A plan that doesn't have shipbuilding is a plan best discarded, by my liking.

I'm a bit iffy split between Watchtowers and Ships tbh, like, okay sure, say we get the ships now, and prep up for dealing with the pirates, but still leave the Crystal Protectorate super-exposed JUST after we spent a fortune into rebuilding with the Bronzeclaw Plan? We could do ships next turn under an Imperial Order (or the reverse with the Watchtowers? But with that the whole border still spends a whole year pretty much bare-assed mooning Libertalia hoping we don't roll horrible on hazards or diplo on however-the-fuck they handle their slavery acquisition). >_>

As far as I can tell the Crystal Watchtowers would be a good precaution and a timebuyer, which will net us some breathing room (also possibly make sure the Crystal Protectorate feels a bit safer, especially with them being so new) if the dice gods be fickle so that we can devote time to getting a bunch of rush-ordered ships next, possibly even 2-3, turns (along with taking advantage of all our scientific... Stuff, later). Worse comes to worse, we'll have a bunch of railways and decreased military costs by the time shit (might) down and we need to ferry troops + supplies over.
 
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Omake: Steel Night (Semi-Canon)
@Questor
Any points for this should go into intrigue rolls in Maretonia please.

Enjoy!

Steel Night

Steel Night was not a crystal pony, though he had spent so much of his life suffering alongside them it hardly mattered. Unlike many of them though, he remembered a life before Sombra. He remembered growing up a son to a family of travelling traders. He remembered travelling from frontier town to frontier town of Maretonia, his father a warrior, his mother the merchant. He remembered the mare who his parents had owned for years, yet was family in all but name.

He remembered when his parents thrust him into her arms, and told her to run. He remembered when they died to Sombras puppets. He remembered being captured, watching the mare he considered his aunt die trying to protect him. He remembered being taken away, and he remembered losing himself once the darkness came, just a screaming, crying voice in the head of a puppet

He didn't remember their names. Could barely recall their faces.

But he remembered the pain, the sorrow, and longing.

He remembered the hate.

Then he came. Emperor Golden-feather, at the head of an army he could scarcely believe. With weapons of thunder and fire, with Griffons, Dogs, Yaks, and so many other beings, all united to bring down that monster that had destroyed a kingdom.

He remembered freedom, a light so beautiful and precious after a lifetime of darkness. He had wept then. Cried and screamed a lifetime of sorrow and madness, of loss and hate.

When the Griffons had come offering to find homes and families for those lost, he had taken the opportunity. The Crystal Empire, nay Protectorate, had nothing but dark memories for him. His new family was kind, but had a painful similarity, his father a retired soldier and his mother the head of their merchant family. They did their best to heal the wounds in his soul, and he in turn did his best to be worthy of their kindness. It took time, but with the help of his ever cheerful sister Flita he found friends among the griffons and dogs. She helped him study and prepare for school, taught him to read and write. She was a shining star to him, the heir to his families merchant business and their pride and joy. She often led the merchant caravans throughout Gryphus, even once going into the territory of the Yaks, returning triumphant with exotic goods and even more exotic tales. Through her the opportunity came to invest in one of the ships the plied the sea routes between Gryphus and Neighpon, something his father and mother where excited and proud to help her with. They had all gone together the day she left to head to the coast in order to join her new ship, laden with goods for trade. Hugs and tears and well wishes abounded, promises of stories and exotic goods and success were shared. He had had hugged her wishing her well and she had whispered in his ear a final good bye and a promise.

'Stay strong little brother, and do the family proud. I'll be back soon enough with treasures and stories of my adventures, and who knows, perhaps you can come with me next time?' and then louder, 'Father is getting old and cranky after all, can't expect him to go adventuring into new exotic lands anymore eh?' What followed had been squawks of protests that he wasn't that old, laughter from his mother and sister and a shy but cheeky comment from himself, that he was getting used to using his magic to spare his old griff having to lift up heavy loads to the shelves. They had said goodbye, and watched as she left down the road with her caravan.

Days, turned to weeks, followed by months. His parents grew concerned, then worried and fearful. Months turned into years, tears and sorrow came as acceptance followed grief. His parents grew older before his eyes and he worked even harder to keep the family business afloat.

Then one day, it happened. The news came down through the gossip grapevine, followed shortly by the griffon criers in the plazas and squares. Good and loyal griffs and dogs plying the sea routes from Gryphus and Neighpon and been set upon, taken and sold. As slaves to Maretonia. He had gone to the Royal Courier who had come to his town with the list of lost ships, and there he saw it. The Lady Softwind, the ship his sister had invested in and been on, was one of the ones taken.

His sister was a slave. A slave to his old homeland, and in his heart he felt an old friend once more.

Hate.

He ran home afterwards, to find his parents had already been informed. Fury and grief was etched on their faces but he didn't care at that moment. He went to his parents study and found what he sought. Upon the wall was his fathers longsword alongside his mothers twin daggers. With but a thought he reached out and took it in his telekinesis, and gave it a test swing, but it wasn't enough. Without thinking, still holding his fathers sword he reached out and took the daggers in his grip.

Never had it felt more right, with the hate bubbling within him, his fathers sword held before him and his mothers daggers orbiting around him, he felt complete. He left then, wielding the weapons of his adoptive parents, and found them consoling each other. His mother was the first to notice him, then his father turned and saw him, his cries of rage silenced.

'Father, Mother, I swear on your blades I will get my sister back. Please, train me.'

They stared at him in silence observing him as if it was the first time, it confused him when both their eyes locked on his flanks for a few moments but he would let it distract him. Then his father looked him in the eye and replied.

'Very well my son. We begin at dawn.'
 
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Actually, I just a silly idea of us picking Overtime to help out with 'How do you do fellow pirates?' and it's hilarious.

"You look... kinda familiar... do I know you?"

"Ahh, you must just remember all my daring exploits traveling the seven seas. yar har!"

"Nah, that ain't it. I specifically remember your face from somewhere... One second." the pirate pony digs around her pockets for a Gold Piece from the Gryphon Empire, and taking it out to compare the face printed on it to the 'new pirate captain'. "Yeah, now I see it, you look just like the bigshot Emperor from the south."

"Me? I look nothing like him! Why you must be mistaken. And racists. Next you'll be telling me all Diamond Dogs look alike. Yar har."

the pirate pony ignores the 'new pirate' and calls over at another one of her compatriots, "Yo, Sebastian! get over here and check this new guy out!" a pirate gryphon drifts down from the crows nest, and lands alongside the pirate pony. "Doesn't he look just like that Emperor Whats-his-face?"

The gryphon squints and hmms a bit and says, "Yeah, he kinda does. You like his cousin or something?" he asks the 'new pirate'

"Nooooo, no no no. I am in no way related to Emperor Garrick. Nope, no way. Now how about that Maretonia? Specifically, anything about any slave trade in Maretonia."

The two pirates ignore the awkward attempt to change the subject "Yeah, I bet you could make a killing doing impressions at bars. The bird's a bit of a ponce, and everyone enjoys having a laugh at the kingdoms here."

"Ohh! maybe he can work with that 'Sunny Skies' mare and do a bit together! She does the best Celestia impressions!"
 
Actually, I just a silly idea of us picking Overtime to help out with 'How do you do fellow pirates?' and it's hilarious.

"You look... kinda familiar... do I know you?"

"Ahh, you must just remember all my daring exploits traveling the seven seas. yar har!"

"Nah, that ain't it. I specifically remember your face from somewhere... One second." the pirate pony digs around her pockets for a Gold Piece from the Gryphon Empire, and taking it out to compare the face printed on it to the 'new pirate captain'. "Yeah, now I see it, you look just like the bigshot Emperor from the south."

"Me? I look nothing like him! Why you must be mistaken. And racists. Next you'll be telling me all Diamond Dogs look alike. Yar har."

the pirate pony ignores the 'new pirate' and calls over at another one of her compatriots, "Yo, Sebastian! get over here and check this new guy out!" a pirate gryphon drifts down from the crows nest, and lands alongside the pirate pony. "Doesn't he look just like that Emperor Whats-his-face?"

The gryphon squints and hmms a bit and says, "Yeah, he kinda does. You like his cousin or something?" he asks the 'new pirate'

"Nooooo, no no no. I am in no way related to Emperor Garrick. Nope, no way. Now how about that Maretonia? Specifically, anything about any slave trade in Maretonia."

The two pirates ignore the awkward attempt to change the subject "Yeah, I bet you could make a killing doing impressions at bars. The bird's a bit of a ponce, and everyone enjoys having a laugh at the kingdoms here."

"Ohh! maybe he can work with that 'Sunny Skies' mare and do a bit together! She does the best Celestia impressions!"
The burdens of being a strong and attractive genius! All that muscle Garrick is packing doesn't help him blend in either XD
 
I personally actually rather like the sound of helping the crystal ponies set up their own knightly order, if we can squeeze it in somewhere
 
Actually, I just a silly idea of us picking Overtime to help out with 'How do you do fellow pirates?' and it's hilarious.

"You look... kinda familiar... do I know you?"

"Ahh, you must just remember all my daring exploits traveling the seven seas. yar har!"

"Nah, that ain't it. I specifically remember your face from somewhere... One second." the pirate pony digs around her pockets for a Gold Piece from the Gryphon Empire, and taking it out to compare the face printed on it to the 'new pirate captain'. "Yeah, now I see it, you look just like the bigshot Emperor from the south."

"Me? I look nothing like him! Why you must be mistaken. And racists. Next you'll be telling me all Diamond Dogs look alike. Yar har."

the pirate pony ignores the 'new pirate' and calls over at another one of her compatriots, "Yo, Sebastian! get over here and check this new guy out!" a pirate gryphon drifts down from the crows nest, and lands alongside the pirate pony. "Doesn't he look just like that Emperor Whats-his-face?"

The gryphon squints and hmms a bit and says, "Yeah, he kinda does. You like his cousin or something?" he asks the 'new pirate'

"Nooooo, no no no. I am in no way related to Emperor Garrick. Nope, no way. Now how about that Maretonia? Specifically, anything about any slave trade in Maretonia."

The two pirates ignore the awkward attempt to change the subject "Yeah, I bet you could make a killing doing impressions at bars. The bird's a bit of a ponce, and everyone enjoys having a laugh at the kingdoms here."

"Ohh! maybe he can work with that 'Sunny Skies' mare and do a bit together! She does the best Celestia impressions!"
Emperor Garricks sea faring adventures sounds hilarious.

"So... why are you leaving the throne to your son for a year?"

"He needs the experience."

"Yes, I understand that, but... why are you dressed like that?"

"Dressed like what?"

"Dressed... like some sort of rapscallion!"

"... I'm going fishing."

"Fishing."

"Yes. Fishing."

"For a year."

"Mhm."

"Dressed like that."

"I hear its fashionable out at sea. Dont I look great?"

"If by great you mean ridiculous. Why the eyepatch...? And where you even find a parrot? Those are tropical birds."

"Pft. You're just jealous you cant pull off an eyepatch as well as I can. As for my colorful first mate here... found him."

"... you found him "

"Yup."

"Just like that."

"It was destiny. Everyone knows all pir- sailors have to have a parrot. It's basically a law of the sea."

"... you know what, fine. Do what you will."

And so Garrick set out for an adventure filled with mystery, intrigue, lost cities, sea ponies, mistaken identities, raiders, slavers, treasure, and more fish than the entirety of griffonia would know what to do with.

 
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Emperor Garricks sea faring adventures sounds hilarious.

"So... why are you leaving the throne to your son for a year?"

"He needs the experience."

"Yes, I understand that, but... why are you dressed like that?"

"Dressed... like some sort of rapscallion!"

"... I'm going fishing."

"Fishing."

"Yes. Fishing."

"For a year."

"Mhm."

"Dressed like that."

"I hear its fashionable out at sea. Dont I look great?"

"... you know what, fine. Do what you will."

And so Garrick set out for an adventure filled with mystery, intrigue, lost cities, sea ponies, mistaken identities, raiders, slavers, treasure, and more fish than the entirety of griffonia would know what to do with.
I'm imagining another scenario where Garrick infiltrates the Imperial Navy, a la Undercover Boss. Just not as un-awkward.

"Well, hello, Admiral Gladius! How arrr— I-I mean, Recruit Garr—Garriff, Recruit Garriff, reporting for duty! Sir!"
"Oh... uh, are you—" No, wait, hold your tongue Gladius, that's obviously Garrick! What in the world is he doing here??? ...I'll just... play along... "Y-yes, excuse that, recruit. Did you have urgent matters to report? Where is your commanding officer?"
"Oh! Sir! I actually... desperately need to relieve myself, sir!"
"...And why are you bringing this matter up with me? You could simply ask any of the crew." Oh goodness he's clueless about ships!
"Ah! Oh, errr... well, sir, I—"
"Second left below deck, I understand that this is an... urgent issue." Please just leave please go away—
"Thank you, sir! I will make way, at once, sir!" Oh, finally! Thank heavens! *Garrick running noises*
 
huh... also, on imperial priority... While probably not going to be doing it any time soon, or ever, can we do the reverse, too? lengthen a task to save money overall?

what would be the point? we could simply choose another action and delay the one too costly.


and now, analysis time! (also known as "help! too many options!")

Martial: (Two Actions per Turn) One Action Locked

-The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish Next Turn


It might be a good idea to target this one with "imperial priority, to actually free our army in case it's needed. otherwise it's already locked.

[ ] The West Wall-Watchtowers: Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

No. We're not currently at risk from the Yaks, and we won't be in the short-to-medium term

[ ] Mothball the Peregrine Line: Cost: 0. Time: One Year. Reward: Peregrine Line mothballed and will no longer require upkeep. May be reactivated at a later date. (Does not cost an Action)

Our actions are worth too much to waste on this.

[ ] The Crystal Line-Watchtowers: Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.

This could wait one turn, as Maretonia could take it as a somewhat aggressive action and we have still to enter diplomatic talks with them.
Still, if we don't take the pony knights action this would probably be necessary.

[ ] Knights of the Frontier: Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.

They don't need a knight order yet. Honestly, if we want to found a new order the ponies need one more

[ ] Black Knights: Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.

Right now black steel would help only versus Neighpon (allies), unicorn pirates (unlikely to meet our knights) or Maretonia's Unicorn soldiers (we're not YET at war with them). It can wait.

[ ] Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.

This is relatively important. Not urgent, but it would both be a nice gesture (and very good for morale) AND strenghten our knights, giving them more tactical variety. Probably not now, but we should take it relatively soon.

[] Crystal Knights: Cost: 400. Time: Two Years. Reward: Establishment of Crystal Knightly Order.

I think we should take either this or the pony knights option. They need something as a first line of defense.

[ ] Ships of the Line: Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

If we really want to deal with the pirates, this is necessary. We might even want to speed it up.

[ ] Cautious Curiosity: Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.

I think everyone will agree with me that we have enough problems already

Diplomacy: (Two Actions per Turn)

[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%


I really like this action, but we sadly have MANY more important things to do. I can only hope we slowly get a few immigrants even without taking this one

[ ] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%

I think we should take this. We want the Yaks to be stable AND friendly, and they're not very likely to turn against one if we support them. And once we have an even higher relationship the oricalchum problem will be easier to deal with (i hope)

[ ] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.

...ok, i can't deny it very easily COULD be usefull. But if i have to decide between acting to solve our current problems, and waiting to ask for maybe some possibly vague intel that might in the end have us act in the same way anyway, I'll go with acting immediately.

[ ] Calling the Old Yaks Out: Cost: 300. Time: One Year. Reward: Broken Horns publicly confronted with evidence of their deception, other Yak Clans alerted to potential power-play. Further Diplomatic Actions Available. Chance of Success: 55%

I don't think we need the oricalchum that badly yet. I'd rather raise our relationship with the Yaks by modernizing them. Let them make the first move on this, it's not like they can use the metal against us anyway.

[ ] Let My People Go: Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.

Well, diplomatic contacts is a must. We need to know what we're dealing with.

[ ] You Stop That!: Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.

This sounds to me like delaying a problem instead of solving it. I'd rather deal with the pirates once and for all, and take this as a chance to actually build a good navy and raise our reputations on the sea.

[ ] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

The first step in dealing with the pirates. Of course if we take this we NEED to take the ships as well, maybe even speeding up their construction to have them ready next year. The Qiling will bring quantity, WE will bring quality.

Stewardship: (Two Actions per Turn) One Action Locked

-The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn

Make the Crystal Empire great again!


[ ] Neighponese Seed Drills: Cost: 400. Time: One Year. Reward: Increased Farming Income.


[ ] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.


[ ] Cloth Mills: Time: One Year. Cost: 600. Reward: Industrial Linen Production achieved, Increased Tax Income.


farming, logging and textile... all good, but..

[ ] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

..this! Our biggest advantage is our tech, and we should doubling up on it whenever possible.

Learning: (Two Actions per Turn)

[ ] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.

..maybe? If we never start it we'll never get our flying machines... but we have so much to do!

[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

we'll probably continue to import sugar cane from Neighpon for a long while. I can't see us taking this action anytime soon.
Shame, it would probably give us a new source of alcohol, sugar and fuel.

[ ] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.

not yet i think. This is the kind of military upgrade we can take right when it's needed, and not before then.

[ ] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.

More steel at a cheaper cost is always good, and we're probably going to expand our army in a few turns anyway, especially if thing with Maretonia go badly.

[ ] Canned Foodstuffs: Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.

Our army is slowly becoming comparable to a modern one, and i have absolutely no intention to complain about it.

[ ] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.

...TRAINS! FINALLY!

Intrigue: (One Action per Turn)

little side note: when will we ever get our second action here? :cry:

[ ] Sleeping Dragons: Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 65%

Once upon a time i REALLY wanted to take this one. Now (and after the last rumor mill) i don't really care about it anymore.

[ ] Covert Kingmaker: Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%

I'd rather modernize them with a diplomacy action instead. We need our intrigue actions for our enemies right now.

[ ] Putting Out Feelers: Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.

It seems an extreme reaction to me. They lied about the oricalchum, but is this worth us supporting a coup? The Yaks' political situation is delicate enough as is, and we don't need the oricalchum that much (yet)

[ ] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%

Good synergy with the anti-pirate coalition. I think it's this one or..

[ ] South of the Brand New Border: Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%

or this one. Good synergy with the "diplomatic contact" action.

Personal: (Two Actions per Turn)

[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.

always good, but this time..


[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.

..I think this one is better. There are MANY actions that we could use this one on. The bronzeclaw plan, crystal watchtowers, the ships, even the yak modernization!

[ ] Creative Accounting: Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%

We don't need money that badly yet


[ ] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

I think it could wait a year, I'd rather take an "Imperial Priority) to try and speed up something.

[ ] Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 75%

I think we should take this. This might bring the ponies to a 10/10, and it's good for "family" time (and Pearl!)




P.s. This took me too long!
 
I'm imagining another scenario where Garrick infiltrates the Imperial Navy, a la Undercover Boss. Just not as un-awkward.

"Well, hello, Admiral Gladius! How arrr— I-I mean, Recruit Garr—Garriff, Recruit Garriff, reporting for duty! Sir!"
"Oh... uh, are you—" No, wait, hold your tongue Gladius, that's obviously Garrick! What in the world is he doing here??? ...I'll just... play along... "Y-yes, excuse that, recruit. Did you have urgent matters to report? Where is your commanding officer?"
"Oh! Sir! I actually... desperately need to relieve myself, sir!"
"...And why are you bringing this matter up with me? You could simply ask any of the crew." Oh goodness he's clueless about ships!
"Ah! Oh, errr... well, sir, I—"
"Second left below deck, I understand that this is an... urgent issue." Please just leave please go away—
"Thank you, sir! I will make way, at once, sir!" Oh, finally! Thank heavens! *Garrick running noises*
Garrick seems like the kind of bird whod go from absolutely clueless about a ship, having no idea what anyone is saying, bottom of the rung cabinboy to micromanaging the entire ship, fully using nautical terms, and is basically the captain now in about a week or two.
 
Garrick seems like the kind of bird whod go from absolutely clueless about a ship, having no idea what anyone is saying, bottom of the rung cabinboy to micromanaging the entire ship, fully using nautical terms, and is basically the captain now in about a week or two.
Again, the burdens of being a strong and attractive genius!
 
Moratorium is over.

[x] Plan for the people

[ ] Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.


[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

[ ] From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.

[ ] Movement through Steam: Archimedes and Genevieve have raised the idea of a new form of transportation powered by the new steam engines. The idea is simple: an engine powers the movement of wheels attached to a carriage which will run along tracks much like those of a mine cart. Simple in theory, but they might need some time and funding to work out the flaws in the design and make sure it's actually suitable for real-life use. Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.


[ ] South of the Brand New Border: You know next to nothing about Maretonia, and that's a problem. Its government, culture, inhabitants, economic and military strength are all things you need to know about if you're going to have any chance of dealing with them...in either sense of the word. Ravenburg's agents have proven adept at infiltrating hostile territory, and until you know otherwise that's what Maretonia is. Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%

[ ] Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

[ ] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 75%
Adhoc vote count started by Raptor580 on May 29, 2019 at 8:10 PM, finished with 59 posts and 21 votes.

  • [X] Plan Two Front Diplomacy
    [x] Plan for the people
    [X] Plan Liberation
    -[X] Ships of the Line
    -[X] A Guiding Talon
    -[X] Let My People Go
    -[X] From Water to Steam
    -[X] Open Hearth Furnaces
    -[X] Movement through Steam
    -[X] South of the Brand New Border
    -[X] Overtime
    --[X] International Anti-Piracy Force
    -[X] Imperial Priority
    --[X] Ships of the Line
    [X] Ships of the Line: Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.
    [X] You Stop That!: Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.
    [X] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%
    [X] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.
    [X] Canned Foodstuffs: Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.
    [X] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.
    [X] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
    [X] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.
    [X] Overtime:
    -[X] South of the Brand New Border: Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%
    [X] Plan: Hark! The Age of Steam, Rush Order Watchtowers, & Pops Ain't Gettin' Any Younger
    -[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish Next Turn
    -[X] The Crystal Line-Watchtowers: Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.
    -[X] Let My People Go: Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.
    -[X] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%
    -[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn
    -[X] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.
    -[X] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
    -[X] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.
    -[X] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
    -[X] Imperial Priority: The Crystal Line-Watchtowers
    -[X] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.
 
[X] Plan Two Front Diplomacy

note, I really wanted to name the plan plan STEAM ENGINES! but that's sadly not what this is about...

Martial: One Action Locked

-The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish Next Turn

-[ ] Ships of the Line: Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

Diplomacy:

-[ ] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%

This is really imprtant. Like, QM's already mentioned tentions are brewing over there. Anything to alliviate that would help.

-[ ] Let My People Go: Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.

OVERTIME:

-[ ] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%


Stewardship: One Action Locked

-The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn

-[ ] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.


Learning:


-[ ] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.

-[ ] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.


Intrigue:

[ ] South of the Brand New Border: Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%

Personal:

[ ] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

Overall, costs about 4100 (6100 minus 2000 from bronzeclaw). Easy peasy.

Also, man, I'd love double overtime just for pirate garrick, If someone wants to make this plan but with that instead, that'd be fun. I just went with this since Gawain's childhood is almost over and we'll no longer be able to take that option soon
 
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Then one day, it happened. The news came down through the gossip grapevine, followed shortly by the griffon criers in the plazas and squares. Good and loyal griffs and dogs plying the sea routes from Gryphus and Neighpon and been set upon, taken and sold. As slaves to Maretonia. He had gone to the Royal Courier who had come to his town with the list of lost ships, and there he saw it. The Lady Softwind, the ship his sister had invested in and been on, was one of the ones taken.

His sister was a slave. A slave to his old homeland, and in his heart he felt an old friend once more.

Hate.

He ran home afterwards, to find his parents had already been informed. Fury and grief was etched on their faces but he didn't care at that moment. He went to his parents study and found what he sought. Upon the wall was his fathers longsword alongside his mothers twin daggers. With but a thought he reached out and took it in his telekinesis, and gave it a test swing, but it wasn't enough. Without thinking, still holding his fathers sword he reached out and took the daggers in his grip.

Never had it felt more right, with the hate bubbling within him, his fathers sword held before him and his mothers daggers orbiting around him, he felt complete. He left then, wielding the weapons of his adoptive parents, and found them consoling each other. His mother was the first to notice him, then his father turned and saw him, his cries of rage silenced.

'Father, Mother, I swear on your blades I will get my sister back. Please, train me.'

They stared at him in silence observing him as if it was the first time, it confused him when both their eyes locked on his flanks for a few moments but he would let it distract him. Then his father looked him in the eye and replied.

'Very well my son. We begin at dawn.'

Gahk! This just tugged at my heart. Hmm is 'Griffon Fuck Yeah' a thing yet, cause this Omake just fueled my hate for those damn Pirates to greater heights. A lot of our people, judging by the update, seems to be tired of war, but still willing to fight for our homeland and people. Are the younger generations of our people hot-blooded and ready for war yet? Cause a war might be a good thing to get other nations and kingdoms to know that we are not to be fucked with.
 
We should probably use our intrigue option to spy on Maretonia rather than the pirates. It would help with the diplomatic option and saving our people should take priority over punishing those responsible.
 
[X] Plan Liberation
-[X] Ships of the Line
-
[X] A Guiding Talon
-[X] Let My People Go
-[X] From Water to Steam
-[X] Open Hearth Furnaces
-[X] Movement through Steam
-[X] South of the Brand New Border
-[X] Overtime
--[X] International Anti-Piracy Force
-[X] Imperial Priority
--[X] Ships of the Line
 
[x] Plan for the people
 
oooo Voting time!

[X] Plan: Hark! The Age of Steam, Rush Order Watchtowers, & Pops Ain't Gettin' Any Younger
-[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish Next Turn
-[X] The Crystal Line-Watchtowers: Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.
-[X] Let My People Go: Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.
-[X] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%
-[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn
-[X] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.
-[X] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
-[X] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.
-[X] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
-[X] Imperial Priority: The Crystal Line-Watchtowers
-[X] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

Total Plan Cost: 8200
Yearly Income: 7750
Upkeep: -620
Net Income: -1070
Treasury: 7387

TLDR: Beef up our war economy so that we can start rush ordering ships next turn, also covering the Maretonia/Crystal Protectorate flank so we don't get jumped any time soon. Also TRAINS & STEAMMMMM!
 
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@Questor
Any points for this should go into intrigue rolls in Maretonia please.

Enjoy!

Steel Night

Steel Night was not a crystal pony, though he had spent so much of his life suffering alongside them it hardly mattered. Unlike many of them though, he remembered a life before Sombra. He remembered growing up a son to a family of travelling traders. He remembered travelling from frontier town to frontier town of Maretonia, his father a warrior, his mother the merchant. He remembered the mare who his parents had owned for years, yet was family in all but name.

He remembered when his parents thrust him into her arms, and told her to run. He remembered when they died to Sombras puppets. He remembered being captured, watching the mare he considered his aunt die trying to protect him. He remembered being taken away, and he remembered losing himself once the darkness came, just a screaming, crying voice in the head of a puppet

He didn't remember their names. Could barely recall their faces.

But he remembered the pain, the sorrow, and longing.

He remembered the hate.

Then he came. Emperor Golden-feather, at the head of an army he could scarcely believe. With weapons of thunder and fire, with Griffons, Dogs, Yaks, and so many other beings, all united to bring down that monster that had destroyed a kingdom.

He remembered freedom, a light so beautiful and precious after a lifetime of darkness. He had wept then. Cried and screamed a lifetime of sorrow and madness, of loss and hate.

When the Griffons had come offering to find homes and families for those lost, he had taken the opportunity. The Crystal Empire, nay Protectorate, had nothing but dark memories for him. His new family was kind, but had a painful similarity, his father a retired soldier and his mother the head of their merchant family. They did their best to heal the wounds in his soul, and he in turn did his best to be worthy of their kindness. It took time, but with the help of his ever cheerful sister Flita he found friends among the griffons and dogs. She helped him study and prepare for school, taught him to read and write. She was a shining star to him, the heir to his families merchant business and their pride and joy. She often led the merchant caravans throughout Gryphus, even once going into the territory of the Yaks, returning triumphant with exotic goods and even more exotic tales. Through her the opportunity came to invest in one of the ships the plied the sea routes between Gryphus and Neighpon, something his father and mother where excited and proud to help her with. They had all gone together the day she left to head to the coast in order to join her new ship, laden with goods for trade. Hugs and tears and well wishes abounded, promises of stories and exotic goods and success were shared. He had had hugged her wishing her well and she had whispered in his ear a final good bye and a promise.

'Stay strong little brother, and do the family proud. I'll be back soon enough with treasures and stories of my adventures, and who knows, perhaps you can come with me next time?' and then louder, 'Father is getting old and cranky after all, can't expect him to go adventuring into new exotic lands anymore eh?' What followed had been squawks of protests that he wasn't that old, laughter from his mother and sister and a shy but cheeky comment from himself, that he was getting used to using his magic to spare his old griff having to lift up heavy loads to the shelves. They had said goodbye, and watched as she left down the road with her caravan.

Days, turned to weeks, followed by months. His parents grew concerned, then worried and fearful. Months turned into years, tears and sorrow came as acceptance followed grief. His parents grew older before his eyes and he worked even harder to keep the family business afloat.

Then one day, it happened. The news came down through the gossip grapevine, followed shortly by the griffon criers in the plazas and squares. Good and loyal griffs and dogs plying the sea routes from Gryphus and Neighpon and been set upon, taken and sold. As slaves to Maretonia. He had gone to the Royal Courier who had come to his town with the list of lost ships, and there he saw it. The Lady Softwind, the ship his sister had invested in and been on, was one of the ones taken.

His sister was a slave. A slave to his old homeland, and in his heart he felt an old friend once more.

Hate.

He ran home afterwards, to find his parents had already been informed. Fury and grief was etched on their faces but he didn't care at that moment. He went to his parents study and found what he sought. Upon the wall was his fathers longsword alongside his mothers twin daggers. With but a thought he reached out and took it in his telekinesis, and gave it a test swing, but it wasn't enough. Without thinking, still holding his fathers sword he reached out and took the daggers in his grip.

Never had it felt more right, with the hate bubbling within him, his fathers sword held before him and his mothers daggers orbiting around him, he felt complete. He left then, wielding the weapons of his adoptive parents, and found them consoling each other. His mother was the first to notice him, then his father turned and saw him, his cries of rage silenced.

'Father, Mother, I swear on your blades I will get my sister back. Please, train me.'

They stared at him in silence observing him as if it was the first time, it confused him when both their eyes locked on his flanks for a few moments but he would let it distract him. Then his father looked him in the eye and replied.

'Very well my son. We begin at dawn.'
+15 to a roll!
 
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