You stand upon one of the many balconies jutting out from the Imperial Palace, taking in the sunset and the view of your land as the fading light dances over the mountains and the glittering spires of the city below you. You try to make a habit of taking a few moments out of your day to simply stand here and reflect upon your journey through life, and remind yourself of the responsibility you carry, as well as all the ways your life has changed.
Twenty years ago you were merely a king, unmarried and just getting used to the burden of rulership. Now you are an Emperor, one of the most powerful people in the known world. Your people have made great strides in bringing order to a chaotic world, and have built close ties with other nations, inviting members of other races to live amongst you, diversity and cooperation bolstering your growing Empire. And though your people have faced trials and tribulations, they have conquered each challenge the world has set before them, emerging stronger than before in each instance.
As the last rays of sunshine shimmer through the clouds, the sky just beginning to darken, you allow yourself to feel a sense of pride and accomplishment. You'd never have the gall to take credit for every good thing that's happened during your rule, but you don't think anyone would fault you for getting some satisfaction out of proving everyone who said your rulership would be a disaster wrong.
Take that, Brochard.
A creak of iron hinges causes you to turn, and you smile, taking in the sight of what you firmly believe to be your greatest accomplishment: your family.
Pearl and Gilda, laughing cheerfully, almost tackle you to the ground, your honed physique barely preventing the two living projectiles from bowling you over as they hug you in unison.
Behind them, an amused Gwyndlyn chuckles, walking over and gently prying the two rambunctious youths off of their royal father. Though the dragoness was not born of your line, she is every bit your daughter. Already she has begun to take after her mother, roughhousing with her elder brother and idolizing the Knights that guard your palace. Speaking of her brother...
The beating of wings heralds your eldest child's return, a relaxed smile gracing his beak before he is swarmed by all three of his younger siblings, the combined weight of the three smaller beings dragging him to the floor in a flurry of giggling fur, feathers and scales. Gawain has grown into a fine young Gryph, a male worthy of his station as Prince. Though you pray that he will not have to take the throne anytime soon, you know that your Empire, and your legacy, shall be left in capable talons.
And then there's your Wife. You lock eyes with Gabriella as she walks out onto the balcony with you, her eyes roaming over your chiseled form as you do the same to hers. No matter how much time passes, your mate is still as beautiful as the day you first met in your eyes. And while she cannot say exactly the same for you (she jokingly refers to your pre-workout regimen status as "scrawny") you can tell she loves you just as much as you love her.
As you wrap a wing around your love, using the other to scoop up the remainder of your large and rowdy family, you reflect on just how lucky you are.
An Emperor you may be, but you'll always consider yourself a husband and father first.
Martial: Redbeak, though relieved by the revelation that your neighbors to your Southwest are friendly, and pleased at Libertalia's fear of you and your military, remains concerned regarding the potential military threat that Maretonia poses. And, although he vehemently denies it, you suspect he's developed a bit of a sense of rivalry with the Knights of Canterbury, riding hard on your own Knights to become true paragons of the Empire. (Two Actions Per Turn) One Action Locked
[ ] Crystal Knights: The recent revelations regarding a slave-holding state just South of the Crystal Protectorate's borders have led to a marked upswing in the militancy of its inhabitants. Several prominent Crystal Ponies have begun to call for the establishment of a formal military of their own, in addition to the already existing militias. Several members of the Crystal Assembly have signed a petition forwarded to you, requesting the resources and expertise required to establish a homegrown Knightly Order to serve as the protectors of their lands. As with the establishment of any Knightly Order, such an endeavor will be expensive, but worth it to ensure the protection of your latest group of subjects. Cost: 600. Time: Two Years. Reward: Establishment of Crystal Knightly Order. Will Finish This Turn
[ ] Cog Conversion: The creation of your new Carracks have left much of your existing naval assets obsolete. Rather than simply scrapping them or continuing to field outdated ships, a few clever shipwrights have drawn up a plan to convert the hulls of the Cogs into new cannon-armed Carracks. While it won't be a perfect conversion (the Carracks requiring more building material than a Cog) and the cannons will still have to be sourced from the foundries, it will likely be cheaper than building new vessels from scratch. Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.
[ ] And Push It Somewhere Else!: One particularly eccentric military engineer has proposed an unusual solution to the problem of fortifying the Maretonian border region. Rather than mothball the already existing fortifications in the Peregrine mountains and build new ones from scratch, he proposes disassembling the existing defense infrastructure, transporting it across the Protectorate, and reassembling it along the new border. The craziest part of the whole thing is that, after running the numbers and performing some small-scale simulations to test the plan's feasibility, it appears that not only is the idea possible, it would actually be cheaper and faster than the alternative! An...unusual solution, but if it works, it works. Cost: 1500. Time: Three Years. Reward: Peregrine Line "Relocated" to Maretonian Border.
[ ] Mothballing the Peregrines: But then again, the recent innovations in fortress construction have rendered the Peregrine line largely obsolete. Perhaps it may be better to simply halt the expensive maitenance and garrisoning of the mountain forts and construct some more modern fortifications further South. Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.
[ ] The Hardbeak Line: The architects and engineers of the Imperial Army have drawn up plans for a line of "star forts" to be constructed South of the Crystal City, intended to serve as a defensive line against any potential Maretonian aggression. Naturally, the construction and maintenance of these forts is going to be expensive, and they're not going to be built overnight. Still, if you're looking to build modern fortresses to defend your Protectorate, it's the best plan you've got. Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted both the fighting age population and the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.
[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
[ ] Dog Knights: The idea of inducting Diamond Dogs into the Imperial Knightly Orders is not a new one, but it is only recently, after tales of the bravery of canine volunteers during the Winter War began to spread throughout the Empire, that the idea has begun to be seriously considered at the highest echelons of power. It is not a simple thing to do. Specialized equipment will have to be provided, unique tactics will have to be developed, and several Knight Citadels will require modifications to accommodate the differing physiology of the Dogs. Still, it may be worth it to have a larger pool of recruits to draw new Knights from. Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.
—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.
—[ ] Far East: On rare occasions, wreckage of ships unknown to the Qilin will wash up on the shores of Neighpon, evidence of lands and peoples to their East. Koryū has been pondering sending out a scouting party of his own in the near future. You're sure he wouldn't mind if some of your vessels accompanied his.
—[ ] Far South: As of now, it doesn't appear that you and Maretonia will be going to war anytime soon. As such, some have proposed sending a flotilla of exploration ships South along the coast, to see if your rival kingdom has any neighbors that might prove less antagonistic to you and your people. With any luck, you might find another ally or trade partner, or new resources that you could grab before the Maretonians can.
Diplomacy: Elva...well, there's no sugar-coating it, she's begun to really show her age lately. The Geriatric Hen can hardly fly anymore, walks with a pronounced limp, and struggles to cope with an ever increasing workload. Despite this, she retains her skill, knowledge and quick wit that got her the job as your chief Diplomat, and somehow manages to get all her work done despite her deteriorating physical condition. (Two Actions Per Turn)
[ ] Elder Statesgryph: Though Elva denies it, she's rapidly reaching a point where she's no longer capable of doing her job due to her advanced age. As much as you'd prefer to not think of it, you're concerned that one day she'll drop dead at her desk, leaving your foreign ministry leaderless. Though the stubborn old hen may not like it, she needs to be replaced, both for her sake and the Empire's. Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
[ ] Canterbury Caravans: Your newly discovered neighbors, while not having quite the economy that you do, are still a nation of potential customers for Imperial Products, and your people are always hungry for new and exciting novelties and luxury goods. While it may be difficult to brave the cursed forests of Canterbury, enterprising merchants have done riskier things in pursuit of profit, and you're sure that your chivalrous neighbors will be more than happy to assist and escort traders through their lands, as you will theirs. Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from Neighpon, Yakyakistan and Canterbury. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%
[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
[ ] She can see the Futuuure!: First the Yak Shamans, now Queen Chevaline. Seriously, how many races can predict the future? Regardless, while the Seer of the Waters may not publish as many prophecies as the Yaks, her predictions tend to be less vague and more detailed. It appears that quality vs quantity is also a problem for prophets. Perhaps you could convince her to share any pertinent vision she may have regarding you or your nation? It might not be as easy as just asking though. Her prophecies are the Word of The Lady, and she might nit be eager to share them with outsiders, not even allies. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%
[ ] Calling the Old Yaks Out: The Broken Horns are sitting on a large deposit of Orichalcum, one that they've repeatedly denied all knowledge of. Despite their inability to make use of it themselves, they seem determined to hold onto it. You don't know what their game is, but you know that the other Yak clans are unlikely to approve of their behavior. Confronting the Broken Horns and their rival clans with evidence of their misdirection is the first move in a diplomatic game with the Orichalcum as the prize. This plan will of course have the downside of letting everyone know about the valuable mineral lying basically unguarded, and there's no guarantee the Yaks will respond as you hope they will. You did send spies into their country to get such evidence after all. Still, your efforts to build up their nation has earned you a great deal of goodwill and political capital amongst the Yaks as a people, so any blowback is likely to be minimal. 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: 60%
[ ] Ahoy me Buckos!: Libertalia's Tribute was...unexpected, but it opens up some possibilities that you could potentially capitalize on. A collection of pirates and other ne'er-do-wells they may be, but they've shown signs that you could potentially negotiate and work with them. Their willingness to police their own to avoid your wrath proves that they are at least willing to acknowledge your superior force of arms. Though many of its inhabitants may be motivated by greed, you could certainly use that motivation to advance the interests of Gryphus, either as a proxy against Maretonia, or even as another possible protectorate in the future. But before any of that can happen, you'll have to establish some sort of actual diplomatic relationship with the Island nation and whatever passes for a government upon it. Perhaps it would be a good idea to send another, less heavy-handed delegation to the Pirate Republic to reassure them you're not planning on killing them all...as of now. With Hoofbeard now on your side, it shouldn't be hard to bring the rest of the pirates around. Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
[ ] Demilitarized Zone: Tensions With Maretonia are currently at a fever pitch, and it doesn't seem like they'll be normalizing anytime soon. Still, you don't really desire a war with your Southern Neighbor, if for no other reason than the expense and bloodshed such a conflict would entail. While a non-aggression pact is likely off the table at this point, an agreement to create a "buffer zone" between your protectorate and Maretonian territory is something they might agree to. Of course, such an agreement would prevent you from building fortifications right on the border, but there's plenty of places you can build them elsewhere. Cost: 300. Time: One Year. Reward: Maretonia/Gryphus Demilitarized Zone Established, Slightly Eased Relations with Maretonia, Slightly Reduced Risk of War. Chance of Success: 50%
Stewardship: After restoring the Crystal City from a bombed out ruin to a modern metropolis, Frida is widely regarded as a hero by the Crystal Ponies and inhabitants of the Empire in general. While she appreciates the recognition for her hard work, she doesn't let the praise go to her head, and continues to work to improve the Empire and modernize its territories. (Two Actions per Turn) One Action Locked.
-The Crystal Line: Of course, Frida has also begun to explore the idea of building a rail line connecting the Crystal City to the wider Empire. While not nearly as expensive or difficult as the establishment of a national network, such a task would be hampered by the distances involved, as well as the terrain the tracks would need to be laid across. Still, the potential benefits, in both the economic and military spheres, would far outweigh the costs. Cost: 800. Time: Two Years. Reward: Rail Line connecting Crystal City and Central Gryphus. Increased Income, New Actions Unlocked. Will Finish This Turn.
[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.
[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] Aggressive Agricultural Expansion: Now that your nation has purged its forests of beasts and monsters, it's time to clear some of that untamed wilderness and prepare it for farming. Your staff has predicted a massive population boom in the near future, and having enough food to feed so many new mouths is going to be vitally important for the security and prosperity of the nation. Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increases Income.
[ ] Skill-Training Programs: Your Southern protectorate, while showing steady economic growth, is hitting a bit of a roadblock in the form of a lack of skilled workers. While they have no shortage of able-bodies to form a pool of laborers, when it comes to artisans and specialized vocations they don't have many to go around. While they've managed to supplement their native talent with hired Imperial experts, this isn't a good long-term solution. Have Frida coordinate with Ivory Rook and the Crystal Assembly to set up some impromptu schools and vocational training classes to resolve the Crystal Ponies' skilled labor shortage. Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
[ ] Rail Network: Your first railway has been proven a great success, and leaders and business magnates from across the Empire are clamoring to have more lines built across the provinces, to facilitate the flow of goods and raw materials. The establishment of such a network will be both time consuming and costly, but it will more than pay for itself through the boost to national productivity, and the economic benefits of cheap transportation. Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
Learning: Archimedes and Genevieve continue their work as always, despite the former's advancing age that doesn't seem to slow him down. Both of the learned Griffons, as well as the Trio of Neighponese magic experts, continue their studies, drawing upon research from their academic equivalents in Canterbury, the Crystal Protectorate, and Neighpon. (Two Actions per Turn)
[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
[ ] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
[ ] A Different Kind of Mortar: The prospect of war with Maretonia has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
[ ] Sea Mines: The infamous Karl Kaboom has written to Archimedes with a seemingly mad idea: floating bombs. Archimedes, apparently seeking to uphold his reputation of doing the impossible, has somehow devised a way to make such an idea work. Simply put, a waterproofed barrel filled with blasting powder and liquid fire that is detonated by a spark-producing mechanism that activates when it comes into contact with a ship's hull. An effective naval weapon...in theory. Archimedes still needs to construct a prototype and carry out tests to see if the idea is practical. Give him funding and a few floating targets to test the idea and see if Karl's ramblings hold water. Cost: 500. Time: One Year. Reward: Naval Mines Developed.
[ ] Crystal Heart Studies: Now that you've got a fully functioning university, complete with laboratories, in the Crystal City, you now have the capability to study the Crystal Heart. There are many questions you and your scholars have. What exactly is it? Where did it come from? What does it actually do? And most importantly of all, how can you use it to better the Empire and protect it's inhabitants? Put your magical experts and the University's staff on the case. Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
Intrigue: Ravenburg has been busy drawing up plans for covert operations across the world, from Maretonia to Yakyakistan to your newly discovered neighbor of Canterbury. Despite having his attentions divided, he has no difficulty keeping up with the increased workload, in no small part due to his numerous subordinates in the Ministry of Information, which he now grudgingly acknowledges the utility of. (Two Actions Per Turn)
[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be made aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
[ ] Putting Out Feelers: The Broken Horns are sitting on a literal mountain of Orichalcum, one they've denied any knowledge of. While they currently lack the capacity to mine and smelt it, you don't like the idea of such a strategically important resource being in the possession of a Clan with mysterious motivations. Truthfully, you just don't like the fact that you don't have access to it. You could wait for the Yaks to unify themselves and then negotiate with the new leadership, but that's a risk you might not want to take. Ravenburg has raised a potential solution to this problem: organize a coup. Surely there is an ambitious young Yak within the Broken Horns willing to overthrow the clan's Elder Council. Such a aspiring leader would likely be amicable to allowing Imperial access to the Orichalcum deposits in exchange for support and recognition. Of course, you'll have to find such a Yak before you can even think of going through with this, provided you do actually want to go through with this. Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.
[ ] Trust but Verify: Your new Equine neighbors seem much easier to talk to than the Maretonians. But everything you know about the kingdom to your Southwest has come from the mouths of its rulers. While you'd like to imagine otherwise, it's entirely possible that Queen Chevaline and Lord Bohemond weren't entirely honest with you about the conditions of their nation. And what exactly is the deal with this Lady of the Lake? Ravenburg and his infiltrators are ready to fact check. Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
[ ] Stirring up Trouble: You've gotten your people back, but you're not quite finished with Maretonia. You and your people aren't comfortable sharing a border with a kingdom of slavers, and the abolitionists, riding high on their success, are jonesing to take further action against the Maretonian nobility, with or without your support. Ravenburg and Ambrosia have been sending a flurry of secret missives back and forth, exchanging ideas and opinions, and have come up with a complicated series of interlocking plans meant to spread disorder and discord throughout Maretonia by spreading misinformation and sowing strife between the rival noble houses of the realm. If the plan works, Queen Mareia and her vassals will be too busy searching for traitors and schemers amongst themselves to worry about you and their escaped property. You might even be able to leverage the situation to get some of the Abolitionists into greater positions of power and usurp some of the biggest slaveowners in Maretonia. It's worth a shot at least. Cost: 600. Time: Two Years. Reward: Maretonian nobility discredited/at each other's throats, Abolitionists gain more power and influence, Maretonia becomes less concerned about Gryphus. Chance of Success: 55%
[ ] Arming the Abolitionists: When Operation Winged Freedom escorted hundreds of Maretonian slaves to freedom, a talonfull of freed slaves refused to leave Maretonia, even when offered safe passage to Gryphus, opting to stay behind and work to free their many brethren who remained in bondage. These die-hard freedom fighters have joined up with other, more militant abolitionist cells and are preparing to embark upon a campaign of guerrilla warfare against their former masters. Unfortunately, though they are some of the most spirited and motivated fighters one is likely to ever meet, their equipment and training leaves much to be desired, many of them armed with nought but the crudest of weapons and garbed in little to no armor. If their attacks are to succeed, then they'll need access to blades and armor of the finest steel. You've smuggled hundreds of people out of Maretonia, why shouldn't you be able to smuggle supplies in? You'll just have to file off the Gryphonese lettering... Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
[ ] Hoofbeard's Heist: Hoofbeard has alerted your agents to a curious occurrence in Maretonia. It seems that, despite their ideology of racial superiority and attempts to enslave every people they come across, the Maretonians do have a trade partner. Once a year, a convoy of vessels bearing the sigils of the Maretonian Noble houses departs from the port city of Cantergena with a heavy mercenary escort, their holds loaded with gold, and every year the convoy returns with cargos of exotic spices, wines, and other luxury goods bound for the mansions and villas of the Maretonian elite, netting the Noble houses involved a significant profit as they sell their imported wares to their less powerful peers. Exactly where these ships go and who they do business with is unknown, but their arrival and departure times, as well as their routes of travel, are well known to the pirates of Libertalia. The treasure ships are a legend amongst the crews of the anarchical island nation, and many a charismatic captain has attempted to pull off the raid of a lifetime and seize the riches aboard the ships for themselves...but none have ever succeeded, their ships torn apart in Pegasi directed storms or blasted apart by Unicorn Battlemages.
Hoofbeard has always dreamed of being the Pony to finally pull off the nautical heist of the century, simultaneously ruining the finances and reputations of numerous Maretonian nobles and gaining enough riches to take Libertalia from a collection of shipwrecks and shanties into a self-sustaining city-state. Before, he'd thought that such an ambition would remain nothing but a dream...but his deal with Gryphus has given him hope that you might help him make such a thing possible. Ravenburg has been exchanging letters with the former slave, and he thinks that, with enough Imperial assistance, such a thing may be possible. Of course, if the whole thing goes south and your involvement is discovered, the Maretonians will likely consider this raid on their trade route to be an act of war, and Hoofbeard will probably either be dead or discredited in the eyes of his colleagues, costing you a valuable diplomatic and intelligence asset. Still, it may be worth it to throw such a massive wrench into the machinations of the Maretonian elite. Cost: 1000. Time: Two Years (Cannot be hastened by Imperial Priority). Reward: Maretonian Nobility's Finances Ruined, Maretonia loses face with Trade Partner, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 40% (Roll to be made at conclusion of Action)
Personal: You refuse to let your duties as Emperor take up every moment of your day. (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.
[ ] 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.
[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
[ ] A Question of Faith: The Yaks have their sky-gods, the Neighponese have their nature spirits, and the Canterburians have their Lady of the Lake. And your people have...well, that's just it; with the exception of a widespread custom of ancestor veneration, the people of Gryphus aren't a very spiritual sort. Considering the fact that the only "God" most Griffons and Diamond Dogs are familiar with is Discord, that's not much of a surprise. But since Discord's defeat, and in the wake of your encounters with other cultures, Faith has become a subject on the mind of many Imperial citizens. A scant few Griffons have begun to practice foreign faiths, some even trying to resurrect the pantheon of the Old Empire. You've even heard rumors that some of your subjects have taken to worshiping you as a divine figure! Regardless of your own thoughts on the matter, it may be a good idea to host a "Council of Faiths", to discuss the state of religion in your Empire, and to determine what should be done about it, if anything should indeed be done at all. Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
[ ] Crystal Pastimes: Pearl, much like her siblings before her, has found her attentions divided and her passions unfocused. She's in need of a hobby to occupy her time. What manner of time-sink shall you guide her towards, and what skills shall she gain from it? Cost: 0. Time: One Year. Reward: Gleaming Pearl gains a Hobby/Stat Modifier.
[ ] Getting to Know You: Gawain has made some very interesting friends. You're relieved to see him getting along with kids his own age, though you do wonder what he gets up to with them. Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road. (Does not cost an Action. May only develop one relationship per Turn)
—[ ] Isabelle Brissette: Brochard's Niece is not what you'd expected...then again you're not really sure what you'd have expected her to be like. You're proud of your son for looking beyond her family's past. Hopefully he can help her come out of her shell a bit.
—[ ] Ki Seong: The Cultured Qilin is exactly what you'd expect the daughter of Neighponese Nobility to be...and that might actually be a problem. Gawain tells you she likely feels pressured by the expectations of society and her family to hold herself to a high standard at all times. Hopefully he can convince her to let her hair down around him.
There will be a twelve hour moratorium to allow for discussion and plan-building.