You sigh as you examine the updated map of Maretonia, the once singular nation now divided between multiple warring factions. Crowded around you and the long table at the center of the council room are the members of your "war council". Redbeak eyes the assumed frontlines with the air of an experienced tactician, trying to gleam some further detail or hidden knowledge from the parchment. Gisa Eagleclaw quietly glances between the map and the rest of the room's inhabitants, shifting nervously in silence. You can't help but feel bad for her. Just over a year on the job and already being made to contemplate a potential international crisis.
Honestly she's mostly here as a formality. You don't expect a diplomatic solution to be found for the conflict any time soon. No, she's mostly here to provide any input on how the other nations of the world may react to any given course of action.
Frida Bronzeclaw doesn't even look at the map, too engrossed in a sheaf of papers detailing the progress of the work on the national rail line and sewage infrastructure. She occasionally takes a sip from a mug of tea, the bags under her eyes visible even in the dim light of the council chamber. Much like her diplomatic counterpart, she's mostly here as a formality, and to offer any input on how the Maretonian situation may affect your internal affairs...and vice versa.
The most recent addition to the Council, unofficially, is your son Gawain, here merely as an observer after he requested to become more involved in matters of government. He sits quietly in the corner, observing the goings-on with a contemplative expression that you've seen him adopt during many games of strategy. This should be a learning experience for him, if nothing else.
Finally, and perhaps most importantly, your spymaster Ravenburg stands directly across from you, having just finished his explanation of the situation in Maretonia. Despite his skill at hiding his emotional state, you can feel the suppressed guilt emanating from him. You've repeatedly told him that the start of the civil war wasn't his fault, that, given the circumstances, it was bound to happen eventually. He doesn't seem to have taken your words to heart. Still, he is as focused on the job as he always is, and is now dedicated to ensuring that he doesn't make the situation south of the border any worse than it already is.
Ravenburg wraps up his expository speech, and you nod, silently gesturing the rest of the room's attendees to offer up any thoughts. Predictably, Redbeak is the first to the punch, his eyes never leaving the map even as he speaks.
"I don't think we're likely to get a better chance than this. We've been preparing for a conflict with them for years, now we have both an opening and an excuse. Before we'd have been invaders, now we can honestly call ourselves peacekeepers interested in restoring law and order."
Frida snorts, not even looking up from the report she's reading.
"You honestly think the Maretonians will see it that way? The moment we send troops over the border they'll put aside their limited differences to fight off the 'foreign hordes trying to destroy their country'."
Redbeak's retort is interrupted by Ravenburg.
"We would face a difficult fight against even one of the noble houses, let alone both at once. And heavens forbid the remnants of the Maretonian Royal Guard throw their considerable might against us. Combine that with the resistance we are likely to face from the local population as foreign occupiers, and an armed intervention in Maretonia is not advisable at this time."
Redbeak presses on.
"The Abolitionists-"
Gisa sighs, rubbing her forehead.
"Don't have the numbers, funds, training or equipment to last a week in an actual war with any of the other factions. The only reason they haven't been wiped out already is because everyone knows that attacking them would risk our intervention."
Your chief diplomat stares down your martial advisor with a surprisingly unflinching gaze.
"Besides, how do you think our allies will react to this? If we invade, we'll be doing so unilaterally, without support from Neighpon or Canterbury. And it will set a dangerous precedent in the realm of international relations if we so blatantly meddle in the affairs of another kingdom, regardless of the circumstances."
Redbeak sighs and sits back down, conceding defeat as a contemplative silence descends upon the council chamber...a silence broken by an almost inaudible mutter.
"Three is stability."
All eyes turn to Gawain, who flashes under the sudden attention. You silently gesture him to continue, which he hesitantly does.
"However many sides there are in a conflict determines how that conflict will go. Three means stability. Even if one is weak, neither of the other two can move against it without exposing themselves to attack from each other. If Storm attacks the Abolitionists and wins, White Star will attack the weakened and disorganized Storm forces. And if White Star attacks the Abolitionists, the same thing will happen with the roles reversed. And if the Abolitionists were crazy enough to attack either of the Noble Houses..."
You nod at your son's words.
"The other party would take both of them out."
Gawain nods.
"And so there's a stalemate. No side can move against any of the others without exposing themselves to attack."
Redbeak raises an eye ridge.
"And where do the Maretonian Guard fit into this?"
Gawain shrugs.
"They're the wildcard, same as us. For now, they're neutral, but that could change at any time. If they wanted to, they could easily serve as the kingmaker in the conflict...but as of now they don't seem interested in doing anything but maintaining control over the capitol."
All of you silently ponder this information, contemplating the ramifications. Finally, Ravenburg breaks the silence.
"What happens when there are four sides?"
Gawain shifts uneasily.
"If it were us and the Abolitionists against the Noble Houses...the same as if it were only two factions: war."
Ravenburg shows no reaction.
"And if the fourth faction wasn't us but was instead the guard?"
Gawain sighs heavily.
"Then the strongest faction will destroy the weakest one, neither of the other two getting involved for fear of drawing attention from all of the others."
The silence that follows his statement lasts a long while...before you break it by quietly tapping a talon against the table.
"Then we better make sure that that doesn't happen."
Martial: Redbeak rivals Ravenburg with his concern over the events unfolding south of your Protectorate, drawing up numerous contingency plans even as he oversees the construction of the Hardbeak Line. (Two Actions Per Turn) One Action Locked
-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. The recent completion of the Crystal Line has made such an endeavor cheaper and easier, though still nothing to sneeze at. Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured. Will Finish This Turn
[ ] Military Advisors: With the Abolitionists now forced into open revolt by the death of Queen Mareia and the collapse of Maretonian society, the odds of Ambrosia and her followers being forced into open combat with the forces of either of the Noble houses are now worryingly high. And while the ragtag militias that they rely upon for defense have no shortage of courage, they are severely lacking in training, tactics, and logistical knowhow. Redbeak has proposed a solution: sending volunteers from the Imperial Military to serve as trainers, instructors, and advisors to the Abolitionist's military forces. By now it's basically an open secret that you and your Empire support the Abolitionist cause anyway, and the lack of any direct offensive action against them should prevent the Noble Houses from doing anything rash in response. Cost: 400. Time: One Year. Reward: Abolitionists receive support from Gryphus Military Advisors. Chance of Success: 70%
[ ] Doubling the Guard: The recent population explosion has brought problems, but it has also brought opportunities, chief among them an end to the previous shortage of able-bodied Griffons and Dogs available for military service. Redbeak has long been considering an expansion of the army, and if given sufficient funding to do so he could double the size of your Empire's primary fighting force within two years. With the onset of the Maretonian Civil War, such an expansion may soon become a necessity. Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
[ ] 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.
[ ] 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 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 Kestrella.
[ ] Mothballing the Peregrines: 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, now that the Hardbeak Line is nearing completion. You can always reactivate it later if need be. Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.
[ ] 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: 300. 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 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: Gisa Eagleclaw, though concerned with the events unfolding in Maretonia, is primarily concerned with the numerous other nations that you are on speaking terms with, particularly the newly discovered Minotaur Republics, who she is eager to make official diplomatic contact with. (Two Actions Per Turn)
[ ] 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 not 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%
[ ] Emerald Isles Emissary: The discovery of an entire independent kingdom of Diamond Dogs has raised more than a little bit of interest amongst your people...and the realization that it was the Neighponese who met them first has more than a few members of your diplomatic corps kicking themselves at the missed opportunity. But there's still time to rectify this and properly introduce yourself to the inhabitants of the Emerald Isles. A diplomatic mission seems to be in order. Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
[ ] Journey to the Frozen Coast: The Caribou are an interesting people. A maritime culture, divided between multiple petty kingdoms, subsisting through a combination of trade and raiding. Whether they will be enemies, allies, or simply another divided people to keep an eye on has yet to be determined. A diplomatic mission to introduce your people to theirs may be in order. Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
[ ] Meeting the Republicans: The infiltrator Light Step's fateful adventure overseas allowed you to make a decent first impression with the Minotaurs, the Maretonians' mysterious trading partners. Though, despite this, you've yet to make official diplomatic contact with representatives from the city-states that comprise the Minotaur Republics, and you still have many questions regarding the newly discovered people and their culture. Perhaps it's time you tried to arrange a more formal meeting and foster a dialogue between your respective governments. Cost: 200. Time: One Year. Reward: Diplomatic Relations Opened with Minotaurs, First Contact QA Interlude, New Actions Unlocked.
[ ] Orichalcum Trade: The Yak King Rutherford has expressed his willingness to trade his kingdom's considerable Orichalcum deposits in hopes of balancing out his people's trade deficit to the Empire. All that remains is to smooth out the details and determine exactly how the rare mineral will be transported and paid for. It will be expensive, but it will be worth it to secure a larger supply of the anti-magic metal that your military is becoming increasingly dependent upon. Cost: 100. Time: One Year. Reward: Yak Orichalcum Imports, Additional Actions Unlocked, -500 Gold per Turn.
Stewardship: Between the gargantuan task of completing a national railroad and performing a complete overhaul of the Empire's sewage infrastructure, Frida has her talons full this year, to the point that you don't she can handle anything else. Still, if it's truly necessary, you think she can handle just a bit more on her plate...you think. (Two Actions Per Turn) Two Actions Locked
-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. Will Finish Next Turn
-Imperial Sanitation Commission: Your growing population has raised concerns amongst the healers and physicians of the Office of Disease Control. The issue of...waste management...has been raised more than once. Simply put, you are rapidly reaching a point where the existing infrastructure will become unable to handle so many people, which may in turn lead to outbreaks of disease. Frida and the Office of Disease Control have been coordinating with a team of architects and civic planners to draw up an expansion of the existing sewage network in your major cities. Needless to say, it's going to be expensive, and will take a significant amount of time to implement. But it may be the only way to prevent the recent population explosion from becoming the catalyst for a plague. Cost: 3000. Time: Two Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks. 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. 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, Increased Income.
[ ] Refugee Resettlement Program: The Maretonian Civil War has displaced thousands of citizens, many of which have fled to the Empire or the Crystal Protectorate in hopes of escaping the carnage and bloodshed that has so rapidly consumed their homeland. Combined with the thousands of escaped slaves who have flocked North to the promised land of Griffonia, this living tide of desperate people has swamped the government offices dedicated to assisting them, and has led to severe overcrowding in the hastily established refugee camps along the border. A coordinated government response is needed urgently. In between her numerous other duties, Frida has coordinated with the Crystal Assembly to draw up a plan to empty out the camps and help these Maretonians become self-sufficient Imperial citizens. This will of course require both time and a significant influx of funding. Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.
Learning: While Archimedes and Genevieve form the core of your scholastic efforts, the Neighponese Trio and the newly arrived Canterbury Experts, particularly the venerable Merlin, have become increasingly important to your Empire's research and development efforts, providing new insights and research opportunities to exploit. (Two Actions Per Turn)
[ ] 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 (or what's left of it) 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.
[ ] Crystal Rune Replication: While the replication of the Crystal Heart has been deemed impossible, the individual runes found on it may be a different story. Genevieve and the Neighponese Trio stand ready to make the attempt at reverse engineering the more easily comprehensible components of the Crystal Heart. It will take time and funding, but if successful, you may have a method of harnessing the power of magic. The arrival of Merlin and his colleagues have decreased the anticipated time needed to perform this action. Cost: 400. Time: One Year. Reward: Reverse-Engineered Runes. Chance of Success: 70%.
[ ] Miniature Ballistae: The recent completion of the great hunt, while ridding your lands of monsters and dangerous creatures, has also had an unexpected side effect of depriving the forests of dangerous game. As a result, the people of your nation have much fewer targets to practice their craft on. This may result in a shortage of skilled archers in the near-future, which may endanger your military's ability to engage enemies from range. Archimedes claims to have a solution to this: a miniaturized ballistae that can be used and carried by one person. Such a weapon could be used by anyone with only a relatively small amount of training, readily solving the issue. Of course, he will need time and funding to perfect the design and make it suitable for mass production. Cost: 400. Time: One Year. Reward: Crossbows.
[ ] Arcane Agricultural Practices: Puissant Arbre has approached you with an intriguing proposal to improve your Empire's agricultural output. While it is not possible, nor desirable for him to use his magic to personally enhance the soil and crop output of every farm in the Empire, there is a more practical way for him to make a difference, namely, through teaching. While the majority of your population cannot use magic, and thus cannot hope to use it the way he does, he can teach them a few agricultural tricks that he and other Earth Ponies have picked up from years of experimentation and trial-and-error, taking advantage of the natural flow of ambient magic to aid in plant growth. He will need funds to organize a proper lecture circuit, but if it works as he claims it will, you could see a significant increase in annual crop yields. Cost: 300. Time: One Year. Reward: Increased Agricultural Income. Chance of Success: 65%
[ ] Gas, Gas, Gas: The designs for a flying machine you found so long ago in the Imperial Archives have proven feasible...in theory. Archimedes tells you that, in order to create a craft large enough to be practical, a suitable lifting gas must be found to serve as a means of airborne buoyancy. Naturally, this will take time and dedication of resources. Cost: 300. Time: One Year. Reward: Lifting Gases Identified.
Intrigue: Ravenburg is more than a little embarrassed at how his meddling in Maretonia's affairs accidentally started a civil war that now threatens the stability of the region, but he hasn't let that stop him from doing his job of keeping the Empire safe and keeping the Emperor informed. (Two Actions Per Turn)
[ ] Trust but Verify: 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%.
[ ] Eyes on the Skies: House Storm worries you and the abolitionists. A House with such a militant history and reputation, simply waiting and reacting to what the other factions will do? Not likely. You need to know what they are up to, but finding out is going to be easier said than done, due to the fact that many of their higher-ups live and work in the cloud-settlements that Pegasi are famous for. Getting an infiltrator inside is going to be a difficult task...but it will be worth it to have a source of intel on the warlike faction. Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
[ ] Spying on the Stars: House White Star is an enigma to you. A collection of wealthy nobles and powerful battlemages tenuously united by their shared greed and their fear or loyalty to the Duke of Argentum. They've got more money than they know what to do with and enough magical talent to make the impossible reality. And yet they seem to be content to simply sit on their wealth and wait for their enemies to make the first move. You're not buying it. Get some infiltrators into the parlors and council chambers of the White Stars and have them find out what the Unicorns are up to. Cost: 500. Time: One Year. Reward: Intel on House White Star Activities, New Actions Unlocked. Chance of Success: 60%.
[ ] Cold Case: In all the chaos surrounding the aftermath, it's easy to forget that a Queen has been murdered. But that would be a mistake. Whoever killed the monarch of Maretonia is still out there, and their identity and motivations are a mystery. A pity that no one seems interested in trying to figure this mystery out, though that's hardly surprising since at this point half of Maretonia is a suspect and the other half have the more pressing concern of survival on their minds. Solving the murder of a foreign Queen without the support or knowledge of her subjects is a nearly impossible task...but the Abolitionists and your own spy corps have made a habit of exceeding your expectations. If anyone has any hope of figuring out who killed Queen Mareia, it's Ravenburg and Ambrosia. Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
[ ] Subterranean Supplylines: There are several pockets of Abolitionist fighters that are operating behind enemy lines, still working to free their enslaved brethren. As of now they are a mere nuisance to the forces of the warring nobles, but if they were to receive proper support that may very well change. Ambrosia has a plan to excavate a great series of tunnels burrowing under and through hostile territory to serve as routes of transit and transport for her forces...but she can't do so without Imperial Support. Lend her some of your best Diamond Dog excavators to assist and oversee the construction of these proposed tunnels, and provide some funding to get the project off...or rather under...the ground. Cost: 600. Time: One Year. Reward: Abolitionist Supplylines established, Abolitionist Resistance Forces strengthened. Chance of Success: 70%
[ ] Hoofbeard's Heist: While Maretonia's recent collapse has disrupted much, it hasn't prevented House White Star from continuing to make a profit from the Trade route to the Minotaur Republics. If anything, it's actually increased their profit margins, as they are no longer obligated to pay taxes to the crown. However, the conflict between them and House Storm has forced them to shift personnel away from convoy security to the front lines, creating a unique opportunity. And with the Intel gathered by Light Step, you now know their exact route and force composition. You won't get a better chance than this. Give Hoofbeard the go-ahead and a blank check to carry out the heist. Even if things go wrong, you'll only be going to war with House White Star, so any potential blowback should be minimal. Cost: 1000. Time: One Year. Reward: House White Star's Finances Ruined, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 60%
Piety: The newly established "Council of Faiths", a gathering of representatives from every major religion in the Empire, has wasted no time in clamoring for your attention and attempting to leverage their newfound place in the Imperial Court to expand the influence of their respective beliefs. Each of the six beings upon the Council (Including a Qilin, a Yak, and a Crystal Pony) have submitted a proposal for your consideration. Whether you intend to act on any of them is up to you. (One Action Per Turn)
[ ] Ancient Empire Excavations: When the old Empire fell, many of the sacred texts and holy artifacts of the Griffon Pantheon were lost. A scant few have been pieced together from remnants found during the age of Discord, but if the Pantheon is to be the spiritual force it once was, its modern day adherents will need more than a few scraps of old parchment to serve as the centerpiece of its temples. The representative of the Polytheists has requested permission to organize an excavation of several ruins where it is hoped that he and his colleagues may find greater and more impressive holy relics to serve as objects of worship. Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
[ ] Crystal Shrine: Thus far, the religious services for disciples of the Crystal Heart have been held in a corner of the Crystal Palace, just below the object of their worship. The Crystal assembly has promised funding and authorization for the construction of a permanent shrine, but with their focus on growing the local economy and preparing their people for the possibility of war with Maretonia, they have had other priorities as of late. Perhaps you could pen a letter to the assembly reminding them of the importance of faith, and of the need for more suitable amenities for worshippers. You can even offer up a little bit of funding yourself, just to show how seriously you take the matter. Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.
[ ] A Sacred Stone: The Yaks' shamanistic beliefs have little need for temples, shrines, or more conventional sites of worship. Instead they mark sites of spiritual significance via raised stones or boulders with intricately carved inscriptions and artwork dedicated to their gods. While the followers of Yak Shamanism within your borders could simply pick a stone and carve an inscription into it themselves, they have deemed such an approach insufficient for the first Runestone to be placed in the Empire, and have attempted to contract the famous Shaman Brod the Wise to create the inscription. There's just one problem: Brod the Wise has left his self-imposed exile from his mountaintop home exactly three times in the past thirty years. Once to confirm the disappearance of Discord, once to give a prophecy concerning the coming of Sombra, and most recently to legitimize the reign of King Rutherford as a worthy ruler of Yak-kind. To say that it's unlikely he'll agree to travel beyond the borders of Yakyakistan to simply carve some runes in a rock is perhaps the understatement of the year. Still...if he were to receive a letter requesting his presence from a foreign Emperor, one that has done so much to help his people...well, he'd be much less likely to refuse then wouldn't he? Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
[ ] Seaside Shrines: While all natural phenomenon are associated with Kami, and all are important in their own way, the spirits of the winds and waters are regarded as particularly important by followers of Neighponese Spiritualism. Combine this with the fact that most of the practitioners of the Neighponese faith live on or near the coast, and it's fairly obvious what the first shrines they seek to build are going to be dedicated to. Unfortunately, the construction of the shrines is not a simple matter, for two reasons. The first is a matter of material; the followers of a religion originating in Neighpon naturally want materials from said nation to be used in their shrines, which means they'll have to go through the bureaucracy that is the Imperial Customs Office. The second and much larger issue is the fact that several of these shrines are intended to be built in or on the water itself, which may pose a navigational hazard for shallow-draft ships. Naturally, this is a bureaucratic nightmare of its own. The spiritualists would greatly appreciate it if you would grease the wheels of bureaucracy for them do that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
[ ] A Holy Lake: Obviously, Lakes and Ponds are central to the worship of the Lady of the Lakes. While technically any pure body of water could be considered holy by the worshippers of the Lady, certain ones are selected by members of the church to serve as sites of worship. Exactly how they determine which lake or pond should be more holy than others is a mystery to those outside of the priesthood, but the followers of the Lady within your borders have identified one lake in particular which they believe to be a conduit for the Lady's divine will. The fact that it is near your shared border with Canterbury is a total coincidence, you're sure. Regardless, the followers of the Lady have petitioned you to recognize the lake as a protected area, off limits to development or exploitation, save the construction of shrines and houses of worship. Given that the lake in question is far from any major cities or sources of pollution, this shouldn't be too difficult to pull off. Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.
[ ] The Imperial Creed: Now that the Imperial Cult and it's adherents have agreed on a singular doctrine, they are ready to begin truly spreading their faith across the Empire. But to do this, they will require a sacred text, a holy book to convey their message. Thankfully they already have one: the Lectitio Divinitatus, collaboratively written by several of the cult's founders. Unfortunately, they currently only have the one full copy, with a handful of excerpts transcribed by talon for congregations across the Empire. If they're going to make any headway in converting citizens to their faith, they're going to need to publish their scriptures. Unfortunately, they have been experiencing some difficulties in acquiring the services of bookmakers and printing presses, mostly because, due to their earlier doctrinal disputes, they were late to the holy book publishing party. It appears they'll need some help finding a publisher not already swamped with orders. Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
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%
[ ] Meeting Merlin: The Archmage Ambrosius is a mystery to you. His arcane power is obvious, his knowledge of magic unparalleled in the known world, but his reasons for leaving his homeland to serve in a foreign ruler's court are vague. You should probably have a chat with the elder Unicorn and see what he's all about. Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
[ ] Pet (Rock) Project: Pearl's hobby of geology and the study of crystals is well known to you, and she has become increasingly passionate regarding her study of how magic and minerals interact, traveling across the length and breadth of the Empire and the Crystal Protectorate to learn all she can. After one such journey to the Crystal City, she excitedly claims to have something to show you. You wonder what it could be? Cost: 0. Time: One Year. Reward: ???
[ ] The Good Prince: Gawain has repeatedly expressed concerns about his place in the Empire. He feels that he is not doing enough to help the nation he will one day rule. He wishes to make a difference, to earn his title of Prince. He has recently approached you asking to be given a position where he may prove himself, and earn experience for the day when he will take the throne himself. You won't deny him the opportunity. The only question is: where to send him? Cost: 0. Time: One Year. Reward: Gawain gains a government post and job experience.
Sorry about the time it took to get this out. I currently work at the Airport, and as you can imagine the Holiday travel season has been very hectic for me. Combine that with family and social obligations and other assorted distractions and I've had very little time to put into this. But again, I remain committed to this Quest. Hope you all enjoy the update.
Also, if you think there's an action missing from a category that should be added, please let me know.
As always, there will be a 12-hour moratorium.