The Ymaryn: Succession

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The Ymaryn are a nation older than reckoning, drawing on a tradition of continuous peaceful transfer of power from before the dawn of recorded history. The Premier power of the fictional (and geographically altered) Near East, this Kingdom has recently been laid low by the ravaging of the Great Khan. As they lay bleeding, desperately trying to live, the Kingdom faces an uncertain future. Dissolution and destruction are more likely than succession and survival, if those are even possible at all.

This is inspired as the 3rd iteration of a Quest initially started by AcademiaNut (Path of Nations) and picked up again by Aranfan (Ymaryn Successor Quest). Thank you to both of them for inspiration.
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Domestic Situation
Factions
(Faction: Power/Loyalty)
Patricians: All-Encompassing / Tentatively Secure
Guilds: Profound / Tentatively Secure
Urban Poor: Moderate / Secure
Gentry: Substantial / Steadfast
Rural Poor: Invisible / High
Merchants: Low / Opportunistically Loyal
Priests: Pervasive? / Distant
Parliament
Next Agenda: 1625 AGF
Current Agenda: Survive!
Parliament's Opinion of Heir: Resentful Acceptance
Parliament's Opinion of King: Desperate Hope
Status
Stability: -2
Legitimacy: N/A (replaced by Legacy)
Legacy: 2
Disasters
The Dissolution
The Ymaryn Kingdom has fallen and lies bleeding and broken as a result of its own hubris and the ravaging of the Great Khan of the Steppes. Without question, this is the People's Darkest Hour and may yet be their end. All of the systems that once made the People great, their administrators, agriculturalists, and industrialists, have been laid low and are crumbling. Sharks circle in the distance, eager to take advantage of this golden opportunity for revenge and to seize their own future. This is a time where history will be written, either about the ending of a grand tale, or the rebirth of greatness.

Special Mechanics: Capped Stability (0), Legitimacy disabled and replaced with Legacy, activate yearly crisis mechanics, two actions locked to disaster response, unlocked special actions.
Resolution: Complete a turn with all current crises resolved.

Nomadic Frontier (0/100)
Disaster inactive. Prerequisites not met.

Second Sons (10/100)
Disaster inactive. Prerequisites not met.

Investiture Controversy (20/100)
Disaster inactive. Prerequisites not met.

Coup (5/100)
Disaster inactive. Prerequisites not met.
Golden Age
The High Medieval Period
  • Feudal Society: maintain the loyalty of at least 5 subordinate vassals/administrative divisions.
  • Center of Faith: have full control of the Syffryn Isle.
  • Unionist: maintain a personal union between two states.
  • Crusader: participate in and win a major religious war.
  • Universal Truth: found a university to create a major center of learning.
  • Horde Breaker: defeat a major steppe nomad army in an existential war.
(Requires two thirds of all age objectives to be met to activate.)
National Statistics
Economy: Desperate Recovery
Industry: Slowly Recovering
Technology: World Leader
Martial: Bled white
Culture: Unravelling
Diplomacy: Non-Existent
Values
Honour Values

Swords and Ploughshares (Lv. 3)
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting both skulls and wood.
Pros: Gain bonus Martial from Econ.
Cons: Damage to Martial carries over to Econ.

Life of Arete (Lv.3)
A well lead life is one of excellence in all things at all levels, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour, in the knowledge that those that rise to the top will be supported by excellence below.
Pros: Increased Martial, allows raising elite unites. Bonus to Culture and Tech for certain actions.
Cons: Increased risk to own Martial score, increased social stratification, increased costs.

Lord's Loyalty (Lv.1) (Under Strain)
The ties between the People bind tight, increasing the obligations of the superior while also making the subordinate more likely to listen.
Pros: Can support more subordinate states, subordinate states less likely to break away.
Cons: Minimum level of support required to be given to subordinates is elevated.

Social Values

Personal Stewards of Nature (Lv.4) (Under Strain)
Through the blessings of the spirits and the efforts of the People in individual and whole, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land, and many pursue their own little projects where it does not conflict with the symphony of the whole.
Pros: Unlocks extra land management actions, bonus fighting on own terrain, bonus Econ and Stab when completing land management Megaprojects. May spend Stab to boost megaprojects and defensive wars.
Cons: Heavy strife by deliberate environmental disruption unless it is for the benefit of the land or losing territory to others.

Greater Justice (Lv. 3)
Justice exists for the greater good of all, protecting the community from the depravity of those who would harm it.
Pros: Justice is a community objective served through careful punishment.
Cons: The needs of the many can outweigh the needs of the few.

Spiritual Values

Joyous Symphony (Lv.3) (Under Strain)
All have their part to play in this world, be it their interaction with each other, their neighbours, or with the spirits. When all the parts of a group are moving in peaceful accord, the result is greater than the sum of the parts, and transcendental to behold.
Pros: Bonus to collective action and to concerted efforts. Gain +1 Stab when a defensive war successfully ends.
Cons: Disharmony must be corrected. Require casus belli to declare war.

Die But Do It (Lv.2) (Growing)
For the most important tasks, the ones that are most worth doing, they must be completed at all costs, with everyone giving it their all, even if it would mean their death.
Pros: Warriors fight harder and workers work more intensely, losses in battle or accident are less disruptive.
Cons: Dying a good death is socially righteous.

Principia Philosophiae (Lv.4) (Under Strain)
Through intellect and careful testing of the world, the People have developed a love of knowledge and learning, and everyone is expected to follow suit. The intellect is exalted and all are expected to engage and contribute.
Pros: Profoundly improve the use of study actions and innovation, improved leader skill sets.
Cons: Questions social foundations, invites factitious discord.

Purity (Lv.2)
Only through physical purity can spiritual purity be attained. There can however be no mercy for those who would contaminate the pure.
Pros: Bonuses to resisting disease and foreign influences
Cons: The impure and unclean must be eliminated

Values marked 'Under Strain' are currently at risk of degradation. Those marked 'Growing' have the possibility of leveling up in the near future.

Known Synergies

The Man Without Fear = Swords and Ploughshares + Personal Stewards of Nature + Die But Do It
Effects: Gain 'Unbreakable' in defensive fights on own terrain.

Army of All = Swords and Ploughshares + Divinely Glorious Elites + Joyous Symphony
Effects: The army is the beating heart and soul of your civilization, a perfect blend of everything that makes you great.

Clarity of Essence = Greater Justice + Joyous Symphony + Purity
Effects: Heavily stifles innovation and social reform

Karoshi = Life of Arete + Principa Philosophiae + Die But Do It
Effects: Only death can stop your efforts to succeed.
Information Networks
(Five levels exist from Annoucements, which are visible to everyone in diplomatic range, up to Conspiracies which are deadly and well hidden secrets.)

The Core
Public + Confidential

Txolla
None
Megaprojects
Greater Sacred Forest
The People live in harmony with the forest. When the weather shifts, the People are able to adapt by modifying their weather to their liking, greatly mitigating the effects of drought, cold, or even lack of sunlight. Agriculture is second nature to the People and starvation a foreign disease. Only truly severe or long-term climatic shifts can effect the people and even then, they will be adapted to.

Warning: Requires adequate administrative, religious, and library-based resources. Lack may cause this Wonder to degrade.

Sacred Warding
The greatest gift ever given to the People by one of their old, Pagan gods. This system involves the careful management of cattle so that their strength may be added to the People, alleviating them of the burden of starpox and greatly blunting all other epidemic diseases.

Warning: Requires a highly organized state with adequate religious resources to continue. Disruption in the chain of sacred warding may result in its irrecoverable loss.

Written Code of Laws (Early Medieval): Health focused
Stretching back to the very dawn of writing, the codes of the People are ancient beyond compare, repeatedly updated to deal with a changing world. The purpose of these codes have always remained the same: health, growth, and the preservation of life. At its most fundamental, the People have selected laws that will ensure all members of society are carefully nourished and enabled to reach their full potential.

The People's Palace
A grand structure built at the heart of Valleyhome, the palace serves dual purposes as the administrative nerve center of the Ymaryn's sprawling kingdom as well an opportunity to demonstrate the power, wealth, and puissance of the People's artisans.

Notable Additions: The Hall of Stars, Parliament, Shrine of Kings, Central Library, Grand Stockpile, and Prototypic Factoria.

The Great Games
Dating from before the God Fist, the People's games contain a series of athletic competitions, displays of violent might, and forum to display the skill of the People's artisans. Its purpose was always to manage rivalries between different factions within the People as well as in neighbouring countries who were invited to attend. It also serves as a one of the few ways in which the People remain in contact with their neighbours.

Imperial Examination
A series of exams developed by the People in order to select civil servants, the Imperial Examinations are a series of mind-bendingly difficult tests administered throughout the Kingdom. While not officially limited to graduates of one of the People's Academies (who are mostly urban patricians, wealthy gentry or guildsmen), it is effectively so due to the general difficulty of the examination. Graduates of these examines can generally be certain of a position within government, but rising marks over the years have led to ever finer gradations of assessment on the test. Subjects examined include: physical fitness, rhetoric, logic, mathematics, history, law, religion, administrative procedure, and military strategy.

The Doomsday Book (Early Medeval Census)
A collection of every cow, carrot, child, and coin that could be found in the Ymaryn Kingdom, this set of records shows how everyone is fed, paid and organized. In times of great strife, it serves as the basis to levy pesants for labour and war. It allows the Ymaryn to better plan for and respond to disaster.

Warning: Currently defunct as a result of The Dissolution.
Warning: Lack of an active Census prevents activation of the Mass Levy!
Infrastructure
(% of the peak level of the Ymaryn Kingdom)

Salterns: 50%
Based on the shores of the Yllython Mor, these salterns are the primary source of salt for the Ymaryn. Critical for food preservation, cooking, and medicinal purposes, these form a critical, but long-term portion of Ymaryn infrastructure.

Factoria: 100%
Famed and unprecedented throughout the known world, the People's Factoria produce metalworks on a truly industrial scale through the extensive use of water power and carefully managed reserves of charcoal. It is said that the work of apprentices among the Ymaryn is comparable to the masterworks of all other nations. Comparable to what would be found in the Early Industrial Revolution, Factoria permit the People access to the Industry statistic, a profound upgrade over Tech used by all other civilizations.

Farm Estates: 75%
Countless millions of acres across the Kingdom have been turned over to the essential duty of producing food and other staple crops for the benefit of the entire Ymaryn people. Generally oversee by officers of the Gentry, these estates serve as the central focal point of rural life, absorbing excess labour in order to produce a surplus to feed the numerous grand cities of the urban Core of the Kingdom. Extensively regulated and religiously studied, these estates are the envy of the known world, displaying endless productivity alongside integration into greater natural systems.

Temples: 67%
A collection of spiritual places located all over the Kingdom, temples serve as the hub for many local communities and provide the resources necessary to priests to maintain the Sacred Warding, public health programs, as well as maintain the Carrion Eaters and Raven scouts.

Libraries: 50%
Great repositories of knowledge, libraries serve as storehouses for local records and maintain reference materials for a wide variety of topics. Considered near endless in capacity, the People's libraries are so massive that even they themselves do not know all of their contents.

Harbours: 95%
Located in the major cities of the Yllthon Mor as well as on the reaches of the Southern Sea, these harbours serve as the People's links to international trade. Large ships are able to dock, unload and take on cargo so that commerce can flow between nations and around the world.

Market Towns: 70%
Each city of the People as well as many towns are centered upon a local market, permitting general trade as well as serving as a source for many local taxes. Judiciously managed and strictly regulated, the People's markets are often home to goods that are considered exotic the world over.

Neighbourhood Watches: 40%
An invention of the Ymaryn Crown, the Neighbourhood Watches have evolved to serve as the fine, low-level interface between the Crown's bureaucratic machinery and all of the Ymaryn people. Originally serving as a mere city/rural guard, the watches have expanded to a general civil service organization. If one of the People is in need of aid, whether by being the victim of a crime, having lost their job, or developed a disability, the watches form the first stop for formal social assistance. Generally crewed by young and enthusiastic patricians, these organizations serve to keep the Crown in touch with the people as well as a check on endemic corruption from other layers of government.

Astrological Observatory: 100%
Long have the People gazed up at the stars in wonder and longing. Only a few places within the greater Ymaryn Kingdom are suitable for in-depth stargazing, but those few are well-managed and tended to by local priests.
Trade Goods

Trade Goods
Resource
Balance
Status
Bulk Goods
CharcoalSelf-SufficientSatisfied
Common PotteryMajor ExportSatisfied
ClothMinor ExportUnfulfilled Demand
FoodstuffSelf-SufficientSatisfied
LumberSelf-SufficientSatisfied

Luxuries
AmberInsignificant ImportSatisfied
CottonMajor ExportUnfulfilled Demand
Exotic WoodSignificant ImportUnsatisfied
Fine PotteryWorld Leading ExporterEndless Demand
Fine DyesDominant ExporterUnfulfilled Demand
Fine TextilesDominant ExporterEndless Demand
FursInsignificant ImportSatisfied
GemsModerate ImporterSatisfied
GlassWorld Leading ExporterUnfulfilled Demand
GoldWorld ImporterToo much
HoneyMinor ExportUnsatisfied
IceSignificant ImporterUnfulfilled Demand
IncenseSignificant ExportSatisfied
IvoryMinor ImportSatisfied
MercuryModerate ImportUnfulfilled Demand
PoppiesSignificant ExporterSatisfied
SaltSignificant ImporterDangerously Unsatisfied
SilkSignificant ExporterEndless Demand
SilverWorld ImporterToo much
SpicesModerate ExporterEndless Demand
SugarModerate ExporterEndless Demand
WineModerate ExporterSatisfied

Strategic
CopperSubstantial ImporterUnfulfilled Demand
BronzeSubstantial ImporterUnfulfilled Demand
Iron OreWorld ImporterUnsatisfied
IronwaresWorld Leading ExporterEndless Demand
LeadSignificant ImporterUnsatisfied
SlavesForbiddenN/A
SteelWorld Leading ExporterEndless Demand
TinSubstantial ImporterUnfulfilled Demand
 
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