after nation fell before him. In 10 years, he carved the largest nation in recorded history, subjugating all that stood in his way and butchering the nobles of even those which surrendered peacefully. Still in full momentum, somehow - and from somewhere - the secrets of mana refining began to spread throughout the trade lanes and other nations, turning an ore regarded before hand as a mere curiosity to quickly become one of the most sought after resources on the globe. None are sure where the secrets spread from, but many rumours suggest that a rogue Elphalan from the Southern lands may have had a hand in it. Where he got it from, none can say. This new discovery did not, however, give an immediate solution to the problem now calling itself the Melkerite Empire, and it continued its unstoppable march South West, taking over the fertile lands and growing even stronger.

Twenty years after the spread of the discovery, and the war has eventually settled down. It took an alliance forged by the hard work of a single man and his diplomatic corps - Grand Duke Hawk of Baraduin - to finally unite the Western Nations against the Melkerite threat, and to have them set aside their old grievances; but work it did. The Melkerites, with a significant portion of the continent ready to rally together to hold them, accepted a truce, and their borders have been well guarded since. Not much news gets out of what is brewing within their lands, but most suspect it to be trouble. With the war dying down, people are finally beginning to look at the uses of mana for other things - not just magic. One of the most startling discoveries was by an Annulondin Tinker, who found a way to use Refined Mana and gears to create a source of stored power - a discovery whose applications have yet to be explored.

Further South, the far more divided Southern Continent is having troubles of its own. Several powers have risen out of the warring tribes, standing as nations and beginning cautious diplomacy and trade with the Western Continent. These nations are - as a rule - younger than the Western counterparts, having only been around for a hundred years or so - although the Elphalan's are quick to let you know that theirs is a multi-millennia heritage. Furthermore, the South has not yet been completely pacified, and beats of mythology are still a significant threat - though all agree it's fortunate that Dragons have since been hunted to extinction.

Player List

Countries marked in Green are active, countries marked in Yellow are inactive.

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  Pixel
Hosts
SushimanShatari
       

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Aaronius​
         
Annulonde​
         
Baraduin​
         
Bjarnholm​
         
Dragon Horde​
         
Elphalan League​
Tim
         
Rams
                             
[td]          [/td] [td][/td] [td]          [/td]

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Embario​
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Eurid Tribes​
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Ezrebit​
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Irinian League​
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Jalay Tribe​
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Kadath​
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Hojo
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Kingsleague​
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Realm of Kirdan​
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New Kirdan​
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Melkerite Empire​
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Petrel Throne​
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Phodra​
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Oddyseus[/td] [td]          [/td] [td][/td] [td]          [/td]
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Eastern Sharnock​
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Western Sharnock​
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Viridistan​
[/td] [td]          [/td] [td]
Xatachlan​
[/td] [td]          [/td] [td]
Zunaarana​
[/td] [td]          [/td] [td][/td]
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Arch3r[/td] [td]          [/td] [td]
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[/tr]

 
Game Concepts:

Beginner's Information:

- Each player, playing a country, receives a certain amount of credits/resources each turn. The player then sends their 'actions', what they wish to do with their credits and resources, to me. Once I receive all of the actions from every nation, I write a turn report, send back results of each action to nations, and report major results in the thread.

- Actions can be as arbitrary as the nation wishes them to be. Each action will have an effect and each action has a chance of failure, particularly high-risk operations. The more credits invested and the more detail orders are given in (Within sanity limits), the larger chance of a success.

- This is a fantasy BoP game. Greater emphasis will be placed on ingenuity, shrewdness and imagination than before, and random events will be a significant factor in the world.

- Credit amounts are very relative.

- You may not edit posts. You also cannot post PM's, steam messages, and especially not screenshots.

- Basic rule: In PMs, all is fair game. In thread, don't quote anything that's not from the thread.

- Breach of that golden rule will result in punitive actions towards your nation. Yes, even if you say sorry. Don't do that ****.

- Players who do not get their orders in by the deadline will take a minor penalty as an in game justification for why the nation did nothing that turn. "Nation in turmoil due to Wyvern attack", for example. Resources and credits will just be banked for them. The exception to this is if players let the hosts know in advance that they won't be able to make a deadline, and leave time to discuss options. This is acceptable, we all have lives to live, but 10 minutes to shoot off a PM to us is a courtesy I'm sure you can spare. Also, deadlines will be more strictly held as a result of this.

Advanced Concepts/Changes:

- Credit trade snowballs are no longer a thing. You have a finite volume you can trade, and a finite production. You have various "Trade Goods" which are abstracted into the "Luxuries" resource. What these actually are differ for each nation, and supply and demand affects your trade value. If, for example, country A produces Ivory and demands Pearls, whereas country B produces Exotic Pets and demands Ivory, country A will gain more from the trade deal than country B if they each trade the same number of Luxuries. Home created luxuries do significantly less for you than imported ones, so spread spread your goods around. Overseas you need a navy to support this, and unlike modern times banditry and piracy is still a serious problem - escort your traders!

- Expanding on this, for naval trade you will require trade ships, each of which can hold a certain volume of goods. Land trading takes more time, but does not require naval infrastructure and is a bit less risky.

- Game turns are now seasonal rather than yearly. Income of Resources will vary by season, so remember to use your nation card to plan ahead. Furthermore, due to the slower turn scale, it is now more likely you'll have forewarning of attack due to troop movements around the borders and the like. Consider your war strategies carefully. Also, troops cannot teleport (yet). If you want to move infantry around, it *will* take a while.

- As covered previously, finished goods and military units are not fixed. If you want to develop something, try investing in a feasibility study. If they become "General Knowledge", they'll be added to the main list in the OP. Feasibility studies only require a nominal sum (50 Credits or so for an average nation), but it's best to work in steps. "Feasibility Study: Mana Powered Engine" is a better bet than going straight to "Feasibility Study: Magic Spewing Main Battle Tank".

- Food is a thing. Do not let food run into negative. Seriously. Trust me on this one.

- Also, there's magic and such. This is mostly implemented as a way to try out new actions. Magic and Technomancy work off similar principles, but cancel one another out. Powerful magic disrupts technology, complex technology disrupts magic. All magic is hermetic, with rituals, magic circles and sacrifice of raw mana, though the details vary per spell. To use magic, you do feasibility studies of what you want to do, and then you get a price with your current levels of knowledge in the area. THis may be astronomically high, but you can take a guess from the cost whether it means "Get better at Magic" or just "No". Magic doesn't have impossible, just impractical. :razz: Technomancy on the other hand is more of a "Reward over time" thing compared to magic being a "Reward now" field. THe returns are smaller, but more permanent, so add up over time.

Right, nation cards - a summary of one follows:

Code:
[Overview]

Name of Nation: - Self explanatory
Leader: - Name of current leader or leading body
System of Government: - Current system of Government
Ideology:  - Current ideology of the majority of the population
Progressive Attitudes: - Opinions of populace on magic/technomancy
Domestic Policy: - Major domestic policies. Examples are slavery, freedom of religion, strictness of laws and so on
Stability: - How much the populace supports your Government
Manpower:  - The absolute cap of available manpower. Note, there are soft caps before this - balooning your army wil cause a proportional decrease in resource/credit production.


[Income]

Economic Income:   - Base income from all non foreign sources
Trade Income: - Income from foreign sources


Total Credits Earned This Turn: - Total income
Credits Banked: - Unspent credits held in reserve

[Materials & Goods]

Raw Material Stocks: - Current national stocks of all base resources, plus expected change this season.


Raw Material Income [By Season]: - Expected income/expenditure of each resource per season assuming no changes/events. Luxuries are placed here, but for some nations, they may be a "refined material" or "finished good" - in the cases of jewellery, or other crafts. I'm probably going to leave it here for neatness' sake though.



Refined Materials: - Created from investment of credits and raw materials, used in creation of finished goods.





Finished Goods: - Created from credits, raw materials and/or refined materials. Which goods you end up with are highly nation specific. I'm going to have some examples in the original post, but if there's something you want to go for specifically, PM me and we'll talk it over. I'm not limiting these to just the listed ones.


[Technology and Magic]

Administrative Level    -   Defines how organised your nation is: census results, border checks, logging of trade and so forth. The higher this is, the more money you can eek out of your nation.
Infrastructure Level   -   Defines how well connected your cities are, as well as base neccesities. Water distribution, speed messages and armies move and eventually distribution of energy are based off this.
Military Tech      -   How well developed your military technology is, not only does this allow better weapons and armour, and more effective troops, but combines with magic or technomancy, you can try for some fun hybrids...
Naval Tech      -   Boats! Works much the same as military tech, but also determines efficiency of naval trade, blockades and such. Also reduces the chance of unfortunate accidents occurring at sea.

Industrialization Level -   Determines how much your nation has modernized. Higher levels will extract raw materials more efficiently, as well as potentially improve the refining and construction process'.
Technomancy Level   -   A measure of how much your magitech has developed: Higher levels allow much more complicated machines, engines and all sorts.

Thaumaturgical Level   -   How much your wizards wizz. The higher this is, the more elaborate your rituals can be, and the more reality bends for you.
Refining Efficiency   -   How good you are at converting crappy rocks to the good stuff.

(Specialised School levels) - Nations can choose to focus on a few specific schools of magic rather than the whole fish - this will be reflected here if they choose to do so.



[Military] - Summary of available military units, any relevant notes.


Local Fortifications -     Summary of any significant fortifications.


[Naval Capabilities] - Like Military, but for boats.


[Diplomacy & Trade Overview] -


Trade Goods Overview: - Which specific non-primary resource goods you are exporting, and what you are importing.


Trade Agreements/Diplomatic Actions: - Current alliances, peace deals, trade agreements and so on and so forth.


Major Ongoing Issues: - Where you find out why your country is exploding.


War Movements: - And where you find out who is doing it.



[Other Notes]  - Anything else: colour on map is currently only occupant, but I'm leaving this in case it's needed.

Below here, I'l have a list of commonly known materials and goods, note that just because something is not here, feel free to try something new. That's what feasibility studies are for. :razz:


Code:
Refined Materials: 

Bronze				[3 Copper * 1 Tin]
Charcoal			[3 Wood] {Fuel}
Lumber				[5 Wood]
Refined Mana    		[Converts from Raw Mana at Refining Efficiency Rate]

Finished Goods:

Mechanisms			[1 Bronze + 50 Credits] //Requires Technomancy at at least Level 1
Jewelry 			[2 Gold/Silver + 1 Gem] {Luxury}
{Metal} Arms			[5 {Metal} + 50 Credits]



Military

Conscript       		[1 Arms + 200 Manpower + 50 Credits]
Light Infantry 			[1 Arms + 100 Manpower + 150 Credits]
Light Archers  			[1 Arms + 100 Manpower + 150 Credits]
Light Cavalry  			[1 Arms + 100 Manpower + 200 Credits] 

Heavy Infantry			[2 Arms + 100 Manpower + 200 Credits]  
Heavy Cavalry			[2 Arms + 100 Manpower + 300 Credits]   //Requires MilTech 4



Navy

Small Traders  	 		[5 Lumber + 100 Credits + 25 Manpower] 				[Carry max of 10 goods]	
Large Traders  	 		[10 Lumber + 5 {Metal} + 250 Credits + 75 Manpower]		[Carry max of 25 goods]	 			//Requires Naval Tech3
Small Warships 	 		[5 Lumber + 5 {Metal} + 100 Credits + 75 Manpower]	
Large Warships 	 		[10 Lumber + 15 {Metal} + 250 Credits + 150 Manpower]	//Requires Naval Tech3
Transports 			[5 Lumber + 100 Credits + 50 Manpower]				[Can Carry 2 Infantry OR 1 Cavalry]


Orders

Orders will be using the time honoured template pattern, although - and I will stress - I'm likely to ignore any game PMs which don't start with [BoP-K] in the Subject bar. It's hell enough as a player, but for a host I refuse to deal with people not bothering with a simple tag to help me actually find **** in my inbox.

As a thing, I expect all players to include with their orders, in the section at the bottom, a list of their current dealings with other players: ongoing or not. Help us hosts out by saving us time cross referencing everything in twenty different places and you'll be rewarded by faster turnaround rates on turns.

Until the BoP tool is set up, could all turn orders please be sent to all three hosts, just use the CC function.


Code:
Subject: [Bop-K] [Country Name] Turn [X] Orders - Revision X

Number of credits available: #

Credits spent - Action
Credits spent - Action
Credits spent - Action
etc.

Number of credits remaining (to be banked) - #

Troop Movements:

Summary of Diplomatic Actions (i.e. trade deals, declaring war, alliances, etc.):
 
Alternate Maps

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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.

 
All messengers to the Elphalan League must first request permission to engage in discussions before doing so. Messengers that ignore this code of conduct will find themselves incapable of speech thereafter. Lord Constantine's benevolence in even allowing envoys should be greatly hailed, although, any envoy that is believed to have wasted His Lordships' time (through fruitless discussion) will surely find themselves lacking this benevolent treatment.
 
BlackTide said:
All messengers to the Elphalan League must first request permission to engage in discussions before doing so. Messengers that ignore this code of conduct will find themselves incapable of speech thereafter. Lord Constantine's benevolence in even allowing envoys should be greatly hailed, although, any envoy that is believed to have wasted His Lordships' time (through fruitless discussion) will surely find themselves lacking this benevolent treatment.

Arrogant. Who are you to demand rulers to wait for your permission? If I want to show respect, I do it because I wish it, not because a mongrel calling himself royalty demands it.
 
Perhaps you are thinking of the Irinian League, for Lord Constantine has never proclaimed himself royalty. Lord Constantine needs no royal title, his superiority is manifest. The envoys of New Kirdan shall have to grovel on their knees before Lord Constantine before he hears their pleas.
 
I rejoice at this opportunity to speak before the nations of the world.

The world is a dark place, and with each passing year it feels as though it is getting darker. Virid lands are being held hostage by the Melkerites, and many lives have been lost to the Empire. Dark elements within nations seek to make the beautiful new progress in mana crystals into a destructive and deathly force. Viridistan seeks to become the beacon of hope and peace, and with the world willing, we will become so.

I declare the Principality of Phodra as under Viridistan's protection, and our two nations have agreed to stand as one against evil.

- Elder Amin
 
We agree under these terms and we would also implore that the dragon horde and Eurid Tribes to stop the raiding. It's quite nasty and we are all brothers on this one great island.
 
BlackTide said:
Amagic said:
I do wonder, how does one grovel to a dog? Or are you perhaps a jester?

Presumably, in the same way that your people grovel before the Melech.

Our people do not "grovel". They bow in respect to a true king of pure blood, not to a peasant with the blood of a mongrel and the arrogance of a god.
 
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