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Thread: [EMPIRE4!] IC Thread

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    Orc in the Playground
     
    Kobold

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    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 35 (IR: 205-207)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Yven Chalun va Meera, King of Yondar

    Diplomacy: 6
    Military: 6
    Economy: 3
    Faith: 5
    Intrigue: 4

    Actions
    1. [Diplomacy] Stabilize Yondar: [17]
      Spoiler: Advisor Changes and Address at Coronation
      Show

      Many of the League's advisors were as old as Tanya, if not older, and Yven has begun replacing them, seeking to bring new blood, new perspectives into his court. He pulls from the subjects of his empire beyond the land of Yondar to the other members of the League, as long as they can obtain sponsorship among the Tribal houses of Yondar.
      • Karl Dovahn Diplomatic Advisor
      • Perrin Ruslo ne Birchan Usan Economics Advisor
      • Vadim Chalun Military Advisor
      • Lady Syl Gloomkeeper ne Misstle Sumwyr C'tenzi Spymaster Advisor
      • Brazi Yan'do'Bomi ne Rhunis Ovadre Furbold Faith Advisor


      Speech given at Coronation:

      "People of the League, we have won. After many years of war and conflict, of our men and women putting their lives on the line, we have weathered the storm: Krace the Mad, Warcaster of Lindeen, is dead!

      And as the clouds of war part, we are greeted with the New Dawn of our Nation. It is time we come together to honor those no longer with us, and to cherish those who are. It is a time to repair and rebuild so that we can weather the storms on the horizon, and there will be storms. But we will be prepared, stronger, better than before. Our nation will not rise on the winds of prosperity but the honest grit of determination despite what obstacles our foes put before us! We are a nation of craftsmen, explorers, and warriors. It is our destiny, no our duty, to achieve greatness by seeking excellence in all that we do, to push back on the boundaries of of our skill and knowledge, and blaze new trails for others to follow. So, I, King Yven Chalun va Meera, do promise that with every fiber of my being I will lead you on this New Dawn, to prosperity and greatness!"

    2. [Diplomacy] Deliver Archon Atraxi to CQC along with news of Krace's death.
    3. [Faith] Convert Yondar HC3 from Open to Rhunic Animism: [14]
    4. [Faith] Convert Sumwyr HC2 from Rhunic Mandate to Rhunic Animism: [14]
    5. [Economic] Buyout Verdant Wine TP2(Open) in New Lijas(52) (Weights + Expanded Holds): [14]
    6. Kingdom Type Bonus (E/Raid): Buyout Facet Caps TP1(Open) (Weights + Expanded Holds): [16]


    Non-Actions
    • See Embassy Actions if any.
    • Grant Liege and fellow vassals passage through lands.
    • Attend Matters of Faith Event
    • Letter to Emperor Zarikos Kren El Sira of the Avakonian Empire
      Spoiler
      Show
      Emperor Zarikos,
      I write this with a warning. No doubt you are aware that the maskmakers, a title I find a bit hypocritical given Khirus's current state of affairs, have latched onto the trade routes of Aspen Heights. Inaction to their raids, merely invites further infestation by the vampires, emboldening them to take action against you, and your subjects. Need I remind you the atrocities committed against the Inyoni people, placed in cages and bled for the pleasures of the bloodsuckers of the south? To them your people are but a series of meals and things with which to torment, so for your peoples's sake I urge you to act now.

      Yven Chalun va Meera,
      King of the Yondari League
    • Use Peat to Stave off Long Winter in 'Ridi'r
    • Resist Lindeen buyout of Silver TP (using Avakonia Liege Score): [16]


    Resistances
    • +2 Resist Item/Tech Thefts - Warded Locks (Bronze)
    • +1 Resist Buyouts/Raids in Yondar - Thalos Dor Harbor Refit Great Project
    • Acolytes will not convert State Religion TPs in Yondari lands without permission.
    • +1 vs Secret Actions in Regions with Spirit HCs


    Embassys and Diplomatic Representatives
    • Embassy with Rhune
      Spoiler: Rhunic Embassy Actions
      Show

    • Lady Sera Spendal Envoy to Regno


    News and Rumors
    • The day of the final battle with Krace is known celebrated as the Festival of the New Dawn. It is a time of community and family to come together and honor and celebrate those who fought for the League. Lit candles and offerings of food are lit at the doorway of each house so that honored spirits might guide lost family members home to blessings and protection.


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/HCs
    Show
    Trade Posts

    Regional TPs and HCs
    Region Name Region # TP 1 TP 2 TP 3 TP 4 Produces HC 1 HC 2 HC 3 Special Other
    Usan 93 Lazar Lazar Yondar XX Salt Coatl Perijanism Coatl Perijanism Rhunic Animism
    Ovadre 97 Rhune XX XX XX Gumfrost Shoots Rhunic Animism Rhunic Animism Rhunic Animism
    Yondar 98 Open Yondar Rhune Coatl Darkwood Rhunic Animism Rhunic Animism Open
    Sumwyr 99 Open Rhune Open XX Facet Caps Rhunic Animism Rhunic Mandate Coatl Perijanism

    • Owned TPs: 18
    • Copper 1, Region 65
    • Darkwood 2, Region 98
    • Farrana 1, Region 44
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • Lentils 1, Region 43
    • "Medicinal Herbs" 1, Region 35
    • Dragonbeasts 3, Region 85
    • Navigators 1, Region 103
    • Peat 1, Region 91
    • Porphyria 1, Region 20
    • Rhune Stones 2, Region 96
    • Saffron 1, Region 37
    • Salt 3, Region 93
    • Sheep 1, Region 102
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42
    • Tin 1, Region 18



    Spoiler: Tech and Projects
    Show
    Tech, Identity and Projects
    Technologies
    (Resource) = Potential requirement fulfilled, not necessarily applied.
    • General
    • Coimas Laivakorppu +2 Exploration Rolls. - [Rhunic Aquamancy, Salt, Cereal/Grain]
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim) - Allows Land expeditions with Pack Animal Tech, Ocean expeditions with Ship Tech. [Precious Metals + Pack Animals or Ship Tech] (Silver)
    • Fish Glue +1 on one Economic Roll. - [Fish]
    • Magical Indicators +1 to Investigations involving Magic. - [Farrana] (Farrana)
    • Polearm Paddles Merchant Princes may spend 6th action on Raid - [Wood]
    • Precision Weights +1 Buyouts/+1 Competing Buyouts. - [Lead/Lead,Wood,Salt] (Lead, Halai Bark, Salt)
    • Spymaster Allows for recruitment of Spymaster with I5 action. - [Precious Metals, Fluff Espionage Group]
    • Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. - [Two Pairs of resources.]
    • Violet Oath +1 to resist Secret Actions - [Violet Oak]
    • Warded Locks +2 resist item/tech thefts. - [Hard Metal] (Copper+Tin)
    • Warcaster Mil 5 create a War-Caster (1d4+6) // 1d4+7 fights alone cannot wield units. Upon a loss, roll 1d2 (1 - dies, 2 - grievously wounded for 2 turns). Clarification: Can use any technologies. Still rolls leader loss on victory (without penalty for no units). For every distance loss, instead of losing a unit, they have -1 to combat and -1 to leader loss roll. - [Magical Resource OR Labor / 2 Magic Resource OR 2 Labor, Paper]

      Military
      <Armor and Wards>
    • Heavy Wooden Armor +1 to Battles. - [Wood] (Hlaali Bark)
    • Rhunic Aeromancy +2 vs Aerial, +1 vs Ranged Tech / +1 Distance loss region threshold. - [Rhunic Aquamancy, Drugs / 3 Drugs]
    • Sedellan Armor Coating +2 vs Magic Techs - [Sedellan Glass]
      <Cavalry>
    • Camel Cavalry +1 to Battles. - [Camels OR Bhreshi Hounds OR Horses]
      <Close Combat Weaponry>
    • Refined Pician Weaponry +1 Battle Rolls. - [Iron or Copper+Tin] (Copper+Tin)
      <Drugs, Medicine, and Blessings>
    • Rhunic Aquamancy <Counts as Ship Tech> +1 in Coastal Battles, -1 Distance loss from Ocean Crossing/ +1 in Noncoastal Battles. - [Rhune Stones/Rhune Stones, +2 Magical Dyes] (Rhune Stones, Porphyria, Saffron)
      <Fortifications, Sappers, and Siege Weaponry>
      <Logistics>
    • Expanded Holds +1 to buyouts/-1 distance loss roll. [Wood OR Ships/Wood OR Ships, Precious Metals, Preservative, and Food]
    • Sacrificial Magic Supply Lines - -1 Size Loss Roll/+1 Opponent Size Loss Roll. [Crops/3 Crops] (Lentils)
    • Salt Wagons - +1 Unit Cap/-1 Size Loss Roll. [Preservatives/3 Preservatives] (Salt)
      <Ranged Weapons>
      <Stealth, Sabotage, and Traps>
    • Backline Sabotage Intrigue action to cause a size loss in a kingdom based on their current total units, can only affect the same kingdom once per round, but can be used multiple times in a round. Resisted by kingdom intrigue, mitigated by size loss techs, rolls occur after combat for the round. - [Saphroxin / Saphroxin, Drug/Poison, Muddy Camouflage]
    • Smuggler Networks +1 to one Intrigue action per round (does not stack)/ -1 distance loss roll along coastal routes. [Navigators /Navigators, Gems, Alcohol, Medicinal Herbs] (Navigators, , Farrana, "Medicinal Herbs")
    • Muddy Camoflauge +1 to enemy casualty rolls / -1 own casualty rolls - [Soft Earth / Soft Earth Plants, Dyes, Fish Glue Manufacturing]
      <Tactics>
    • Headhunting Halves enemy leader Mil for battle and kills leader. - [Tactics, Requires Intrigue 5 Special Action]
    • Yven's Gambit Defensive Tactic, -4 leader loss, Size and Coalition losses rolled before combat.
      <Warbeasts>
      <Reconnaissance and Divination>


    Organization Relations
    • Acolytes of Áhkká: 5
    • Omanush Convoys: 4
    • Company of the Crescent: 3


    Identities and Relics
    • Relic: Rod of the Mist Tree - +1 on a single Secret Action
    • Temporary Cultural: Stalking Shadows - Increase Die Size on Investigation rolls.
    • Temporary Military: Raptor's Guile - Increase Die Size on Tactics Rolls


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 5/5 (+1 resist Buyouts/Raids in Yondar Region)
    • Disaster Response Organisation 2/2
    • Crabbin Fever Cure 2/2
    • Wisp Organization 2/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 4
    • Veras Misstle (8 MIL) - Yondari League General. Veras was well known among the Mistwalker Rangers for his tactical acumen. As a Mistwalker Ranger, his specialty is in gathering information and scouting, and he places a premium in intel when managing troop movements.

    • Usan Salt Raiders
      Spoiler: Unit Battle History
      Show

      • ~IR 197 Participated in Battle of Lazar
      • ~IR 200 Participated in Battle of 105, fell below active unit strength.

    • Second Fang of Sumwyr - Led by the Warspinner Leelath Strend, the First Fang represents a combined force of human footmen and wolf sized catacomb spiders 2000 strong around a core of 100 female C'tenzi warriors. The First Fang specializes in ambushes, but under Yondari training they have expanded their capabilities to also include aggressive raids. Leelath Strend is hungrily keeping an eye out where she, and her warriors, can earn personal glory and riches for her name.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.
      • ~IR 197 Returned to active unit strength.
      • ~IR 200 Participated in Battle of 105.

    • Thalos Dor Stormwatch - Based out of the coastal city of Thalos Dor, the Stormwatch is a military force 1600 strong led by the Yondarian commander Vagan Birchan. They are the closest Yondar has to a dedicated sea force, each man and woman armed with axe and bow, clad in leather and furs with slate colored cloaks, and forged and hardened by the tumultuous seas of the northern coast. They are known to be as cold as the sea in their demeanor, but are also the most rowdy, and destructive, revelers when on leave. Vagan Birchan oversees their operations and deployments with an emphasis on logistics and keeping trade flowing to and from Thalos Dor.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.
      • ~IR 197 Returned to active unit strength.
      • ~IR 200 Participated in Battle of 105

    • Hearthwood Rangers - Originating frorm Hearth Meera, and based out of the northern fortress city of Norsligne, the Rangers are a military force 1600 strong led by the Yondarian commander Luna Dovahn. The Rangers herald back to the earliest warriors of the Esquirian Tribes, acting as both hunters and protectors of the tribes. The men and women of the current organization patrol the forests of Yondar armed with hand axes, shields, and bows while clad in leather and fur armor with rugged dark green colored cloaks. The rangers act as the friendly face of the Yondarian military as their duties not only involve protecting the realm from threats but also keeping an eye on the health of the forest. Luna Dovahn oversees their operations and is focused on keeping eyes on the borders of Yondar, and the nations beyond it.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo.
      • ~IR 197 Participated in the Hunt for Krace, fell below active unit strength.
      • ~IR 200 Returned to active unit strength.

    • Mistwalker Rangers - Based out of the capitol, Hearth Meera, the Mistwalkers are a military force 2000 strong led by the Yondarian commander Merros Rhunas. The men and women of the Mistwalkers, as a unit, are typically clad in light, leather armor while wearing a light grey cloak and are armed with swords and bows. When deployed on individual missions, they are free to adjust their kit as they feel needed. The Mistwalkers act as agents for the Kingdom as well as working with Shamans to deal with the effects of unruly, and capricious, spirits. While their strength tends toward their work as individuals, on the field of battle, the Mistwalkers make for excellent scouts and harriers cooperating with the rest of the Yondarian military. Merros Rhunas has spent considerable efforts to update and improve the Mistwalkers, looking to the efforts of outside Kingdoms to draw inspiration from.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo, fell below active unit strength.
      • ~IR 194 Returned to active unit strength.
      • ~IR 197 Participated in the Hunt for Krace.
      • ~IR 200 Participated in battle of 105.

    • Lazar Mercenary Unit #1 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in Battle of Lascienmo.
      • ~IR 197 Fell below active unit strength during Battle of Lazar

    • Deadwood Irregulars - In Yondar murderers, thieves, and bandits who are caught and found guilty of their crimes may be given the chance to join the Deadwood Irregulars rather than serve their sentence. The Irregulars consist of about 1000 men and women, mostly criminals with a core of hard bitten officers to keep them in line; the Yondarian commander Maeve Chalun is in charge of them. The Deadwood are based near Mistholm, near Carraig Dún, both serving as the first line of defense against anything that would come out of Carraig Dún. The Deadwood Irregulars undergo brutal training and exist for one purpose alone, unleashing absolute devastation upon the enemies of Yondar, and are treated with awe and suspicion by most of the populace. Unlike the other Military forces the Irregulars tend to have no set uniform and equipment though many tend to favor bows, the only uniform between the members of the unit is a band of briars tattooed around the right arm. With their numbers greatly diminished, Maeve Chalun is currently focused on rebuilding the irregulars, a slow task given their methods of recruitment. In the current moment, the Irregulars are in no condition to act as a military force.
    • Gnawed Bone Tribal Warriors - The Gnawed Bone Tribe's warriors were the most mercenary of the Furbold tribes in Ovrdre before the Unification under Yondar, fighting for food, and gold for any who would supply it. They are Furbolds, 2000 strong, under fearless leadership of Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol, Chief of the Gnawed Bone tribe, and they specialize in sapping, ambush tactics, and swarm fighting. Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol is eager to get into a fight with anything just to see how these Yondor types do it.[/S] With the death of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol in the battle of Lascienmo in ~IR 188, Participated in Battle of Lascienmo. Wiped out.
    • High Chieftess Daz's Warband - High Chieftess Daz'do'Daza'do'Daz leads an army of furbolds 2500 strong. Like many furbolds they are armed with reinforced battle-shovels, battle-picks, battle-mattocks and gumshoot slings. Many of their number count as earth shamans, capable of reshaping the earth and rock of the battlefield, and furbold engineers (for a lose value of the word).High Chieftess Daz'do'Daza'do'Daz is eager to get her chance to solo one of the dragons. ~194 Participated in Battle of Coatl, wiped out.
    • Lazar Mercenary Unit #2 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor. ~IR 194, Participated in Battle of Coatl, Wiped out.
    • Deja Rhunis - Yondarian General. Her cold, forceful nature earned her a stint in the Deadbranch Irregulars where she flourished, both in tempering the criminal tendencies of the Irregulars under her command, while also forging them into an efficient military unit. -RETIRED-



    Spoiler: Stat Increases
    Show

    Yven Chalun va Meera
    O/X Diplomacy: 6+1
    O/X Military: 6
    O/X Economic: 3+1
    O/X Faith: 5+1
    X/X Intrigue: 4
    Last edited by SquirrelWizard; 2019-04-06 at 08:54 AM.