@Questor
hmm, I have a question concerning "Hoofbeard's Heist:" would it be possible to covertly follow these ships and find this tradeing partner, instead of attacking the fleet? this is possibly more valuable to us then pulling the heist off.

If we can hijack the trade route from them, by offering more gold for the goods then maretonia just days before the arrive. then sell it at a slight lost to those we know to be absolutionist. the power/wealth/inlfuince of this trade route gets shifted to those who we want to have it. Or just keep the goods for ourselves and make a profit selling it to our own people.

You can encounter the other nation through an exploration action.
I'll give you a hint: the Maretonian Trade Convoy heads South-East, out towards the open ocean.
 
We really shouldn't go to war with Maretonia before we meet their mysterious friends and know the situation, last thing we want is third power intervening in the conflict under its own agenda.
 
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One of these, I think would be best. We've waited a very long time for diamond dog knights, but at the same time giving our knights antimagic would really help against Maretonia, especially if we want to do the convoy raid with Hoofbeard.

[ ] Elder Statesgryph:
About time she retired, we've been hearing about how much she needs to for a while. :stickouttongue2:

[ ] Ahoy me Buckos!:
I think this as the second diplomacy over trade with Canterbury. Trade just gives us more money, while this would help a lot with Libertalia. Maybe do trade the next turn.

[ ] Skill-Training Programs:
[ ] Aggressive Agricultural Expansion:
One of these. I think skill training should be first, because it's faster and we should have a year or two before the population boom comes.


[ ] Crystal Heart Studies:
This. Definitely this.
Also one of these
[ ] Flying without Wings:
[ ] Sound the War Horns!:
Any one of these would be good.

[ ] Stirring up Trouble:
qa
[ ] Arming the Abolitionists:
I think these two. They're more urgent than the heist, and if they work we can do the heist and have less to worry about if we fail since they'll already be fighting threats from the inside.

[ ] Hoofbeard's Heist:
Tempting. So tempting...

Next turn though. Once we have Maretonia jumping at shadows.

[ ] Crystal Pastimes:
I think it's time to spend some time with our kids.
 
The moratorium should be over by now, so...

[X] Plan Preparing and Delaying the War
-[X] Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[X] Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
-[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[X] Stirring up Trouble: 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%
-[X] Overtime:
--[X] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
-[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[X] 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)
--[X] 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.


We may have rescued our people, but the Maretonia Crisis is still going and it will not end until we put an end to the slave business in Maretonia. Therefore we really should use our personal actions for the sake of our kingdom for another turn.
 
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a few random thoughts about the situation before i start my usual "analyze every action"

1) We don't want to go to war with Maretonia. Ideally we want to win without ever fighting them. For that, actions who helps the abolitionists, give problem to the slavers, or isolate Maretonia Diplomatically, are all worthy of consideration. We might actually want to consider exploring the far east or far south.

Far East is probably where the Maretonians have their trading partners.

Far south would allow us to surround the country if they were willing to ally with us.

2)I'd avoid mothballing the Peregrine Line until we complete at least the watchtowers. Just in case we need to evacuate the Crystal Empire. It's only 100 per turn anyway

3)The naval heist is REALLY tempting, but i think we'd want to develop the naval mines first at the very least.

4)While the railway would be usefull, it's still a 4 year action. Maybe we could wait. Who knows, having completed the Crystal Line (ready next turn) might give us some insights into how to speed up the work.
 
Can we do the Black Knights already? We suck at magic, and have precious few ways to counter it. Antimagic murder blenders would be an extremely valuable asset to us.
 
Martial: (Two Actions Per Turn) One Action Locked

[ ] Crystal Knights: Will Finish This Turn

Good.

[ ] Cog Conversion: Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.

I think this should be kept in reserve in case of war. IF war breaks out, we can take it with an imperial order and quickly get the extra ships. Otherwise we can continue with the normal shipyard production.

By the way the cogs could probably (if we never actually convert them) be given/traded to Hoofbeard/Libertalia. If we make our navy known for the Carracks, Pirates having more cogs shouldn't immediately be linked to us.

[ ] And Push It Somewhere Else!: Cost: 1500. Time: Three Years. Reward: Peregrine Line "Relocated" to Maretonian Border.

If we build fortifications, we want them of the best quality. No thanks

[ ] Mothballing the Peregrines: Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.

I'd wait until we have the fortifications ready to the south and we don't need this anymore. a 100 per year isn't enough to worry about for now.

[ ] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.

mh.. maybe. I think it could be taken as a too aggressive move from Maretonia though. Too obvious. And if we manage to cause enough chaos with our intrigue actions this will not be immediately necessary anyway. So a strong maybe

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

We have other priorities

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

Dog Knights should come first. Once we have all races inducted into our orders we can then proceed to give their elites the anti-magic weapons.

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

If we don't take it this turn, we REALLY need to do it the next one. I wouldn't be surprised if we started losing a bit of popularity with the dogs if we continued delaying this.

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

—[ ] Far West: Far enough that we don't need to bother with them. The Yaks can deal with them if they want to.

—[ ] Far East: ...maybe. These are probably Maretonia's trading partners, and they might not even know about the slavery. We might be able to steal an important advantage from them

—[ ] Far South: If they were friendly and anti-slavery this would allow us to completely surround Maretonia's territory. One on one we might lose, but if we can attack from literally every side... Still we have few actions, and it could be taken as an aggressive move. Again a maybe



Diplomacy:(Two Actions Per Turn)

[ ] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.

Necessary. We don't want to suddenly find ourselves without an advisor, and if she's alive she can help us choose the best candidate.

[ ] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.

Good action, and necessary if we want to establish a stronger relationship with them.

[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%

I'm always tempted by this, but we have too many things to do right now. Maybe we should also consider expanding our farmland first, if we get too many immigrants we need to be able to feed them after all.

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

[ ] She can see the Futuuure!: Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%

For prophecies we want quality over quantity. If we want to go for one, Canterbury is probably better than Yakyakistan.

[ ] 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: 60%

We don't currently need the Oricalchum that much, and we have more urgent problems with Maretonia. If the Yaks ever make a move first we'll deal with it. They'll need to contact us if they ever want to take advantage of the metal after all. Let THEM come to us (hopefully)

[ ] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.

We need this. It's one more ally against Maretonia, and it would reassure us that the pirates can't be tempted to act against us.

[ ] Demilitarized Zone: 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: (Two Actions per Turn) One Action Locked.

-The Crystal Line: 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: Cost: 400. Time: One Year. Reward: Increased Logging Income.

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


the eternally delayed actions. They're good, we just have more important things to do. WE ALWAYS HAVE MORE IMPORTANT THINGS TO DO!

Clothes are a luxury, we don't currently need the extra wood, and our income is both high enough and can be boosted by more important actions with more interesting effects, like the Canterbury trade one.

[ ] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increases Income.

We currently should be producing a surplus in terms of food, and if we ever have problems or see the actual baby boom happen we can imperial order this while importing more food for a year. It's good, but it can wait.

[ ] Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.

With this we've basically completed the "uplift Crystal Protectorate" project.

[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.

Don't get me wrong, this is BOTH good AND usefull. But an action locked for 4 years right now...i'm against it. We're about to complete the Crystal Line, I propose waiting to see what the results from that one are and if it gives us some insights into how to complete this project more quickly.


Learning: (Two Actions per Turn)

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

...Maybe? it's like before, it's potentially usefull but we don't know how long it will take. Except NOW we could potentially involve Canterbury if we think we need a little "magical" help in the construction.

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

...potential source of more alcohol, syrup, sugar, biofuel.. and yet i can't bring myself to take it.

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

I don't think we're planning to go to war right now, so it can wait. it can be taken the turn immediately before the hostilities start.

[ ] A Different Kind of Mortar: Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.

This are especially good on offense. We're currently NOT planning to attack, so I think they can wait.

[ ] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.

I'm interested in these, ESPECIALLY if we plan to try the sea heist with Hoofbeard now or next turn. They'd certainly help

[ ] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.

We all wanted this. It could be a powerfull boost to our defences in case Maretonia's attack, a good counter if their battlemages actually use dark magic, and maybe it can also be used outside of war. We built the academy at least partly because of this.

Intrigue: (Two Actions Per Turn)

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

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


I think Maretonia is more important, but i COULD understand us wanting to get one more firm ally on our side. It's just that i fear this becoming a new action black hole.

[ ] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.

yeah, maybe they're not as good as they say. They can hardly be worse than Maretonia. If we start trading with them we'll get to slowly know them anyway.

[ ] Stirring up Trouble: 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%

This one i like a lot. If they're busy bickering with each other that gives us more time to widen the economical and military gap between us. We'll become strong enough that they simply won't bother fighting us, and we'll make a few contacts into the higher echelons of their society as well.

[ ] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%

This i consider slightly less important then the previous action. Still, If they're fighting that means we don't need to. Better them than us.


[ ] 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)

I'm not saying no. I'm saying "not now". We AT LEAST want to develop the naval mines (it's relatively believable to say "the pirate stole them from us" or "we traded for them. How could we know they'd use them against you?"). We could even make a deal and give them our cogs, we don't really need them anymore with our carracks.

Personal: (Two Actions per Turn)

[ ] Overtime:

[ ] Imperial Priority:

Always good, but we can probably afford only one of these.

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

Money is NOT a problem, and it's definitely not worth an action slot


[ ] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.

We probably should. If we don't take it sooner or later religions and cults will spread anyway, and we won't have a say in it. With this we can hopefully make clear our stance on the matter, make it so that there is no conflict between faiths and what the government's role is.

Also I'm kinda hoping for some divine sign. I mean, If Canterbury can have a goddess on her side, why can't we? Maybe one of the old gryphon gods will appear and explain how Discord trapped it, apologizing and promising that it will never happen again. I can hope!

[ ] Crystal Pastimes: Cost: 0. Time: One Year. Reward: Gleaming Pearl gains a Hobby/Stat Modifier.

Pearl, I'm really really REALLY sorry, daddy is busy saving the world empire. Next year?

[ ] 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:

—[ ] Ki Seong:

My heart says Kilin, my head says Brochard's descendant. I'm conflicted
 
Ok, so for anyone who's voting for my plan, I've swapped Rail Network for Skill-Training Programs. If anyone has problems with this change, please speak up.
 
[X] Plan Preparing and Delaying the War

This has my two wants so it gets my vote don't really care much about which son social gets done (inb4 Isabelle is actually Brochard secret daughter:V)
 
Ok, so for anyone who's voting for my plan, I've swapped Rail Network for Skill-Training Programs. If anyone has problems with this change, please speak up.
maybe it's better if you tag the one who already voted, just in case.


Also your plan LITERALLY has all my "green" actions now, so this makes my choice pretty straightforward


[X] Plan Preparing and Delaying the War
 
Because the original maker hasn't posted it yet.

[X] Plan: YO HO BITCH
-[X] Crystal Knights: Cost: 600. Time: Two Years. Reward: Establishment of Crystal Knightly Order. Will Finish This Turn
-[X] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[X] The Crystal Line: Cost: 800. Time: Two Years. Reward: Rail Line connecting Crystal City and Central Gryphus. Increased Income, New Actions Unlocked. Will Finish This Turn.
-[X] RailNetwork: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
-[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[X] 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)
-[X] Overtime: Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[X] 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)
—[X] 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.
 
The moratorium should be over by now, so...

[X] Plan Preparing and Delaying the War
-[X] Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[X] Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
-[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[X] Stirring up Trouble: 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%
-[X] Overtime:
--[X] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
-[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[X] 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)
--[X] 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.


We may have rescued our people, but the Maretonia Crisis is still going and it will not end until we put an end to the slave business in Maretonia. Therefore we really should use our personal actions for the sake of our kingdom for another turn.
I somewhat liked your plan before, but I can't support it at all anymore, I consider the rail network to be the most important part.
 
Omake: Imperialisation (Canon)
Imperialisation

When Dark-Scar-Sly-Gnarler of the Bronze-Hills Pack first meets a Griffon, he's Twelve Winters and hiding himself behind the trunk-like legs of his father as the pack leader dumps a chest full of the pack's previous riches at the great claws of the King of Griffonia. The King's shinny coat draws his eyes and for a moment the smallest dog of his litter is jealous of this giant bird-lion who sits upon a high throne, with feathers that gleam in sunlight compared to his own coat that attracts the shadows around him. His father has explained to him that they need the Griffons if they are ever to return to the land on their ancestors, driven away by vicious monsters.

He doesn't see how it would be possible for the large birds to accomplish this, if the greatest the pack fell to such creatures. Then the King looks at him, well he looks at everyone, but to Dark-Scar-Sly-Gnarler of the Bronze-Hills Pack he can feel the Griffon looking at him. The King is not impressively strong in body, but when he stares back into the King's eyes there is a strength there, a cunning calculating mind that he has only heard tales of Rex, the first dog to roam the Bronze Hills.

He inspires to find the secret that strength.

----------------

At Forteen Winters, Dark-Scar-Sly-Gnarler-Slate-Talker has changed quite a bit. The Bronze Hills Pack has moved into the Griffon town of Virgilia, or rather under it, digging underground dwellings under the houses. Here the Pack enjoy a quality of life that would have been seen as paradise in the woods.

Dark-Scar-Sly-Gnarler-Slate-Talker learns with other young Griffons by the wisdom of a Griffon Matriarch called Misses Vind. It is here that he learns to speak, read and write in the Griffon Tongue or Griffonese. He takes to his studies like mushrooms to the damp and before look he has mastered the art of fancy writing and expanding his vocabulary to articulate his thoughts. Some of the older pack members frown on this, but he doesn't care playing with his new friends. He likes new clothes that make him seem less black, he likes that his friends are willing to play rough with him, his runtish frame filling out from good meat and the enforced training of Virgilia's leader. They give him a new name after the difficulty of pronouncing his full one.

Sly likes them a lot.

----------------

Sly is Sixteen Years old when he joins a trade caravan a few days after unification. It's a chaotic mess and he's practically the only Diamond Dog there, his brothers having joined either in the mines or into the military as they open their doors to the mass of paws looking to fight. The lead merchant looks at him funny, but he can't turn away a bright young mind, especially one with the skills to do the fancy writing that looks regal next to his chicken scratching. Not to mention it's helpful to have an extra crossbow to deal with the beasts.

Sly sees the Empire as he travels, from highest peaks to the shores oceans and marvels at it. He takes in the music of Enrico Chivaldori, the culture of Aquline, the cheerfulness of Wingbard and the somber feelings of the ancient capital of Griffonstone. In changing world as Winter and Darkness flood the land Sly adapts to the new and the strange, keeping track of finances and speaking with traders from far off lands and occasionally actual customers. He's fortunate that though relations between species are calm, more than a few noble brats underestimate the 'scruffy looking mongrel' and leave with their pockets significantly lighter.

Of course after a while his boss notices. He doesn't tell him to stop, being extremely careful with words, but does suggest that a merchant called Sly might be picked out by those with sharper minds and frugal pockets. So the Diamond Dog grabs a register of names and attempts to find one as close as he can. After all he's an Imperial, a Citizen of the Empire and he needs a name to reflect this.

Sylvester 'Sly' Bronzetail.

----------------

At Twenty-Three romance is found with the most unlikely of figures. Sylvester is attending a ball at a estate on the outskirts of the city of Aquline, celebrating the defeat of Sombra and end of Winter. It is after he has drunk his third glass of fine wine when he meets her, a vivid purpule dress, grey and white feathers, big soulful green eyes and a sense of humour that has him laughing till it hurts. She is just as sharp witted as he is with a love of music, plays and romance novels. The pair decide to skip the stuff celebration and share more than a moment of passion in the thick depths of the hedgemaze. Sylvester learns that his date likes those romance novels for more than just their literary work.

It isn't until morning that he learns her name, Viviane-Rosemarie Discret and quite unfortunately for Sylvester she is the favourite child of the Baron Moriset Discret, a avid hunter and the host of the celebration. It doesn't help that he only learns this as the Baron has a sword pressed against his neck and from behind the silken sheets of her four-poster bed Viviane exchanges a heated argument with her father. The Baron is eventually convinced to lower the sword and not have Sylvester's head removed from his shoulders, but that he will not see his 'Precious Rose' soiled by consorting of someone of 'his class'.

It's only after Viviane unleashes a torrent of accusations and most likely several words not supposed to come from the beak of a noble lady that the Baron clarifies. It's not the fact that her possible eloper is a Diamond Dog (if anything the Baron delights in the idea of causing the veins in the head of some rival family to burst at the news), but that he's a merchant and all merchants are greedy, cowardly swindlers who would bankrupt the Barony if given half a chance and who couldn't stand up to a good punch let alone a manticore.

It's at this moment, fresh off the passions of making love for the first time, that Sylvester claims that he could kill a manticore by himself. Both Griffons turn to look, one in surprise and the other with excited glee; the Baron has found the best way to rid himself of a problem.

So Sylvester 'Sly' Bronzetail left the merchant caravans and joined Baron Discret's Hunting Retinue.

----------------

The Great Hunt is a wild and energetic affair, Moriset is a bold and adventurous sort, attempting to relive his youth in the dark forests and his retinue spends just as much time chasing after the Baron as they do hunting monsters. Sylvester learns pain in places he didn't think pain could be, many nights of keeping watch are spent trying not to nod off from exhaustion, but he pushes himself out of love for Viviane. Again and again he proves himself a hunter as arrow after arrow strikes at the beasts.

The Baron even agrees to participate in the liberation of his Pack's ansestorial lands. The Bronze Hills are home to many a packs of manticore and time and time again him and the Baron fight back to back. Victory is delicious... and so are the manticores, drained of poison and roasted over a spit with a healthy drizzling of honey. It's a shame how expensive they'll be afterwards.

Sylvester returns to Viviane, battered, bruised and with a few more scars, but with the approval of her father. There's a problem though, several other suitors who wish to marry the captivating beauty don't take well to the idea that they've been beaten and worse by a Diamond Dog. Of course Sylvester is smart enough to avoid being goaded into a duel. However, the Aquilian nobles are determined enough to bring up an old law from before unification.

Viviane must marry a noble.

For an agonising week Sylvester stresses, for a week he seeks a loophole or a exception. He can't find one... but there is one way. Become a noble. The rest of the nobility won't accept him buying one like a Featherisian and neither would Moriset. So there's only one solution, go to the capital and directly petition the Emperor to ennoble him.

----------------

Getting to Gryphus Peak is easy, a little pricy, but simple compared to getting an audience with the Emperor. 'He's too busy' is a constant theme and to be fair Sylvester understands the need to run an Empire, but he soon runs out of patience and decides to cut through the Imperial bureaucracy by slipping into the palace. Fortunately he catches a break when a new minister is being looked for. His fancy writing comes in useful as the guards take one look at the Diamond Dog in the finest clothes with a letter with writing that could only have come from a high official and let him in. He spends two hours searching before the adorable Princess Pearl runs up and excitedly asks what she believes to be a new servant for a piggyback ride.

Sylvester can't find it in his heart to say no.

It's a good thirty-nine minutes before the Princess' tutor, who questions where the pony princess has slipped off to this time, finds her charge playing Go-Fish with the intruder. Only after one loud scream, fives guards in full armor tackling and an overprotective Empress flaring wings and promising untold horrors upon him, does the Emperor finally arrive, pulled from a meeting that from the look on his face he really didn't want to be in.

He's bigger than Sylvester remembers, which is impressive considering that last time he'd saw him Sylvester had been twelve. It takes all his charm and wit combined with all of the Princess' adorable expressions and jumping hugs to explain that he just wanted to petetion the Emperor on a matter important to his heart.

He tells the whole story, clearly and with no embellishment, the Royal Couple listening with a stony expression and the Princess making awing noises. When it ends the Empress bursts into laughter, while the Emperor orders the guards to get off the intruder as he obviously meant no harm go the Princess.

Sylvester rises to his feet, dusts himself off and kneels before the Emperor asking what task he can perform as an Imperial, as a citizen of the Empire to accomplish his goal. The Emperor draws his sword, for a moment Sylvester fears the worst, before the blade taps his shoulders.

There's going to be a formal ceremony for this later, but for the moment this will do. The Emperor tells him that he will personally marry him and Viviane, for he has proven willing to go will any lengths to earn her talon. The Princess squees, jumping up and down begging all the adults in the room to be a bridesmaid before the Emperor coughs loudly, adding more.

Since the Great Hunt had opened up so much land that it would be impossible for the current borders to administrate and renovate a new set of baronies, counties and Duchies would be opened up. Sylvester may serve the Empire by administrating one of these and the Emperor had one in mind of his loyal citizen.

Count Sylvester 'Sly' Bronzetail of the newly formed County of Bronzehill returns to the Disrect Estate to give his wife to be the good news. The loud sounds from the bedroom that night showed that she was more than pleased.

@Questor
 
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[X] Plan: YO HO BITCH
-[X] Crystal Knights: Cost: 600. Time: Two Years. Reward: Establishment of Crystal Knightly Order. Will Finish This Turn
-[X] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
-[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
-[X] The Crystal Line: Cost: 800. Time: Two Years. Reward: Rail Line connecting Crystal City and Central Gryphus. Increased Income, New Actions Unlocked. Will Finish This Turn.
-[X] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
-[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
-[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
-[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
-[X] 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)
-[X] Overtime: Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
-[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
-[X] 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)
—[X] 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: 9200
Net Income: (713)
Treasury: 9399

IT'S GO TIME YA'LL!

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.
 
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Wouldn't it be good for defense as well?


[ ] 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.

When we're on defense we can put our cannons on top of the walls, or even have small holes in the walls through which the cannons can shoot.

They seem to me to be more usefull on offensive sieges, being able to bypass the walls entirely.
 
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