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Quidditch World Cup 12: Everything Thread

A battle ground for the sportsmen and women of nations worldwide. [In character]
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Ravenheim
Secretary
 
Posts: 36
Founded: Nov 19, 2022
Father Knows Best State

Quidditch World Cup 12: Everything Thread

Postby Ravenheim » Fri Dec 02, 2022 7:52 pm




Welcome to the Everything Thread for the Quidditch World Cup!

GROUPS

Group ᚠ (feh)
Ravenheim (Hosts)
The Jovannic
Abanhfleft
Punta Tembaga and the Terjunian Isles
Darmen
Depivik

Group ᚢ (ur)
StrayaRoos
Zwangzug
Madrinpoor
Ravnheim
Khardsland
Laasmistan

Group ᚦ (thorn)
Canadian Dominion
Starblaydia
Cachard Calia
Verceola
Gyatso-kai
Delaclava

Group ᚩ (os)
Sarzonia
TeaFarmers
The Hidden Paw
Saint Kanye
Eshialand
Kriegiersien

Group ᚱ (rada)
Græntfjall
Ziwana
Sky Reavers
Banija
Isles of the Dead
Amenria

Group ᚳ (cen)
Mertagne
Sokoku Domei
Bears Armed
The Shadow Hand
The Greater Onvares
United Adaikes

Participants: 36
Ravenheim
StrayaRoos
Banija
United Adaikes
The Jovannic
Saint Kanye
Abanhfleft
Zwangzug
Ravnheim
Canadian Dominion
Delaclava
Verceola
Darmen
Laasmistan
Cachard Calia
Mertagne
Sky Reavers
Græntfjall
Khardsland
Punta Tembaga and the Terjunian Isles
TeaFarmers
Sokoku Domei
Sarzonia
Bears Armed
The Hidden Paw
Gyatso-kai
Kriegiersien
Depivik
Madrinpoor
Amenria
The Shadow Hand
Starblaydia
Eshialand
Ziwana
The Greater Onvares
Isles of the Dead


FORMAT: The 36 nations will be separated into six groups of six. The order of each nation's groups will be randomised. At the end of the single round robin group stage, the six group winners, six group runners-up, and the four best third-placed finishers will proceed to the second round. The second round will be seeded such that the group winner with the best record will face the third-placed team with the worst record, etc. From there, it will be a single-elimination tournament until only one team remains.

TIEBREAKERS: As mentioned in the host bid, the tiebreakers will be:
- Points (3 for a win, 1 for a draw in the group stage, 0 for a loss),
- Head-to-head record,
- Overall game-points differential (10 for each time the Quaffle is scored, 150 for a Snitch capture),
- Overall game-points scored
- IC coin flip (a re-scorinated game)
- OOC coin flip

Please take note that points refer to the 3-1-0 win-draw-loss that are awarded to the team following the conclusion of a match, while game-points refers to the final score of a game. This tournament will be scored with the MALFFR Quiddinator.

SCHEDULE: The tournament is slated to begin on 10 December. Cutoffs — basically, periods of time where I disallow the submission of new roleplays in order to mark those already in the thread in order to generate scores using marked roleplays of those already in the thread — will occur every 48 hours. Users living in the Americas are advised to get their roleplays in the night before, as my cutoff window is likely to occur in the middle of the night for them. I intend for the cutoff window to be from 2pm UTC to 4pm UTC. To get an idea as to how that converts to your timezone, please refer to this link.

DECEMBER 10: MD1 Group Stage (6v1, 5v2, 4v3)
DECEMBER 12: MD2 Group Stage (2v1, 3v5, 4v6)
DECEMBER 14: MD3 Group Stage (1v3, 2v6, 5v4)
DECEMBER 16: MD4 Group Stage (4v1, 3v2, 6v5)
DECEMBER 18: MD5 Group Stage (1v5, 2v4, 6v3)

DECEMBER 22: ROUND OF SIXTEEN (Seeded knockout; group winners occupy positions 1-6, group runners-up occupy positions 7-12, four best third-placed finishers occupy positions 13-16 — 1v16, 8v9, 5v12, 4v13, 3v14, 6v11, 7v10, 2v15)

Additional break for Christmas; may be extended at host's discretion or on participant request

DECEMBER 27: QUARTER-FINALS (Winners of 1v16 vs Winners of 8v9; Winners of 2v15 vs Winners of 4v13; Winners of 3v14 vs Winners of 6v11; Winners of 7v10 vs Winners of 2v15)
DECEMBER 29: SEMI-FINALS (Winners of QF A vs Winners of QF B; Winners of QF C vs Winners of QF D)
DECEMBER 31: FINAL + THIRD PLACED MATCHES (Finals: Winners of the two semi-finals; Third-Placed Match: Losers of the two semi-finals)
Last edited by Ravenheim on Tue Dec 20, 2022 10:58 pm, edited 8 times in total.
RAVENHEIM
Located in the middle of the Endless Northern Ocean, why hasn't anyone been to these islands for so long? Who lives there? Why have the seas surrounding it been storming for a thousand years? Why are there ravens everywhere?
Population: 384,677 | TLA: RVN | Largest Settlement: Stålbukta
High Priestess: Freja Revna | Jarl: Asmund Bjarkesson
Puppet of Tumbra

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Ravenheim
Secretary
 
Posts: 36
Founded: Nov 19, 2022
Father Knows Best State

Postby Ravenheim » Fri Dec 02, 2022 7:53 pm

Ravenheim
Proud Hosts of the Twelfth Quidditch World Cup


Image


LOCATED in the middle of the Endless Northern Ocean, in a particular bit known as the Sea of Storms, the Islands of Ravenheim are a long-isolated, long-ignored part of the world. It is here, however, that magic — or the particular brand that Ravenheim practices, anyway — is strongest, being connected to the Tree of Seven Worlds on the main island. Magic, according to the Order of the Raven's texts, was brought to the islands when a singular Raven (capitalised), exiled from its own unkindness, plucked a seed from its conspiracy's willow tree and flew to the islands. That seed ended up growing into the aforementioned Tree of Seven Worlds, and became a major conduit for magical energy. At the same time, two humans — referred to as Askr and Embla in the text, but more often referred to as the Father and Mother — arrived on the island, exiled from their own clan for supposedly wielding magic. They found the Raven atop a hill, taking care of the tree, and decided to take care of both the Raven and the tree. The Raven, whose time with the magic allowed it to shapeshift into a third, human-like form, took Askr and Embla's first-born child — Revna — and taught them the ways of True Magic, making her the first High Priestess when she came of age. It is from this that the ways of True Magic were imparted unto the human population. Despite the statistical impossibility and genetic pool being way too shallow for this sort of thing to happen, most Ravenheimians today refer to themselves as the Children of Askr and Embla.

Today, magic is as prevalent in Ravenheimians' lives as plastic is in non-magical societies. Every Ravenheimian is attuned to magic in some form of another; most draw their magic from Founts, or particularly strong points of magic that manifests itself as "energy". Most magic, including those drawn from Founts, are colourless; it only takes on a specific colour when redirected to actually do something. Most Ravenheimian magic is wandless; those who do are regarded as somewhat weaker in magic, needing some manner or tool to focus their magical energy onto something. This means that most who use wands are probably extremely young, as a means of teaching them to control magic; most wands fall into disuse once the person comes of age. There are several types of magic, each associated with specific elements:

The Magic of the Hearth, which is closely linked to the elements of fire and metal;
The Magic of Nature, which is closely linked to the elements of life, wood and earth;
The Magic of the Tempest, which is closely linked to the elements of air and thunder;
The Magic of the Reeds, which is closely linked to the elements of ice and water;
The Magic of Brilliance, which is closely linked to the elements of time and death;
The Magic of Equilibrium, which is closely linked to the elements of space and balance;
and the Magic of the Arcane, which is closely linked to the element of magic itself.

Each branch of Magic does different things; the most common form of Magic is Nature, as it has the most usefulness for most in Ravenheim; be it healing, or growing crops, or moving the earth in the world. Other common forms of magic are Hearth (keeping people warm), Tempest (to form shields for crops, ensuring they don't get washed away by the ever-present rain) and Reeds (to move water around). Brilliance, Equilibrium and Arcane are mostly off-limits to those outside the Order of the Raven; those are considered higher forms of Magic.

The tournament falls within a miraculous window in which the ever-present storms that beset the islands clear. This means that all matches during the tournament should take place in sunny, if wintry weather. (Unless the RP'er wishes it to be otherwise — I'm not going to enforce this). It will still be extremely cold, however; so players should come prepared for very chilly weather.

Each of the groups will be hosted in one of the six main settlements of the archipelago; each settlement is closely tied to a certain natural element, and the Quidditch pitch hosting the groups will be located near that settlement as well. All teams are welcome to set up their own accomodation, provided it does not impugn upon nature; should they wish, the teams are welcomed to set up home base in the small settlements, either living with the locals, in the settlement's keep, or in one of the various temples found around the islands.

All Quidditch pitches are built to "international standards" — i.e. they have three hoops on either end of the pitch, etc. With the exception of the Stålbukta arena, all stadiums are temporary. Each group plays its matches in one arena, with the standard expectation that a game lasts for around two to six hours.

STADIA AND SETTLEMENTS

Group ᚠ — Stålbukta
The Bay of Steel forms Ravenheim's de facto capital; it's a settlement located in a natural harbour, though said harbour pretty much never sees much use as the conditions on the ocean are too rough for any kind of naval-based activity, recreational or otherwise. That, and the looming threat of giant sea monsters that have never really been seen, but the ocean's torrid conditions (and weather) have often been attributed to, due to the strength of the magic on the islands allegedly causing the monsters to grow in size. And get enraged.

The main keep here also serves as the headquarters for the Order of the Raven, which serves as both Ravenheim's religious order and government. The main Fount in the settlement is found right in front of the central keep, which is also where teams that choose to reside within the castles will be housed. It is also here that the Tree of Seven Worlds is found; atop a sacred hill that none are allowed to venture onto except with the express permission of the High Priestess.

The Quidditch pitch here is perhaps the best-maintained of the bunch; it is located in the middle of the town. Being the only permanent Quidditch stadium, the architecture here is also grander than most.

Group ᚢ - Askejord
Askejord, located in the middle of the similarly-titled Ashlands, is where the Magic of the Hearth is strongest. The island is essentially an extension of a long-dormant volcano, and the island is spared from the worst of winters due to this. The forests here take on a brilliant autumnal hue, which gives the impression that the forests are on fire — even if they're not. Those who reside here are most attuned to the Magic of the Hearth, due to its strength here; and the small industry that this island support is that of the forge. Most metal products are created here; the buildings are mostly built of stone.

Those wishing to stay in the main keep will be surprised at its depth; built entirely into the volcano, the lowest levels offer direct access to lava pools, and also a stronger version of the Fount that exists on the ground level. It is here that traditional weapons of war — mainly a fallback for when magic fails to offer a solution — are forged, though those are traditionally shunned.

The Quidditch pitch here is located in the middle of the forest at the foot of the volcano, providing a scenic view for players.

Group ᚦ - Gigateneskilde
A nice, pleasant (if freezingly cold) seaside town, Giganteneskilde, located in one of the northern islands, is known for its hot springs. The Magic of the Reeds is strongly attuned here, what with its presence to a natural spring close-by making the Magic flow even more intensely. Most of the buildings here are built from teak wood; and it's a small, if pleasant, source of warmth for those living in the area. The Fount is built into the main river that flows out to sea, meaning that the river is the focal source of all community activity here.

The main keep is built directly above the main spring, and as a result is accessible to everyone. Perhaps surprisingly, there were no nails involved in its construction; and nails are rare to be seen in any of the buildings here, too. Because it's so icy, the forests that surround this settlement have an almost blue hue to it, reflecting just how strong the currents of magic are here.

The Quidditch pitch is located near the seaside, on the beach; Quaffles used in this match will have a special water-repelling charm applied to them which will make sure they do not get lost in the water.

Group ᚩ - Stormensslutt
Located high up on the cliffs of the southern islands, set against raging waves that eat against it, Stormensslutt is the home for the infamously hardy. Or foolhardy, depending on your view of the Southerners. The winds and storms are particularly harsh here; which makes sense, as Tempest magic is probably strongest here. The architecture of the cities is designed to withstand the hardest storms. Most menacing of all is the imposing central keep of Storm's End, a monolithic, large, stone keep, sitting precariously atop a long series of caverns at the very edge of a cliff. Somehow, despite the winds and the storms eating away at the cliff it's standing on, it remains there, watching over the coastline.

The Quidditch pitch is, thankfully, located safely in-land in a bit of marshland that was deemed to have less magical significance than was previously thought necessary.

Group ᚱ - Hvittfelt
A newer settlement on the islands, Hvittfelt is so named for the large, snow-covered plains that gave it its name. With its beginnings as a trading post, and not as a place where Magic is strong, the Fount here is moderately weaker than those on the other islands, though the Order is actively looking into how they can shape the flows of Magic to make the Fount stronger. It's a relatively new town, meaning that its architectural styles are more "modern"; but don't expect to see concrete and steel buildings all over the place. The main keep functions more as a marketplace and a city hall than a traditional seat of power; the Jarl of Ravenheim, Asmund Bjarkesson, has chosen to base himself out of here and not Stålbukta, because the Fount's strength (or lack thereof) is the main issue occupying him now.

The Quidditch pitch here is set in a dedicated clearing for future developments; it will likely become the second permanent arena in Ravenheim dedicated to Quidditch following the conclusion of the tournament.

Group ᚳ - Askrhvil
Askr's Rest is the place identified where Askr, after 806 years (don't ask), finally decided to settle down and retire after doing such miraculous deeds as controlling floods and founding settlements. This is probably the smallest settlement of all in the islands; it resembles a small farming community more than anything, and the locals aren't that happy that they were chosen to host Group ᚳ. The Magic of Nature is strongest here; Askrhvil is known for its status as a town for healing, located deep within the forest, and most of the nurses on the several islands hail from this small town, or were trained here.

The main keep of this community isn't really a keep; but more of a communal hall, where the town meets to feast. Extensions will be built to accommodate the arriving Quidditch teams. After a long debate over where the Quidditch pitch should be situated (due to the locals' unwillingness to disrupt flows of Magic that give the local Fount such strength), it was decided to build the pitch a ways away from the town, extremely high up along a small mountain. This means that players with games here are advised to wear goggles while playing to keep their vision clear, though no other impediments to play are expected.

OTHER TOPICS OF POTENTIAL INTEREST

MEDICAL EMERGENCIES
Nurses from Askrhvil will be present at all matches. All injuries, no matter how serious (with the One Major Exception of Death), are fully-healable within twenty-four hours. Reversing Death is regarded as a highly taboo topic in Ravenheimian magic.

That being said, please do not RP any death or destruction to any Ravenheimian infrastructure without prior approval by the host.

NON-MAGICAL TECHNOLOGY
will work perfectly in Ravenheim; the only reason said tech hasn't spread here is because magic is useful enough to do most of what modern technology does, anyway.
Last edited by Ravenheim on Tue Dec 06, 2022 6:00 am, edited 4 times in total.
RAVENHEIM
Located in the middle of the Endless Northern Ocean, why hasn't anyone been to these islands for so long? Who lives there? Why have the seas surrounding it been storming for a thousand years? Why are there ravens everywhere?
Population: 384,677 | TLA: RVN | Largest Settlement: Stålbukta
High Priestess: Freja Revna | Jarl: Asmund Bjarkesson
Puppet of Tumbra

User avatar
Saint Kanye
Minister
 
Posts: 2389
Founded: Jan 28, 2015
New York Times Democracy

Postby Saint Kanye » Fri Dec 02, 2022 10:14 pm

NATION INFO

Full nation name: The Glorious Free Republic of Saint Kanye
Short nation name: St. Kanye
Trigramme: STK
Demonym: Yeezie
Nickname: Strike
Colors: Purple, lime, black

St. Kanye's quidditch team won second and third place in the last two regional tournaments in Atlantian Oceania, despite the fact that none of them having an ounce of magic in them. Still, they still gained lots of supporters among those who believe that quidditch should be open to everyone.... not to mention a lot of hate from wizard purists who still believe themselves superior.

UNIFORMS

(Purple = primary; lime = clash)

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EQUIPMENT

Instead of riding broomsticks, the Yeezies wear striker units on their legs, hence the need for short shorts. (See below photos, or this link: https://worldwitches.fandom.com/wiki/Striker_Unit)

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STAFF

HC: Peter Grimes Sr.
AC: Josh Moritz

KEEPERS

ImageImage
L-R: Tanaka, Quinn

#0 Toby Tanaka (27/M/6'0/163)
#14 Alex Quinn (25/NB/5'10/149)

CHASERS

ImageImageImage
ImageImageImage
1st row, L-R: Grimes, Medina, Houser
2nd row: L-R: Krelman, Langeveld, Santoro


#1 Peter Grimes Jr. (30/M/6'1/178)
#11 Juliana Medina (22/F/5'7/141)
#18 Heather Houser (22/F/5'8/125)

#2 Paige Krelman (24/F/5'7/133)
#22 Asher Langeveld (21/M/6'3/172)
#48 Rudy Santoro (22/M/6'5/190)

BEATERS

ImageImage
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1st row, L-R: Ellis, Edwards
2nd row: L-R: Nkemakonam, Brooke


#13 Armin Ellis (28/M/5'11/160)
#15 Dwight Edwards
(31/M/6'0/175)
#8 Jared Nkemakonam (24/M/6'5/211)
#99 Amos Brooke (20/M/5'10/154)

SEEKERS

ImageImage
L-R: Holland, Reinhart

#16 Jenjamin "Jen" Holland (25/F/5'6/114)
#21 Nicole Reinhart (20/F/5'7/123)

All starters are in bold.

RP PERMISSIONS

Choose my scorers: Yes
Godmod scoring events: Da
RP injuries to my players: Nah
Godmod Injuries to my players: Nope
Suspend my players: No way
Godmod suspension events: Nein
Godmod other events: It depends. Coronavirus or pandemic-related RPs are NOT ALLOWED. THERE IS NO VIRUS OR PANDEMIC, OR ANY WAY OF HAVING ONE, IN OUR COUNTRY. TG otherwise.

SCHEDULE

TBA
Gale Force Racing (NSSCRA Main Tier)
18 Jeremiah Brooke (S9 Champ, S13 Runner-up) | 27 Stacie Houston (S7 Champ, S12 Runner-up) | 46 Thea Alvarez (S10 Runner-up)

Skip Stiller Speedworks (NSSCRA Second Tier)
20 Sage Caldwell | 22 Pyotr Lavrentiev (S13 Champion) | 30 Lexi Patterson

Champion:
IBC 20, 22, 23, 24 (Basketball)
NSCAA 11 (College Basketball)
IC7 II, VI (7ball)
Arena Bowl VI (Arena Gridiron)
NSSCRA 9 (Stock Car Racing)

Runner-up:
World Bowl 42 (Gridiron)
NSSCRA 10, 12, 13

Bronze:
IBC 19

YOU JUST LOST THE GAME!


Arrosia, baby

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A m e n r i a
Negotiator
 
Posts: 5258
Founded: Jun 08, 2017
Corrupt Dictatorship

Postby A m e n r i a » Sat Dec 03, 2022 12:54 am

Image


Overview


Full nation name: Empire of Amenria
Short nation name: Amenria
Government form: Federal Islamic absolute monarchy
Trigramme: AMN
Demonym: Amenrian, Asian (informal)
Team (nick)name: Qianlima/Chollima

Players for the Qianlima are drawn from the finalist teams of their respective state championships. With two players from the Saigon Snipers and another two from the Shanghai Shooting Stars, two of the few most offensive teams in Amenria, a fast-paced, aggresive playstyle can be expected from this year's performance.

Uniforms and equipment


The Qianlima wear military-grade adaptive light power armour under their robes (like the pic but shorter for practicality), which are primarily white with black trim and the player's name and number displayed in gold on the back, unless the opposing team wears white, in which case the team would wear a different robe with inverted colours.

The Qianlima play quidditch on hoverbikes like this one but without wheels. As players are free to purchase and use whichever model they like, you can expect different models on the same team, and even customizations than differentiate one player's bike with another, but they all come in the same team livery to avoid confusion.

Roster


Image

Permissions


Choose my scorers: Yes
Godmod scoring events: Yes
RP injuries to my players: Consider the armour they're wearing and I'll be fine. Talk to me if you're not sure.
Godmod Injuries to my players: See above answer
Suspend my players: No
Godmod suspension events: No
Godmod other events: Surprise me*
*Coronavirus doesn't exist in my universe
**I'm open to questions or discussions via TG or Discord
Last edited by A m e n r i a on Sat Dec 03, 2022 3:59 am, edited 3 times in total.
The Empire of Amenria (亚洲帝国)
Sinocentric Asian theocratic absolute monarchy. Set 28 years in the future. On-site factbooks are no longer canon. A 13.14 civilization, according to this index.
Your guide to Amenria, organized for your convenience

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Mertagne
Chargé d'Affaires
 
Posts: 456
Founded: Oct 24, 2013
Left-Leaning College State

Postby Mertagne » Sat Dec 03, 2022 2:39 am

The Witches, Wizards, and Warlocks of Mertagne Present...
The Mertagnian "National" Quidditch Team

HISTORY:
Mertagne is a new country, but lives on an old land. In its secretive swamps and misty mountains, communities of magical folk have been practicing their art for generations, happy to hide in the shadows as the Mertagnian muggles draw all the attention away from them. How else would you explain why Mertagne has many old abandoned castles?

Mertagne's magical community is disparate, however continued success on the Quidditch pitch has caused for more mages to come out of the woodwork. The lands of the nation are seen as much of a 'wild west' by mages in more civilised nations such as Starblaydia, a location where many Mertagnian mages receive their formal magical training, if given. The communities of mages tend to run independently, typically blending into Muggle settlements, but it is often said that out in the rural mires or mountains, wholly magical communities can be found if you know where to look. A twisted tangle of trees, when viewed at a certain angle, forms a gateway to a bog town you simply couldn't see before, or by taking an illusory leap of faith of the edge of a mountain reveals safety underfoot, and the presence of a small magical mountain village.

The closest thing the mages of Mertagne have to a government is the Wizardsmoot, a yearly gathering of magical folk on Mertagne's Horsehead Island. Here, news and information are exchanged, and declarations are made that persist until the next moot. Each community selects a delegate to attend the Wizardsmoot, and as such, the gathering attracts thousands of magical folk every year on the summer solstice.

The stereotypical Mertagnian mage can be seen similar to a brown wizard, or a druid - nature runs deep in the nation's magical tradition. The 'bog witch' is a common stereotype down in the swamps, but magical folk also thrive by blending into Mertagne's cosmopolitan Muggle community. Many wizards, witches, and warlocks live in the nation's many cities, and are your typical wandslinging city slickers.

Mertagne has no formal Quidditch league, but in the wake of their entry into the last QWC, several amateur teams have cropped up across the nation, keen to emulate the nation's greatest players. Mertagne reached the final of the last Quidditch World Cup, just missing out on the win after Sarzonia stole one goal ahead and quickly caught the snitch in response. The team will be looking for a deep run in the tournament here in Ravenheim.

The Team:
Name Number Pos. Magical Specialisation Career
Matilda ROSSETER 1 Keeper Ancient Runes Muggle Translator
Hugogh VAKLEIF 2 Chaser Arithmancy Muggle Computer Programmer
Amada FIDDLESTICKS (c) 3 Chaser Charms Hermit Witch (Mountains)
Henri "Jawbones" TIKMARSH 4 Chaser Hedge Magic Hermit Wizard (Marsh)
Stoate CRAWFYSH 5 Beater Divination Groundskeeper
Stugaron QUENTILLION 6 Beater Potions Muggle Doctor
Chezra MYST 7 Seeker History of Magic Bookseller

Substitutes:
Name Number Pos. Magical Specialisation Career
Quentin SMYTHE 11 Keeper Astronomy Muggle Space Agency Director
Teena SHRIKE 10 Chaser Magical Creatures Owler
Shudley OCKS 9 Beater Charms Muggle Locksmith
Joseph DRUNT 8 Seeker Apparition Hermit Wizard (Mountains)


ROBES:
The Mertagnian Team play in robes representing the rural magical communities in the country. Robes are of a Swamp Green (#748500) main colour with Silver (#C0C0C0) trim and numbering, representing the nation's Marsh Mages and Mountain Mages respectively. If the colours of the opposing team would result in confusion when whizzing past the stands on a broom, the primary and secondary colours are reversed. By magic, of course.

BROOMS:
Mertagnian mages play Quidditch on brooms. Several different models of broom will be present here, as tradition is to seek out a local broom-maker to craft your broom, which you typically maintain for life. In order to remain competitive for the Quidditch World Cup, the brooms have been refurbished and re-enchanted for the tournament, but expect to see intricate carvings and various tchotchkes and accoutrements adorning the bristles.

My opponent, should they RP first, has my permission to:
Do pretty much anything: Yes, but if you're planning something that will have big effects, send me a TG before you post so we're on the same page. Maybe we can collaborate? Also, try not to scare the muggles.
user pronouns: he/him

The Nation of Mertagne - World Wonder Wizard!
Capital: Dannin ⨳ Trigram: MRT ⨳ Demonym: Mertagnian ⨳ Map: Here!Anything Else: Here!
combined a jet engine with fireworksANAIA NATIONAuthor of NS Issue #1508

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United Adaikes
Envoy
 
Posts: 288
Founded: Feb 11, 2018
Democratic Socialists

Postby United Adaikes » Sat Dec 03, 2022 4:10 am

The United Adaikes Wizards Council, upon hearing of the infamous Quidditch World Cup sans never entering in previous editions, were excited to send the country's best fourteen players to Ravenheim and play Quidditch with other warlocks and witches in the world. To what they fondly call the National Team, the Sorcerers are the best of all Quidditch players in the United Adaikes Quidditch League.


Position	Name			Age	Sex
Coach Ilene Travieso 44 F
Starters:
Keeper Maleah Bryson 22 F
Chaser Wayland Skinner 24 M
Chaser Lara Darrell 25 F
Chaser Mayra Lewis 30 F
Beater Irene Blakesley 24 F
Beater Harper Gregory 26 F
Seeker Russell Garza 29 M
Reserves:
Keeper Hermenegildo Irvin 31 M
Chaser Josiah Erikson 25 M
Chaser Michaela Payne 28 F
Chaser Essie Sanford 26 F
Beater Faith Jakeman 31 F
Beater Elaine Abrams 31 F
Seeker Cruzita George 21 F



RP Permissions (if opponents RP first):
Scoring
: Y
Injuries: Consult with me first (TG me here or DM me in Discord, you can find me on the NSS server)
Godmodding: N
Last edited by United Adaikes on Sat Dec 10, 2022 3:47 am, edited 1 time in total.

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The Shadow Hand
Political Columnist
 
Posts: 5
Founded: Nov 29, 2022
Ex-Nation

Postby The Shadow Hand » Sat Dec 03, 2022 10:36 am

The Shadow Hand Quidditch Team
"The Rolling Shadow"


HEAD COACH: Negligence Advisor to Nox, The First Herald of the Shadow Hand, and the Head of the Order of Secrets

THE PLAYERS
KEEPER: Aleximander The Major General of the Vanguard of the Shadow Hand, Third in Line to the Shadow Hand Ground Armies, and the Husband of Nyx, One of The Three
CHASER: Xeros Head of the Bureau of Supernatural Investigations, Brother to Nox, One of the Three, and Enigmatic Spacefarer
CHASER: Serené Headmistress of the Academy of the Forgotten Mystics, Mother to Nox, One of the Three, and the High Regent of Masadyr
CHASER: Rylion Flight Lieutenant of the Shadow Hand Air Wing, of the Order of the Night Sky, and Cousin of Nox, One of the Three
BEATER: Lia First Hand of the Grand Cleric of Night, Anointed Chosen, and the First Maiden of Nyx, One of the Three
BEATER: Ophelia Shadow Assassin, Grand Marksman, and The Left Hand of Nox, Nyx, and Vidiacos, the Three
SEEKER: Vidiakos One of the Three, The Grand Schemer, and The Insatiable Hunger

STRATEGY:
The Rolling Shadow do not use brooms to fly, play a high-octane, fast-paced game, and try to end the game as soon as possible by Vidiakos catching the snitch. With the Quaffle, the three Chasers overwhelm the opposition in rolling waves, while the Beaters try to aim at the Keeper as fast as possible. This does mean that Aleximander is often left on highly risky situations, but the team believes that this transition-based play is good enough to win matches. They have never been tested at the international level, but believe they have the skills.

RP Permissions:
Style Mod (For RP Purposes): +4.5
Scoring: Yes
Injuries: These are beings of shadow manifesting into human forms. They cannot be injured except by magical means, and even then, the strongest forms of magic. No injuries.
Godmodding of any form: No
Last edited by The Shadow Hand on Mon Dec 12, 2022 7:51 am, edited 1 time in total.
The enigmatic eternal watchdogs over Chromatika.

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Sarzonia
Powerbroker
 
Posts: 8541
Founded: Mar 22, 2004
Scandinavian Liberal Paradise

Postby Sarzonia » Sat Dec 03, 2022 10:44 am

Sarzonian national Quidditch team
The only two-time Quidditch World Cup champions in history

Choose my goalscorers? Yes
Godmod scoring events? No
RP injuries to my players? No
Eject players or coaches? Yes. They're not dirty, but they won't take any shit from anyone.
Godmod injuries to my players? No
Godmod other events? No

Chaser - #9, William Jansen (6-foot-1, 200 pounds, male)
Chaser - #18, Mike Reynolds (5-foot-10, 190 pounds, male)
Chaser - #13, Keri Rakers (5-foot-6, 145 pounds, female)
Keeper - #1, Edwin Nash (5-foot-11, 185 pounds, male)
Beater - #59, Elynn Davis (5-foot-10, 158 pounds, gender non-conforming)
Beater - #46, SaQuon Douglas (5-foot-10, 225 pounds, male)
Seeker - #32, Tommy Entwistle (6-foot-1, 190 pounds, male)

Reserve Team
Chaser/Seeker - #11, Louis Ross (5-foot-8, 160 pounds, male)
Chaser - #17, Joanne Barkley (5-foot-10, 155 pounds, female)
Keeper - #30, Angel Gonzalez (5-foot-5, 145 pounds, male)
Beater - #39, Matt Spencer (5-foot-11, 180 pounds, male)
Beater - #11 Richard Gregory (6-foot-4, 230 pounds, male)
Beater - #12 Mikah Walton (5-foot-11, 195 pounds, male)
Chaser - #20 Rosie Charlton (5-foot-9, 155 pounds, female)
Seeker - #21 Jordan Gordon (5-foot-11, 185 pounds, non-binary)

Manager: Chris Entwistle
Assistant: Anthony Christensen
Keeper Coach: Erkki Taipale
First WCC Grand Slam Champion
NSWC Hall of Fame Inductee (post-World Cup 25)
Former WLC President. He/him/his.

Our trophy case and other honours; Our hosting history

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Starblaydia
Game Moderator
 
Posts: 4691
Founded: Apr 05, 2004
Father Knows Best State

Postby Starblaydia » Sat Dec 03, 2022 9:56 pm

Starblaydi RP Permissions Box wrote:I Give My Opponent Permission
(and actively encourage them) To:
====================
Choose my Scorers
GodMod any Goalscoring or Snitch-catching Events
Call penalties on my Players (Within reason, they're not remotely a dirty side)
GodMod other events for humorous intent


Esteemed Colleagues,

I am pleased to inform you of the squad that the Centre is again providing a team of the Quidditch World Cup. The world-famous team comes from the Starblaydi Quidditch Sunday League (known as the SQSL, or 'Squizzle') and, as such, are the finest exponents of the great 'sport of warlocks' known to us. Though we are, of course, hidden within Starblaydia we are, nonetheless, proud of the nation in which we live and the team will strive to match that pride with their sporting performances. Champions of the inaugural World Cup, the Starblaydi team are looking for a high-placed finish. Listed below are the players we are again sending forth to compete, as well as a brief description regarding each one, as well as the noble House they played for at the famous Percyvale Academy of Wizardry and Witchcraft. Starblaydia will play in the traditional predominantly-purple robes, also detailed below.

Keeper
• Wearing the Number One cloak and keeping goals for Starblaydia will be Enrique Esposito, who plays for the Fox's Irregulars Quidditch Club. A highly-capable Keeper who played for Montfort House, he is an excellent Quaffle-stopper. He is also Starblaydia's Captain.

Chasers
Harkon Vekkinen is the Chaser with the Number Two cloak, who plays for the ancient Jhani Cavalry side. A Montfort House Quidditch Captain in his time, he is an accomplished tackler.
• The only Witch on the team, Jennifer Havaland, wears the Number Three cloak. Formerly Head Girl of the Coraluna House, her passing is second to none in the entire land; a prized asset of the Neveheim Arsenal Witches side.
Rudyard Rumplebottom is oft-quoted as saying 'Rumplebottom's the name, goal-scoring's the game'. As such the bearer of our Number Four cloak is the Wizard most likely to be tallied on the scoring scroll. Formerly of House Leoric, he plays for Montepool County Quidditch Club.

Beaters
• Bearing the Number Five cloak is Alfred Grompton, once of Qucksilver House, who's shots with Bludgers are as complex as they are devastating. Currently plays for the Beverington Hawksworth School Old Boys side, where he teaches Arithmancy.
George Huxtable, descended from the great Leoric Huxtable, is another Leoric House member with a keen eye for an accurate swing at a Bludger. Plays for the Penningworth County Quidditch Club and wears the Number Six cloak.

Seeker
• Xantian The Eagle-Eyed, preferably known as Xantian will be the team's Seeker, wearing the Number Seven cloak. A Leoric House member if ever there was one, Xantian is eagle-eyed (figuratively rather than literally) and occasionally even reckless in his single-minded pursuit of the Golden Snitch. Caught every single snitch asked of him to take the World Championship in the 1st edition. Currently plays for Montepool County Quidditch Club.

Robes
A crude depiction (the most we could manage for this scroll, I'm afraid) of the Starblaydi team follows:

Image


Should any replacements be required in between matches due to unfortunate 'incidents', they will be named and dispatched to the Percyvale Academy as and when appropriate.

- magically signed -

Cuthbert Cruickshanks
Master of Quidditch
Centre for the Magical Arts
Starblaydia
Six-Time World Cup Committee President (WCs 25-33, 46-51 & 82*)
Co-host of World Cups 20, 40 & 80 • Di Bradini Cup Organiser
World Cups 30, 63 & 83 Runner-Up • World Cup 27 Third Place • 25th Baptism of Fire Runner-Up
Seven-Time AOCAF Cup Champions • Two-time U21, One-Time U18 WC Champions • Men's Football Olympic Champions, Ashford Games
Five-Time Cherry Cup Champions • 1st Quidditch World Cup Champions • WGPC8 Drivers' Champion
The Protectorate of Starblaydia
Commended by WA Security Council Resolution #40
Five-Time NS World Cup Champions (WCs 25, 28, 41, 44 & 47)

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Abanhfleft
Senator
 
Posts: 3545
Founded: May 26, 2008
Capitalist Paradise

Postby Abanhfleft » Sun Dec 04, 2022 6:30 am

Image
DEMOCRATIC REPUBLIC OF ABANHFLEFT
National Quidditch team


Abanhfleft will play in the Quidditch World Cup for the sixth time. Yes, there are witches and wizards in Abanhfleft. No, you cannot ask where they are at the moment but the identities of some will be revealed in due time. Also, for some reason, the Abanhfleft Quidditch team have actually managed to make it to the final of the previous QWC. They lost, of course, but the mere fact that they made it to the final seems to have been Obliviated from the collective memory of Fleftic wizardkind. No one knows why. One would think that such an achievement would be something that the Fleftics would be very proud of.

BASIC INFORMATION
Name of nation
: Democratic Republic of Abanhfleft
Demonym: Fleftic
Official history: This will be Abanhfleft's first time playing in the Quidditch World Cup.
Team robes: Blue with orange and green trim
Style modifier (if applicable): +5. Abanhfleft's Quidditch style has always been about all-out attack and nothing else. It should make for lots of high-scoring games which the people always love, but that isn't always the case. Especially when a Seeker gets the Snitch quickly.

STARTERS
Keeper: Donald Olson (25 y/o, male)
Chaser: Kaley Castañas (30 y/o, female, captain)
Chaser: Bettina Bastin (34 y/o, female)
Chaser: Roberto Valderramas (26 y/o, male)
Beater: Ursula Santayana (29 y/o, female)
Beater: Frances Dietz (28 y/o, female)
Seeker: Yuri Polyakov (31 y/o, male)

RESERVES
Keeper: Bram Bentomado (36 y/o, male)
Chaser: Janine Wheatley (22 y/o, female)
Beater: Heather Bettinelli (20 y/o, female)
Seeker: Gerardo Tupas (23 y/o, male)

RP Permissions
Anything except killing is fair game.
Last edited by Abanhfleft on Mon Dec 19, 2022 2:15 am, edited 1 time in total.
The Democratic Republic of Abanhfleft
Leader: President Rako Novoire

Territories and dependencies:
Trans-Dniesters (Client state)
Oontaz Dert Li Ng
Copper Cuprum
Trendstart
Economic Left/Right: -1.72
Social Libertarian/Authoritarian: 0.88
Second place winner in the International Baseball Slam VI
Third place winner in the World Lacrosse Championship XIX
Winner of the Baptism of Iron XVI!
Third place winner in the 33rd Di Bradini Cup!

Third place winner of the International Baseball Slam VIII
Winner of World Lacrosse Championships 22!

I also write stories. Would you like to read my works?

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Zwangzug
Issues Editor
 
Posts: 5240
Founded: Oct 19, 2006
Left-wing Utopia

Postby Zwangzug » Sun Dec 04, 2022 8:02 am

See here for a background on Zwangzug's magical community.

Keeper: #11, Thorsten Dubois (Nittany Narwhals). Concentrated in Wandless Theory at Warzenhund Academy. First QWC: 11

Chasers: #10, Susan Ashcont (Heart's Jaunt Hippocampi). Concentrated in Wandless Praxis at Warzenhund. First QWC: 10
#29, Mēfū Ōmhun (Gifogodi Demyok Pokuhindi). From the Picksall Islands and apprenticed to a mystic there. First QWC: 10
#7, Eliza Podunt-Sich (Padix Porlocks). Concentrated in Wanded Praxis at Warzenhund. First QWC: 12

Beaters: #18, Timothy Frost-Hordal (Ridder Ravne, captain). Concentrated in Wanded Theory at Warzenhund. First QWC: 9
#12, Salman Dukash (Surairo Serpents). Apprenticed to an elder mystic in the southwestern ascetic tradition. First QWC: 12

Seeker: #17, Martha Quinocte (Dwayne Dugongs). Concentrated in Wandless Praxis at Warzenhund. First QWC: 11

If RPing first, feel free to do pretty much anything that doesn't cause lasting harm to my characters/in my nation. I would discourage godmoding in a literal sense. If you have questions, ask!
Factbook
IRC humor, (self-referential)
My issues
...using the lens of athletics to illustrate national culture, provide humor, interweave international affairs, and even incorporate mathematical theory...
WARNING: by construing meaning from this sequence of symbols, you have given implicit consent to the theory that words have noncircular semantic value and can be used to encode information about an external universe. Proceed with caution.

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Sarzonia
Powerbroker
 
Posts: 8541
Founded: Mar 22, 2004
Scandinavian Liberal Paradise

Postby Sarzonia » Sun Dec 04, 2022 9:41 am

"So fair and foul a day I have not seen."

Quidditch World Cup tournaments don't operate in a day. Not when a single match can last several hours with teams continuing to fight to capture the snitch. But for Sarzonia's defending World Cup champions, the Shakespearean quote was appropriate.

The team that captured the trophy in the ninth edition flamed out rather spectacularly in the 10th, even though that failure could be at least partially blamed on Taeshani dysfunction as hosts. For naysayers who dismissed Sarzonia's accusations as sour grapes, the Stars provided the ultimate rejoinder by winning the 11th edition.

The results in Zwangzug were historic. It meant Sarzonia would be the first team to win multiple Quidditch World Cup titles. It added to the overall medal haul for the most decorated team in the history of the competition. And to think, the team was a collection of Muggles whom the Department of Health and Athletics only assembled because then-neighbours Delaclava were hosting.

"We were essentially the Quidditch equivalent of the Bad News Bears," said Chris Entwistle, who was on the squad for the second edition and is now managing the Stars. "Then, all of a sudden, we started winning some matches."

Keeper Edwin Nash agreed, pointing out that the Stars even knocked out defending champions Starblaydia before playing the first ever draw against the host nation. Delaclava handily won the replay, which became the established protocol for a drawn knockout round match. It consigned that Stars unit to the bronze medal..

"We weren't expected to do well," Nash said. "We surprised ourselves a little bit."

Now, a successful tournament by the Stars wouldn't be a surprise. It's now an expectation, even though the road toward becoming the first repeat champions is going to be difficult. However, seeker Tommy Entwistle, younger brother of the Stars manager, is still optimistic.

"We know we're going to get everyone else's 'A game'," he said. "That's what makes this so much fun."
First WCC Grand Slam Champion
NSWC Hall of Fame Inductee (post-World Cup 25)
Former WLC President. He/him/his.

Our trophy case and other honours; Our hosting history

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Punta Tembaga and the Terjunian Isles
Civil Servant
 
Posts: 8
Founded: Nov 15, 2022
Ex-Nation

Postby Punta Tembaga and the Terjunian Isles » Mon Dec 05, 2022 10:25 am

OFFICIAL QUIDDITCH TEAM OF PUNTA TEMBAGA AND THE TERJUNIAN ISLES

About Punta Tembaga and the Terjunian Isles


Punta Tembaga and the Terjunian Isles, often shortened to just Punta Tembaga, Tembaga, Tembaga & Terjunia or The Terjunian Isles when referring to that archipelago, are a desolate island chain. Punta Tembaga, a dormant volcano, is the largest and most populous island and the only one accessible by air. Tourism is the largest industry on the island, but has dwindled in recent years due to dilapidated infrastructure. The island chain generated notoriety in recent years as the residence of several criminals, such as wanted tax dodgers and genocidal dictators, some of whom were wanted by West Barack and East Obama's Barack Bureau of Investigation. The remoteness of the island coupled with lax immigration controls (a result of local initiatives to boost population numbers due to low birth rate) made it perfect for criminal extractors to place their clients there.

The national sport of Punta Tembaga and the Terjunian Isles is fly fishing, which has been popular for decades. However, in recent years, many youths have gotten into sports such as cricket and football. In particular, the magical sport known as Quidditch has attracted attention, with many native Terjunians on the Desolate Chain or the Black Forests possibly harnessing magical powers due to years of rituals. Several of them have been selected to represent T&T in international Quidditch as they travel to Ravenheim, a fellow remote nation in a wide ocean, for the 12th Quidditch World Cup.

The Line-up


First team:
  1. Keeper: Keno Deekit, 23
  2. Chaser: Tukit, 33
  3. Chaser: Fizi Raanjang, 27
  4. Chaser: Tabri Chaakob, 31, captain
  5. Beater: Febri Teck, 26
  6. Beater: Raas Tabri, 27
  7. Seeker: Ernesto Navas, 19

Additional Information


Home Kit Colour: Dark Green with White Stripes
Away Kit Colour: Blue with Yellow Strips
Team Mascot: Marlon the Monkey
Trigramme: PTT
RP Permissions: Whatever You Like

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Eshialand
Diplomat
 
Posts: 978
Founded: Apr 03, 2017
Anarchy

Postby Eshialand » Mon Dec 05, 2022 11:41 am

"What the--"

"What is it Kevin?" Josephine asked her now-husband.

It had been over four years now since Kevin Serakis and Josephine Martinault left the magical town of Brightonsea to start their new life in Eshialand City. Since they left oh-so-long ago, they never really thought too much about their old home. Sure, it was still their home, but they didn't feel connected to it anymore. It was in their past. They lived in Muggle society now, happy to live their lives as they were. However, this owl that just flew into their window, their old friend Rachel, brought home some... well let's just say interesting news.

Alfred Lainsbury was getting the old gang back together. The Quidditch World Cup, last held way back at the end of 2021, was returning, and their old coach wanted all the original fifteen to come to Ravenheim with him to play in it.

But this was 2026 now. A long time had passed since those old "glory" days. Since that 230-360 loss to Ko-oren brought about the end of Eshialand's first foray into the international wizarding community. Those times were gone, right? It was all over, right?

"Wait, really?" Josephine asked, not sure if the news Kevin was relaying to her was legitimate or not.
"Yes, Josephine, Alfred wants us to come back... I guess one last flight is what he wants... and honestly, maybe it'd be good for us. Get back together with our old friends. Maybe even see family again afterwards..."
"Whatever happened to you wanting out? Wanting to be a part of the wider world?"
"Well we have been out, we have been in the wider world, and I'm loving the life we have here... but maybe coming back for a little bit wouldn't hurt?"

Josephine mulled it over for a bit before replying. "I guess we're coming home then."

The Eshian National Quidditch Team


Robes: Black with Eshian Blue (#04c1e2) trim.

Starting VII in bold

Seekers:
#1 Kevin SERAKIS (M, 25)
#6 Emily BERVAN (F, 23)

Chasers:
#2 Henry CLAMIAN (M, 28)
#5 Barry LAINSBURY (M, 23)
#7 Josephine MARTINAULT-SERAKIS (F, 25)
#10 Alexander ABDEN (M, 27)
#15 Gary LOGAN (M, 22)
#22 Riella SAFRI (F, 24)

Beaters:
#3 Lara BAYER (F, 29)
#8 Jason LUSANCE (M, 29)
#9 Louis MASTERSON (M, 26)
#21 Michaela FLERRY (F, 29)

Keepers:
#4 Steven MARAN (M, 22)
#11 Kiera LAWSON (F, 31)
#14 Douglas NASH (M, 29)

Coach: Albert LAINSBURY (M, 50)

RP Permissions: Just don't hurt my players without TGing me to make sure it's okay. Also, I'm always open to collaboration, so feel free to TG me or DM me on discord (William!#1136) about anything!
Last edited by Eshialand on Mon Dec 05, 2022 11:41 am, edited 1 time in total.
Anything I say is IC unless proven otherwise by a court of law.

(he/him/any/all)

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Eshialand
Diplomat
 
Posts: 978
Founded: Apr 03, 2017
Anarchy

Postby Eshialand » Mon Dec 05, 2022 11:43 am

https://www.blogwrite.esh/statscorner/01-23-26/quidditch_scorigami_i
STATS CORNER
Eshian Sports by the Numbers

SCORIGAMI AND QUIDDITCH
A tale of magic, a work of madness.

Part I: Humble Beginnings

Hello, and welcome back to Stats Corner. It's been a while, huh? Well, I'm Josh Seametzle, back again, hopefully with a fair bit of content for all of you.

Today, I have something I never thought I'd be writing about. Something insane. Bonkers. Nutters. The king, after returning safely from his Aleiravan amnesia bender, told me about something I never thought I'd know. Magic is real.

Okay, don't believe me. If you want, just ignore that last sentence, and trust that the sport of Quidditch is not fiction. There is a form of it actually played and it's not too different from the one you've seen in the movies. So why bring it up?

Well, this is Stats Corner. You know why I'm bringing this up. Friends, I'm about to pull a Jaffacake.

Let's get ready for scorigami.



Scorigami, the spice of life. The art of making weird and extreme sports scores that have simply never existed before. The king gave me a bunch of newspaper clippings from years past, from nations you've heard of, like Starblaydia and Equestria, and ones you probably haven't, like Uiri and the Star United States. I've been doing a lot of work in the background. I've been writing this article for longer than you know. But now, it's finally time to start our story. Let's start at the very beginning, a very good place to start.

QWC I: Uiri, 1980


Ah yes, the first Quidditch World Cup, the first time that magical communities across the multiverse came together to enjoy their game and see who would be crowned champion. This first edition would be held in the nation of Uiri. Ever heard of them? I sure didn't before this deep dive. Since this is the first edition, I'm gonna go MD by MD, since there will be a LOT of scores.

Matchday 1
Starblaydia 180 - 50 Carpathia and Ruthenia
Palmouth 20 - 180 Tocrowkia
Uiri 160 - 40 Paul Partyka
Yules115 50 - 210 Delaclava
Taeshan 170 - 0 The Hidden Paw/Somewhereistonia 170 - 0 Monte Mago
Maineiacs 0 - 150 Dariusville
Midden 200 - 40 Swilatia

Ah yes, scorigami is so free on the first matchday. Finish your game, and it's scorigami. Unless you're Somewhereistonia and Monte Mago, that is. I have them as scorigami here since they played their score the same day as Taeshan and The Hidden Paw, but if only one can count, that would be the Taeshan match. They were listed first after all...

Also note that the winner always has 150 or more points. For those who don't know Quidditch, the game ends when someone catches the snitch. That doesn't give you the win automatically, but it does give 150 points. Hence, someone has to finish with 150 or more. Someone has to catch that snitch.

Matchday 2
Starblaydia 200 - 30 Palmouth
Uiri 40 - 150 Yules115
Lanceo 80 - 220 Delaclava
Rejistania 150 - 20 Monte Mago

Immediately the number of scorigamis is cut almost in half. This tournament was held way back in the year 1980 (Eshian calendar), and that was a very conservative era in Quidditch, score-wise. Not much scoring occurred as quick snitch catches were the meta. You didn't have hours-long stamina battles, games were decided by the snitch. After all, if your seeker caught the snitch early, as long as your opponent couldn't get 15 goals in beforehand, you won. That was that. As such, there were a lot of scores like 150-0, 150-20, and 180-20. Heck, by the end of Matchday 2 there were already three 150-0s with no goals before the snitch was caught, and two of those were by Maineiacs alone!

Matchday 3
Starblaydia 150 - 10 Tocrowkia
Allanea 190 - 50 Carpathia and Ruthenia
Uiri 240 - 50 Delaclava
Taeshan 160 - 0 Dariusville

Tonight, both of the one-goal scores got knocked off the board. That leaves the lowest possible scorigami as 160-10, which believe it or not wouldn't be scored until the tenth edition in 2018. Just because a score is small doesn't mean it's gonna happen soon... or ever.

Matchday 4
Starblaydia 180 - 30 Allanea
Palmouth 220 - 90 Carpathia and Ruthenia
Taeshan 50 - 200 Fatahland

See how Carpathia and Ruthenia had 90 points there? Well, that's actually the highest losing score this whole tournament. 80's hair may've been big but the Quidditch scores sure weren't. The 310 scored in that game was actually the highest total score in the tournament as well. That's barely two snitches' worth!

Matchday 5
Tocrowkia 60 - 190 Carpathia and Ruthenia
Swilatia 60 - 200 Monte Mago

You know, this tournament, the tiebreaker was... Points For. Why? I have no clue. It should've been Point Difference but hey, the 80's were a different time. Who's to judge?

The tiebreaker being Points For in a tournament where everybody played to end it quickly definitely had odd effects. Teams that couldn't catch the snitch early got rewarded! Nowhere was this more evident than that tournament's Group C. Everybody won 2 and lost 2, so everything was decided by points scored! Poor Maineiacs and The Hidden Paw had good tournaments with two good, quick snitch catches, but sadly they got eliminated because they scored a grand total of 0 points apart from those snitch catches. Maggie can be cruel at times, but man that tiebreaker was just evil.

Quarterfinals
Starblaydia 170 - 30 Paul Partyka
Uiri 210 - 60 Allanea
Fatahland 30 - 150 Midden

With no scorigamis in either semifinals or the medal games, that was it for QWC I's scorigami haul. Starblaydia, who started with five scorigamis in five games through the quarterfinals, ended with a surprisingly flaccid ending: a semifinal game where they hit the same score that they scorigamied on MD4, and a finals against Midden where the only points scored were a snitch catch by Xantian the Eagle-Eyed. Sure, they won the tournament, but where is the scorigami they showed us in their first five games?

So, where does that leave the state of the board after QWC I? What does the board even look like??

Image


Well, it kind of looks like that. Scores are always multiples of 10 and the winner always has 150 or more, so this is what the board looks like. Winning scores along the top, losing scores on the side. New scores from the most recent QWC included will be in hot pink, old scores in blue. Together, we'll fill this in. Let's have some fun, shall we?


Until next time, I've been Josh Seametzle, and this has been Stats Corner.
Last edited by Eshialand on Mon Dec 05, 2022 2:40 pm, edited 1 time in total.
Anything I say is IC unless proven otherwise by a court of law.

(he/him/any/all)

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Zwangzug
Issues Editor
 
Posts: 5240
Founded: Oct 19, 2006
Left-wing Utopia

Postby Zwangzug » Mon Dec 05, 2022 8:28 pm

The Fraternal Phoenix


There's something in the air at Warzenhund Academy...literally. Young wizards and witches in Zwangzug's school of magic continue to play pick-up games of Quidditch, but recent months have seen the student body increasingly explore variant games such as Quodpot and others. "I'm probably not going to go professional," admits third-year Maricarmen Elios, hovering on her broom, "although with sixteen teams, who knows? But as long as we're here, let's find something to play."

Some academies, such as the storied Percyvale in Starblaydia, sort students into "houses" upon their arrival, forming friendships and rivalries that can span many years. In Warzenhund, however, classes will stay together until students' choices of electives separates them--and class-against-class matches often put the younger magicians at a size disadvantage. Because of this, Quidditch is much less formally organized than it is at professional level.

"I like playing Beater, me," says fifth-year Dougal Nijenhuis. "But when I heard about Quodpot and the chance for the balls themselves to explode, well, I had to give it a try. I mean, who needs cute little Snitch wings when you can laugh at your opponent being covered in potions?"

While Zwangzug itself remains fairly isolated, sports is one of the main ways the country connects with the international world, and this is no less true for wizardkind as their no-maj counterparts. "I got a broadcast all the way from Mertagne," boasts first-year Vivian Chrow-Jua, pointing her wand at an oversized wireless. "They've experimented with some innovative stuff as far as scorekeeping goes, so I figure my friends and I can try it someday. Assuming I'm able to make thirteen friends here, which seems kinda intimidating."

"Professor Zermelo, who teaches Arithmancy, has some interesting tangents about game theory," points out seventh-year Derek Mulvaney. "Why do the scores need to be multiples of ten? Does the Seeker have outsized importance? As long as we all agree on a set of rules beforehand, there's nothing wrong with playing around."

Sparklings, in particular, draw inspiration from no-maj culture. "In football sometimes they make do without Keepers," enthusiastically proclaims fourth-year Terry McGraw-Oies, producing a dusty tome from the library. (Warzenhund is just as meticulous about keeping records of sporting history as the rest of Zwangzug.) "No one should have to put up with all that anxiety, we all have a responsibility to defend the goals. I reckon we could learn from them, even if most of the no-majes decided it was a rubbish idea after all."

In the meantime, the national team is still ready and willing to play the international standard of the "noble sport of warlocks." Zwangzug hosted the previous tournament; Enzo Bartali, the previous captain and last holdover from the original QWC8 team, has since retired. Timothy Frost-Hordal has been appointed captain due to his seniority, while Salman Dukash, a gifted Legilimens, joins him as a Beater. Eliza Podunt-Sich joins the side as a Chaser, after the Padix Porlocks won another QUIZ title.
Factbook
IRC humor, (self-referential)
My issues
...using the lens of athletics to illustrate national culture, provide humor, interweave international affairs, and even incorporate mathematical theory...
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Sokoku Domei
Political Columnist
 
Posts: 5
Founded: Sep 13, 2021
Corporate Bordello

Postby Sokoku Domei » Thu Dec 08, 2022 10:38 am

The Empire of Sokoku

Under Heaven, All Are United


Quidditch in Sokoku, the Ever-Expanding Kanar, was a sport borne out of necessity. A harsh, vast, unforgiving desert in the far west of the Kanarolm, few venture there except those seeking to attain countless riches that allegedly lie below the sands. What, however, also lies beneath the sand are giant...dragons? Wyrms? Whatever they are, they're fast, deadly, and are the only things in the way of those alleged massive riches. Which may or may not exist.

This is where brooms come in. Earlier experiments with fast planes, helicopters, hovercrafts, whatever, proved to only enrage the giant creatures further, so those venturing into the desert — on official business or not — had to become pretty good at getting out of whatever nasty situation they found themselves in. Brooms, enchanted by wizards found in the upside-west, proved to be a low-tech solution that proved surprisingly adept at not stirring up the damned creatures. Or, if they were stirred up regardless, were able to get out of there quickly. A spell honed to further reduce the magical residue left by the brooms to further reduce the risk of agitation proved to be extremely effective, and the fabled treasure was easily harvested.

What was said treasure? Well, it wouldn't be fun if I told all the stories now, did I?

But out of this invention of necessity came fun; and sooner or later, the brooms became an object of recreation. Soon, the rules of Quidditch came to Sokoku via a ship that had docked in the City of Two Dragons; and the sport had burgeoned into one of the most popular spectator sports in the Kanarolm. Funnily enough, the sport never turned professional; the Empire bans professional sports. So here goes:

QUIDDITCH WORLD CUP 12 SQUAD
all players are human unless otherwise noted

KEEPER: Ilton Tokoromaizo, 23, 5th-ranked Functionary for the Ministry of the Inner Sanctum
KEEPER (BACKUP): Jiko Pomonoshai, 30, 7th-ranked Functionary for the Ministry of the Dragon's Tail

CHASER: Hogoro Lairemetemenaski, 29, 6th-ranked Functionary for the Ministry of the Sword and Scale
CHASER: Gharesh Jainzhsar, 33, 5th-ranked Halomnak for the Ministry of the Spring and Autumn
CHASER: Xanvell Craipena, 29, Inohraqi at the Ministry of the Jaisho-Kukkulmulun
CHASER (BACKUP): Silent-From-Trees, 197, Dryad, Po-inohraqi at the Ministry of the Jaisho-Kukkulmulun

BEATER: Gareth Northwoods, 20, 9th-ranked Functionary for the Ministry of the Middle Sanctum
BEATER: Number Sixty-Three, ??, Jirrakcho-Li of the 179th Expedition Corps
BEATER (BACKUP): Sanaka Bygozwinsczkoev, 28, 8th-Ranked Functionary for the Ministry of Summer and Winter

SEEKER: Assiduous Petrel, 4997, Elf, Founding Member and Former Jirrakcho-Liomanrozi of the Expedition Corps
SEEKER (BACKUP): Wanari, 26, Kanari-Petar of the House of Ka-Domei

RP Permissions:
Choose my scorers: Yes
Godmod events: Yes
Injure my players: Yes, within reason (no deaths, etc)
Godmod injuries: Clear it with me first

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Darmen
Powerbroker
 
Posts: 7515
Founded: Jan 16, 2011
Moralistic Democracy

Postby Darmen » Thu Dec 08, 2022 11:20 am

Darmeni National Quidditch Team
presented by the
Department of Magical Games and Sports of the Darmeni Ministry of Magic

Pos     # Name                 Age Club
Seeker 1 Bonifaz McCabe 35 Leo
Beater 11 Murray Morley 39 Aquarius Captain
Beater 42 Tore Wright 31 Cancer
Chaser 30 Primrose Mottershead 34 Libra
Chaser 21 Sherman Webb 40 Libra
Chaser 55 Laverne Hurst 23 Capricorn
Keeper 13 Ivar Skovgaard 30 Gemini
----------------------------------------------------
Seeker 71 Danya Bloodworth 31 Leo
Beater 72 Fillin Blue 34 Taurus
Chaser 52 Anaëlle Callahan 29 Capricorn
Keeper 64 Liliya Antov 25 Gemini
Quidditch in Darmen: A 13 team amateur league exists, known as the Darmeni Quidditch League. Players are assigned to clubs based on their birth date and the corresponding sign of the Zodiac (Darmeni wizarding astrology includes Ophiuchus as a 13th sign). Teams play a single round-robin season, with the team scoring the most points ⁠— and not necessarily having the most wins ⁠— at the end of the season being declared the champions. Darmeni domestic Quidditch matches are capped at two and a half hours, with no requirement that the Snitch be caught. Indeed, the Snitch can be caught multiple times in a match and nets the team that caught it five points. Additionally, goals are only worth one point. All other rules remain the same as the international standard.

Magic in Darmen: Darmeni wizards have lived openly in Darmen throughout its history, although the use of magic around Muggles is heavily legislated and discouraged. Nevertheless, Darmeni wizards will comply with the International Statute of Wizarding Secrecy when traveling in countries where the statute (or another similar law) is in effect. As of the 2053 census, there were 2,295 wizards living in Darmen, representing 0.02% of the total population. The average lifespan of Darmeni wizards is 169.33 years.

RP Permissions: No killing, or other serious life altering events, otherwise, have fun!
The Republic of Darmen
President: Sebastian Elliott (NLP) | Capital: Scott City | Population: 10.6 mil | Demonym: Darmeni | Trigramme: DAR
Factbook (WIP) | Encylopedia | Domestic Sports Newswire
Champions: CoH 51, CR 13, GCF Test 9, GCF Test 13, WBC 25, QWC 7 Runners-up: CoH 53, CR 10, GCF Test 11, T20C 2, T20C 4, RLWC 10, WBC 42
Third: CR 20, T20C 10, RLWC 20, RLWC 22, R7WC 4, WBC 21, BC 6 Host: CR 9, RWC 18, RWC 26, RWC 35, RLWC 12, RLWC 18, RLWC 22, BC 6, BC 10, WVE 4

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Sky Reavers
Ambassador
 
Posts: 1475
Founded: Nov 18, 2020
Civil Rights Lovefest

Postby Sky Reavers » Fri Dec 09, 2022 2:14 pm

(It's gonna look like this: A bunch of drunk and high post-apocalyptic dudes gonna try to compete in sport of a world, that is alien to them. Expect some comedic relief and such...)

Magic in Sky Reaver commonwealth:

While Enthorean Island had appeared from nowhere, if first explorer reports are to be belived, history of magic wasn't exactly noteworthy. There were some temples, where natives conducted their rituals, but natives themselves or recordings of such rituals were absent.

What can be said, is that history of magic became far more interesting during Ethorean Golden Age, when a serie of anomalious events have led to scientists discovering an entirely new thing for them. They have conducted a variety of studies and reseraches on whatever anomalious items or people they could find... achieving meager results. When they were about to achieve a small breakthrough, the Edgar's theocratic regime came to power and the Inquisition has used the records and tracked down, killed or tortured many mages, while seizing their belongings to study them. That is until the revolution, that led to a rise of a semi-anarchist regime, that would use and study whatever is at hand to strengthen itself. Magic was no exception, as enchanted items have been scattered across the land and existance of magic was revealed to the people, as they studied inquisition archives and old records, or just scavenged magical items. Secrecy went to straight hell... and magic is a subject to general local laws. Still, status quo remained, as magic wasn't a significant leverage during the revolution and it didn't become widespread in people's lives, being more of a rare exotic.

While magic does exist on this turf and ordinary folks even know a bit about it thanks to the chaos of revolution, it's still rare with wizards or items with magic properties being few and far between, and magic itself being rather hard to combine with technology and is generally regarded as a myth or an extravagant exotic by the people, while government of factions attempts to find ways to apply whatever rare things they find.

Quidditch in Sky Reaver Commonwealth:

While some folks have dabbled in it, it's not exactly organized and this is the fisrt championship, Sky Reavers ever participate at. The reasons for this are an attempt of the factions to gather more intel on magical world, and also get a bit of prestige too and other benefits. Don't worry, dudes! Our folks got their flying brooms, gear and tactics, even if a bit unorthodox. We never got distinct quidditch school, but we'll... uhh... improvise. Like alot. Don't worry about team either, these individuals are the folks, that got potential, or we belive so. Most of them are from Sky Reaver airforces, so they know how to fly things. After all, with lots of ingenuity and improvisation, we have pulled off a revolution despite odds being staked agaisnt us, so...

Team:
Keeper: Liam Graham
Chaser 1: Ned "Wind of Death" Bradburton (Captain)
Chaser 2: Li Suyin
Chaser 3: Yegor Magnitogorsky
Beater 1: "Big" Greta Lutz
Beater 2: Cassidy "Skullbasher" Moore
Seeker: Jon Jansen


[RP permissions:[/b]

Whatever ya' do, just don't injure (Sure, some drunk could fall from broom or something, but they'll pull through bruises just fine) or eject too many team members. (One or two are fine, but let Sky Reaver team have at least remotely fair chance) Remember, Sky Reavers got a honorbound warrior culture thing, so they won't cheat. But won't take any shit either.

Everything except injuring ot ejecting the whole team or killing folks is a fair game.
Last edited by Sky Reavers on Sun Dec 11, 2022 5:09 am, edited 6 times in total.
Sky Reavers are retconned Skyhooked. A bunch of crazy, wild everpartying semi-anarchists, who are resistant to cold, heat and diseases, can can proccess booze like hell. MT/PMT tech. Wanna know more or have a request? It's here: https://forum.nationstates.net/viewtopic.php?f=23&t=505973

Remember, the fact, that we are semi-anarchy doesn't mena, that ya' can go around and rob random people. We still got law and order, loose as they are.

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The Shadow Hand
Political Columnist
 
Posts: 5
Founded: Nov 29, 2022
Ex-Nation

Postby The Shadow Hand » Fri Dec 09, 2022 4:46 pm

The concept of darkness is not a new one, but one that has existed in multiple cultures across the span of time and place. In some areas, darkness was embraced; in others, it was cast out. In most areas, they learned how to coexist with it.

There are facets of darkness that manifest in tendrils to try to overcome particular parts of the multiverse or nations. In order to combat these tendrils, different nations have instituted different agencies and organizations. In other places, these safeguards have risen organically without the populace knowing about them.

That is the case in Chromatika. To say that The Shadow Hand came to being because of the country would be incorrect – the Shadow Hand has existed for far longer than Chromatika has been around. However, their involvement in many things involving Chromatika were at a minimum until The Enlightened Ones interfered with Chromatika, and the being known as Venom was found out to be responsible for many of the nation’s struggles.

Currently, The Shadow Hand has an infiltration branch in Chromatika, but the vast majority of the forces reside in the plane known as Sheer. Sheer is an endless plane that stretches on for thousands of miles – the Hand have tried to map it out, but it continues to change every day except for in parts that the Hand have settled. Nobody knows exactly how the Hand are managing to stay on Sheer – that is up for The Three to take care of – but they are happy to call the plane home after living in a nomadic lifestyle for a vast majority of time.

The Shadow Hand acts as the watchdog of darkness’s influence in many different nations and peoples of the multiverse, with Chromatika being just a piece of the peoples that they observe. With armed forces, infiltration units, and magical technologies that cannot be explained using conventional terms, they are a force to be reckoned with.

By participating in this edition of the Quidditch World Cup, The Shadow Hand wishes to give their people a much needed break by sponsoring a bit of recreation. Being a watchdog against the powers of darkness can take a toll on even the sternest of beings, and as The Shadow Hand do not die of natural causes, even the stoutest of soldiers can get burnt out when eternity is the amount of servitude that is asked of them.

It took a bit of convincing, but The Three agreed to this tournament, while also forbidding any of the players participating from engaging in any activities or powers that would reveal the true nature of The Shadow Hand’s possibilities. They are to be limited to levitation and all the other small magics that can be utilized during the play of the sport, but not much else. As any combat magic is discouraged, this will work fine for The Shadow Hand.

There isn’t really a goal for this squad – the fact that they are here at all is enough, truly.
The enigmatic eternal watchdogs over Chromatika.

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Delaclava
Negotiator
 
Posts: 5179
Founded: Jul 30, 2008
Democratic Socialists

Postby Delaclava » Fri Dec 09, 2022 6:51 pm

Delaclava Quidditch Team
QWC 2 hosts and champions

CHASERS
#10 Millie Price (captain), 32 - cool as a cucumber, but with a mean streak
#3 Eliot Kurgat, 24 - wise beyond his birth certificate years
#77 Mario Monti, 21 - does not play nicely with others. Mario go brrrrrr

KEEPER
#12 Bradley Thompson, 26 - can and will yell at the top of his lungs for hours

BEATERS
#5 Joseph Crick, 26 - ardent pacifist. Has cried about killing a bug
#8 Maddox Carlson, 25 - will hit literally anything/anyone at anyone/anything

SEEKER
#1 Kevin Blair, 22 - thirsty-ass ho
Sports Honor Roll
Football: 2x WORLD BOWL CHAMPIONS (13 & 15), 1x Runner-up (11), 4x Third Place (41-44), 1x Regional Champions
Hockey: World Cup 16 Third Place, 2x World Juniors Champion (18 & 22), 3x World Junior Runners-up (16, 17, 19), 1x Regional Silver
Basketball: 2x IBC Runners-up (31 and 36), 4x Regional Medal (1 Silver, 3 Bronze)
Lacrosse: 2x Worlds Runners-up (16 and 41) 1x Regional Silver
Soccer: Olympic Gold (V), 3rd at IAC 18 3rd at Di Bradini Cup 15, 4th at Baptism of Fire 34
Host of WC 55; CoH 44, 46, 84, and 87; BoF 72; World Bowl 11, 15, 39, and 43; IBC 7 and 31; AOCAF 31; WJHC 16 and 18; etc. Founder of Scott Cup and World Team Tennis Championship.

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Verceola
Secretary
 
Posts: 39
Founded: Dec 14, 2016
Ex-Nation

Postby Verceola » Fri Dec 09, 2022 6:56 pm

Verceola Kwidditch team
Empirically adept at this sport

- Grant Frye, "Chaser"
- Brian Sayre, "Chaser"
- Cujo Gooding Jr., "Chaser"
- Soufiane Baala, "Keeper"
- Alfonso Harding, "Beater"
- Izak Cristan, "Beater"
- Vivianne Cortez, "Seeker"
IC disputed territory and OOC puppet of Delaclava, all messages will be answered more quickly if directed there.

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A m e n r i a
Negotiator
 
Posts: 5258
Founded: Jun 08, 2017
Corrupt Dictatorship

Postby A m e n r i a » Fri Dec 09, 2022 8:16 pm

2-2 Classroom, Mutiara Academy for the Spiritually Awakened


"Hey Malika, what's that you're watching?" Jihyeon tapped his friend on the shoulder.

"Quidditch news. Amenria is competing again this year." his friend answered, her eyes still on her phone's screen.

"What's Quidditch like again?" he asked again.

"Two teams of seven on hoverbikes, three try to score goals by throwing rubber balls, one tries to catch a small drone called the snitch, another two hit bigger drones so they don't crash into their teammates."

"Right, there were regional championships earlier this year, right?"

"Yep. The team from Saigon secured their place in the national team yet again.

"They're that good?"

"One of the best in the country. Fastest pass speed on record."

Jihyeon took a closer look at Malika's phone, which now showed Amenria's match against Valdiviola in the previous world cup.

"Why are those guys on brooms? How do those brooms fly?

"That's a foreign team, and spiritual means."

"Why don't our team fly on brooms?"

"Have you ever seen a flying broom in Amenria? Exactly."

"Right...So, you wanna walk home with me? Maybe grab a bite on the way?"

Green: spoken in Chinese
Last edited by A m e n r i a on Fri Dec 09, 2022 8:18 pm, edited 2 times in total.
The Empire of Amenria (亚洲帝国)
Sinocentric Asian theocratic absolute monarchy. Set 28 years in the future. On-site factbooks are no longer canon. A 13.14 civilization, according to this index.
Your guide to Amenria, organized for your convenience

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Gyatso-kai
Ambassador
 
Posts: 1172
Founded: Aug 03, 2005
Left-Leaning College State

Gyatso-kai National Team ROSTER

Postby Gyatso-kai » Fri Dec 09, 2022 9:02 pm

┤ GYATSO-KAI NATIONAL QUADBALL TEAM ├


Given the status of the fledgling Quadball League in Gyatso-kai - the Professional Quadball League, which has yet to host a single season - the Flying Bisons have had to resort to continuing its use of collegiate-age students from the magic school known as Mofahuojian. Some players - specifically the Captain, Sato Sachie - have already graduated from Mofahuojian and have been granted special Active Player Status by the magical division of the Avatarian Collegiate Sports Association to not only play for the National Team, but also to utilise collegiate resources in training and the ability to play for collegiate teams.

.:: GENERAL INFORMATION ::.

Official Name: Gyatso-kai National Quadball Team / 凯海洋国家飞球运动队 (Kaihaiyáng Guójia Fēiqiúyùndòng Duì) / Gyat’kai Tsad’droten Tra'rugam'geroya Traat’aliit
Country Code: GKI
Officiating League: The Avatarian Collegiate Sports Association & Professional Quadball League
Founded: 1905 (11 ARk)
World Cup Record: 5-0-8 (Two Appearances)
AOWL Record: 8-0-3 (Champions AOWL at AOCAF 67)
Nickname: The Flying Bisons
Head Coach: Master BA Jinyang

The Roster
.:: Starting Seven ::.

No.	Position	Name			Age	Gender		Lineage			.
1 Keeper CHENG Roku* 22 Male Jinjian House
2 Chaser Marin SER’LAKI 18 Female Jinjian House
3 Chaser SATO Sachie* 23 Female Mugong House
4 Chaser SATO Vend’la 16 Female Jinjian House
5 Beater Mav'ke BRALOR* 20 Male Shuigundong House
6 Beater AKAAN Hal’yorn 17 Non-binary Huomao House
7 Seeker Iviin RAM'SER* 22 Female Tupingbi House


.:: Reserves ::.

No.	Position	Name			Age	Gender		Lineage			.
11 Keeper CHO Uni* 19 Non-binary Mugong House
12 Chaser Ing’marr CERICYC* 20 Female Shuigundong House
13 Chaser MAO Jun’ak 15 Female Tupingbi House
14 Chaser MATSUDA Toru 17 Male Tupingbi House
15 Beater AKAAN Hal’yorn 17 Non-binary Huomao House
16 Beater Tor’vieg AWAUD* 19 Female Huomao House
17 Seeker Atil SAIYAN 18 Male Mugong House


ROBES
When playing on home pitch, the outer robe is black, with red and gold trim. When playing on away pitch, the outer robe is white, with red and gold trim. On the sweater, the blue shield is the House symbol of the Lineage from Mofahuojian. If a player is no longer attending Mofahuojian, they may opt to either wear a family crest or sigil, the crest from their Lineage, or may wear no symbol at all. Players who are no longer playing for Mofahuojian will have an asterisk (*) by their name.
The Avatarian Republic of Gyatso-kai
Denomyn: Avatarian || Trigramme: GKI || Located: Arrosia
Factbook || Armed Forces Holocron
Champions: World Cup of Hockey XXIII, XLIV, XLV, XLVIII, L, AOHC XII
Runner-Up: World Junior Hockey Championship III, World Cup of Hockey XXI, XXVI,
Third Place: World Cup of Hockey XV, XVII, XVIII, XL, XLVII

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Graintfjall
Ambassador
 
Posts: 1860
Founded: Jun 30, 2020
Ex-Nation

Postby Graintfjall » Fri Dec 09, 2022 9:15 pm

Team name: Græntfjall
Trigram: GRÆ [GRF when not available]
Demonym/adjective: Græntfjaller
Team nickname: Magic Wolves

Goalkeeper
Gunnsteinn Svanhólmsson
Chasers
Kára Tímóteusardóttir • Evan Sölvarsson • Aría Háreksdóttir
Beaters
Gottskálk Jónasarson • Kjallakur Asksson
Seeker
Jessika Þorbergsdóttir


RP permissions:
You can choose my scoring breakdown and scorers. You can RP non-fatal injuries. This is Quidditch so godmoding is fair game but please avoid anything fatal or which would have any implications for Græntfjall's ongoing canon.

Yes, my Seeker is indeed Princess Jessika, but your players should probably not be aware of this.

Note about chronology

In Græntfjall, it is currently the year 2032 (as of the 42nd CR). However, as far as this roleplay is concerned, this tournament takes place in about 2020. While I don't expect others to recognize either claim, the point is that my characters in this hail from a long time before my current RP setting.
Last edited by Graintfjall on Sat Dec 10, 2022 5:28 am, edited 2 times in total.
Solo: IBC30, WCoH42, HWC25, U18WC16, CoH85, WJHC20
Co-host: CR36, BoF74, CoH80, BoF77, WC91
Champions: BoF73, CoH80, U18WC15, DBC52, WC91, CR41, VWE15, HWC27, EC15
Co-champions of the first and second Elephant Chess Cups with Bollonich
Runners-up: DBC49, EC10, HWC25, CR42
The White Winter Queendom of Græntfjall

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