You know.... we should PROBABLY unlock that piety ability before we are left in the dust by everything else.
 
As much as I want to make preparations to deal with the pirates and Maretonia once and for all, we REALLY need to find Celestia and Luna ASAP. We have no way of knowing just how long it will be before Luna goes Nightmare Moon, and heading that off at the pass is only logical.

You know.... we should PROBABLY unlock that piety ability before we are left in the dust by everything else.

Agreed.
 
[] Plan: YO HO BITCH
-[ ] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[ ] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[ ] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
-[ ] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[ ] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[ ] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[ ] Hoofbeard's Heist: 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)
-[ ] Overtime: Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[ ] Crystal Pastimes: Cost: 0. Time: One Year. Reward: Gleaming Pearl gains a Hobby/Stat Modifier.
-[ ] Getting to Know You: 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.

PLAN COST: 7500

Basically let's get Libertalia in the bag as well as get a new Head of Diplomacy (let Elva rest pls), and start up the two biggest projects we need so far: National Trainline and securing that Southern Border. We have the cash for it, and it'll take a while, so we need to start it now. Also let it be known that I reallyreallyREALLY fucking want to do that Piety option but I can't in good conscience ignore the Dog Knights or our daughter Pearl. Also those sea mines should be done by the time that Hoofbeard's Heist gets under way, so we might be able to use them. At the same time we will discreetly arm the Abolitionists to keep Maretonia busy in the meanwhile.

Things that Need Omake Bonuses:
Ahoy me Buckos!: Base 70% + 18% (Garrick) = 88%
Arming the Abolitionists: Base 60% + 13% (Garrick) = 73%
Hoofbeard's Heist: Base 40% + 13% (Garrick) = 53% <<<!!! Most important Need. Omake. Bonus. Badly.

Yeah, I'm a bit iffy on Hoofbeard's Hiest due to the statistics. I mean, if we get caught, or this other nation discovers we helped attack their ship, then if we might give Maretonia an ally with a bone to pick in the probably inevitable war, or make diplomatic relations fall apart in the future if this is ever discovered. Also, Hoofbeard's credibility if this ever gets discovered.


I'd much rather see if we can get in contact with Maretonia's ally to figure out exactly how allied they truly are. Hopefully it's not another slaver nation, but I doubt Maretonia is the only one.
 
Not going to lie. This seems rather high for what is, in essence, a naval battle between pirates and a battle fleet. I mean, unless we're throwing in some proper warships, buuut... That WOULD be an act of war.
Only if we leave survivors and we DON'T play it off as a captured ship which we have since sunk.

EDIT: Besides I put quite a few omake ideas right above the chapter. If we want to boost our chances we just need to write some good omakes and use them to aid in it's success.
 
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As much as I want to make preparations to deal with the pirates and Maretonia once and for all, we REALLY need to find Celestia and Luna ASAP. We have no way of knowing just how long it will be before Luna goes Nightmare Moon, and heading that off at the pass is only logical.
My other little irk with this game: we have diplomatic contact with people. We should know a little about their immediate neighbors through simple osmosis, and complete rumors about those that they in turn are located next to.
 
I changed my mind about the Pearl vs Piety (I'm so sorry bby girl, we'll get you a Hobby next year I pROMise! ;_;) options and the Socialization option for our boy Gawain in my 'YO HO BITCH' plan btw. Let's go financially ruin some slavers~!
 
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We should probably send some Spies to find out about their trading partner before we do the heist, cause we need more information before we do any moves against this unknown power.
 
We should probably send some Spies to find out about their trading partner before we do the heist, cause we need more information before we do any moves against this unknown power.
Quite frankly the fact we don't even know what/who they are trading with means that this is a fully Maretonian endeavor. So it's not directly acting against a foreign power we were not intending to.
 
i like yo ho plan, for the most part. but i think we could not do overtime on the dog knights, and do both pearl and piety. i also preffer isabelle this turn.
 
This is quite honestly why my plan, 'YO HO BITCH' includes us developing Sea Mines, because what's a pirate heist without watery explosions? Plus the Mines will be done on a whole year before the Heist action ends so we have the time.
 
Link to the last time I did this.

Archival purposes: "Turn 23: Uneasy Peace" (posted by QM on Tuesday, August 27, 2019)

OR

The Front Page as it appeared to me on Tuesday, August 27, 2019.

Character Sheet (last edited by QM on Friday, August 9, 2019)
- Not Changed
Name: Garrick Golden-Feather

Age: 48

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal

  • Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.




Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 47

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 17

Martial: 14+2+2+1-5=14
Diplomacy: 13+2+2+2-5=14
Stewardship: 14+2-5=11
Learning: 10+2-5=7
Intrigue: 11+2-5=8

Status: Teenager-Malus to all Stats (-5 to all Stats)
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 13
Status: Child-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)


Daughter: Gilda Golden-Feather

Age: 10
Status: Child-No Stats


Daughter: Gleaming Pearl

Age: 11
Status: Child-No Stats
Adopted: Permanently last in the line of Royal Succession.


Informational: State of the Nation (last edited by QM on Tuesday, August 27, 2019)
- Changed
Economy

Treasury Reserves
: 10,112

Net Income: 8,487

Yearly Income: 9,600

-Tax Revenue: 4475
-Farming Income: 2225
-Mining Income: 1100
-Logging Income: 200
-Trade Income: 1600

Yearly Expenditures: 1,113

-Army Upkeep: 268
-Navy Upkeep: 105
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Ministry of Information: 10
-Crystal University: 10
-Peregrine Line: 100
-Naval Shipyards: 600


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 26,764

-12,500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-6250 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-6250 Archers: Griffons with bows and some arrows. Not much else to say.

-1500 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-264 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-4 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-19 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-10 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
40 Knights of the Inner Circle
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
30 Knights of the Inner Circle
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill
35 Knights of the Inner Circle
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Black Fortress, Aquileia


Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.

20 Cogs (Bolt-Throwers)
15 Carracks (Cannons)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 9.5/10 (Hail to the Emperor!).

Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)


Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls
Gun-Cotton: +5 to all Cannon Rolls
Pre-Discord Map: +10 to next Exploration Roll
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Firebender Designed Flamethrowers: +5 to all Flamethrower/Liquid Fire Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Friday, August 9, 2019)
- Not Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)
Kingdom of Canterbury: 7.3/10 (Allies of Convenience)

Yak Clans
Raw Hides: 8/10 (Trusted Neighbor)
River Walkers: 8/10 (Trusted Neighbor)
Broken Horns: 8/10 (Trusted Neighbor)
Thunder Warriors: 8/10 (Trusted Neighbor)


Persons of Interest

???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.

Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.

Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.

Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.

Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.
 
Honestly right now we should try to avoid starting a fight with maretonia we have our people back so theres no need to take an action that might start a war right now.
 
Honestly right now we should try to avoid starting a fight with maretonia we have our people back so theres no need to take an action that might start a war right now.
Definitely don't need to, unless we really wanted to light a fire in their house to force the slavery issue to an explosive head between the queen who doesn't want the burgeoning Great Power to the north making a move and the noble houses who are entrenched in the status quo.

But humiliating potential rivals is always a plus for those seeking ascendancy so...
 
I think we should consider Dog Knights for two reasons.
1) To show racial equality.
2) Allows those put out of a job after we cleared out the bandits and beasts to put their skills to use.
 
[] Plan: YO HO BITCH
-[ ] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[ ] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[ ] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
-[ ] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[ ] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[ ] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[ ] Hoofbeard's Heist: 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)
-[ ] Overtime: Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[ ] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[ ] Getting to Know You: 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)
—[ ] 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.

PLAN COST: 7800
Net Income: 687
Treasury: 10799

Basically let's get Libertalia in the bag as well as get a new Head of Diplomacy (let Elva rest pls), and start up the two biggest projects we need so far: National Trainline and securing that Southern Border. We have the cash for it, and it'll take a while, so we need to start it now. Also let it be known that I reallyreallyREALLY fucking want to do that Piety option but I can't in good conscience ignore the Dog Knights any longer. Also those sea mines should be done by the time that Hoofbeard's Heist gets under way, so we might be able to use them. At the same time we will discreetly arm the Abolitionists to keep Maretonia busy in the meanwhile. Also get dat Crystal Heart info, might be interesting.

EDIT: Changed my mind about the Piety category option, also talk to Quilin gal.

Things that Need Omake Bonuses in this Plan:
Ahoy me Buckos!: Base 70% + 18% (Garrick) = 88%
Arming the Abolitionists: Base 60% + 13% (Garrick) = 73%
Hoofbeard's Heist: Base 40% + 13% (Garrick) = 53% <<<!!! Most important Need. Omake. Bonus. Badly.
I am so utterly down with everything about this.

I think we should consider Dog Knights for two reasons.
1) To show racial equality.
2) Allows those put out of a job after we cleared out the bandits and beasts to put their skills to use.
I would very much agree with this except for soon and not now because there is a bubbling pot of problems right next ti our most vulnerable parts and putting barriers between us is ever so slightly higher priority for me.

I love our glorious canine citizens but putting the wall so we can defend them if the boiling pot south boils over is something I'd prefer to do before forming a elite militia for them. I feel like the wall, worst come to worst, will be slightly more appreciated.

Oh, and our knight corr fkrmkng action will free up next turn. Yes, that means we could get canine elites and a wall at the same time. You heard me right, at the same time.
 
Said it before but I really want dog knights the diamond dogs been with us for a long time and should be rewarded for their loyalty and skill training for the crystal ponies so they don't have to rely on us (yes this may count as heresy:mob:) I think railroad can wait a turn.
 
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I changed my mind about the Pearl vs Piety options and the Socialization option for our boy Gawain in my 'YO HO BITCH' plan btw. Let's go financially ruin some slavers~!

Another option is that we free up our overtime slot, by instead of making the Hardbeak Line, which will take three years, using that slot for the Diamond Dog Knights. This frees up an personal action for Pearl. If we're going to go to war, we really should spend some time with Pearl beforehand, as we're likely going to be extremely busy afterwards mopping up the messes that tend to pop up post-war.

To ward off worries of setting fire to a spark and starting a war, I think we should hold off on Hoofbeard's Hiest until we've shored up our faith and our walls. That option has the possibility of igniting a war, so I don't want to pull that trigger until we're prepared for potential fallout if we fail.

To further push back a potential war and potentially make the Hiest easier due to political disarray, I think Stirring Up Trouble is our best shot. I don't think we want to go to war until the Abolitionists have a decent amount of sway and influence, so that if we don't outright annex Maretonia, the Abolitionists can transition into a governmental position more easily.

As for who Gawain should spend more time with, I'm honestly torn. Ki is interesting and good for diplomacy, but Isabelle may shape up to be a good future wife for him, and laying the bricks for that early is always good. Ultimately, I think that if we want Isabelle as a future Queen alongside Gawain one day, getting her started on coming outside of her shell the sooner we can is better overall.

Plus, I want a better picture of what's going on with her family politically right now. If there's any family that Maretonia might turn their eyes towards to sow chaos in, it's probably her's due to Brochard's... everything. I extremely doubt Isabelle would do anything, but do we know anything about the rest of her family?

[ ] Plan Enjoy The Peace While We Can
-[ ] Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[ ] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[ ] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
-[ ] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[ ] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[ ] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. 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%
-[ ] 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
-[ ] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[ ] Getting to Know You: 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.
 
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Yeah but that border should be secured like, yesterday so that the Maretonian Nobles don't get any... Bright ideas, anytime soon (hopefully). Plus if worse comes to worse we can toss an Imperial Order at it to finish it and then we can finally have a little breathing room in order to spend some time with our littlest kiddo.
 
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