[X] Plan: Let's get down to basics, to defeat the Yetis
-[X] Security Runes:
The combination of scrying, teleportation and explosives during the Maretonian Campaign led to a swift and relatively bloodless victory for your forces, but it also served to illuminate the danger a creative, magically gifted opponent can pose. You have no desire for you or your forces to be on the receiving end of a similar tactic. Merlin has already drawn up a set of anti-scrying and teleport inhibiting runes that are, thankfully, rather simple to inscribe. You won't be able to cover the nation with them, but the Hardbeak Line and other buildings of strategic importance should be doable. It will be expensive, but it is also necessary if you don't want any arcane enemies remotely spying on you or teleporting a bomb or strike force past your physical defenses.
Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
-[X] Force Recon:
The Expedition into Storm Country led to some unpleasant revelations. A slave taking society of raiders with access to Orichalcum? That's a recipe for disaster if you ever heard one. While Captain Dawnclaw's expedition provided invaluable intel, it raised as many questions as it answered. Where did the mined Orichalcum go? What is it being used for? What manner of leadership do the Yetis possess, if any? Ordinarily you would rely upon Ravenburg and Imperial Intelligence for these answers...but if the fate of the Equestrian Expedition taught you anything, it's that Storm Country is inhospitable and unforgiving. Sending a few lightly armed infiltrators will likely end with them being eaten by a Wyvern or a pack of wandering predators before even catching sight of a Yeti. Redbeak has proposed a more...aggressive intelligence gathering mission, one which Captain Dawnclaw has already volunteered to lead if authorized. Reconnaissance in force...a novel concept. Of course, the possibility of poking a hornets nest is something that cannot be discounted, but it may be worth the risk to get more information on this new threat that faces you.
Cost: 800. Time: One Year. Reward: Assaults on known Yeti Concentrations, Intelligence on Storm Country. Chance of Success: 60%
-[X] Post-War Summit:
Though the civil war is now over, tensions still exist in Maretonia. For now the three remaining factions are content to sort out the problems within their own territory but eventually thoughts will run to the less immediate future, and already some are debating what shape the future Maretonia will take. Due your proximity as the ruined Kingdom's neighbor, the amount of aid you have provided the nation and its refugees, and your successful intervention which saw the defeat of Pegicles, Gryphus occupies a unique position in relation to Maretonia , and for various reasons you wield a considerable amount of influence with all the standing factions. It should not be too difficult to leverage this influence to call for a meeting of the three groups and help to broker an agreement between them.
Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.
-[X] YakYakistan Mutual Defense Pact:
The world increasingly seems to be a more and more dangerous place. Between the developing situation in Maretonia, the revelations of Changelings in Canterbury, and the ever-present possibility of another outside context problem like Sombra suddenly emerging, threats to the Empire are as numerous as they are worrying. You are therefore not surprised when Gisa draws up a proposal for a mutual defense treaty with the Kingdom of YakYakistan. They are your neighbors, trade partners. You fought alongside each other against Sombra. And, though they themselves are loathe to admit it, you did help them abandon their previous nomadic lifestyles and allowed them to become a unified nation. It would only make sense to ally. Of course, the Yaks are as prideful as they are stubborn, and you suspect that the only thing that would annoy King Rutherford more than the thought of being reliant upon the Empire would be the thought of getting dragged into a war they would have otherwise not been a part of. Still, the arguments in favor are sound, and the thought of a line of Yaks charging down the Empire's foes has a distinct appeal to it. The recent discovery and agitation of the Yetis bordering YakYakistan has only added further urgency to this task.
Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%
-[X] Griffonstone Revitalization, Part 1:
Griffonstone. The original Capital of the first Empire in the Pre-Discordian era. Despite its storied history, it has fallen a long way from the height of its grandeur centuries ago. The rise of Discord and the collapse of the ancient Empire spelled the end of the city's golden age, and ushered in a decline that has only recently been reversed. While the city has been experiencing an economic and population boom alongside the rest of your Empire, it still has a long ways to go before it can hope to even think of recapturing the glory of its past. But Gisa has ideas. Big, big ideas. Her magnum opus, she calls it. A new Griffonstone for a new era, a city to inspire and awe the world, a truly Imperial City. You took the first step with the construction of the Imperial War Memorial, but Gisa says that that is only a glimpse of what could be. Give her some funding and time, and see what she can do.
-[X] Better Breweries:
Archimedes' Mushroom Moonshine is not just a popular beverage within the Empire, but a valued Trade good purchased by Yaks, Minotaurs and Qilin alike, netting your government a pretty penny in export duties. Genevieve has been going over the brewing process, and thinks she's come up with a few methods to improve it. Give her some funds and time to see if her theory is workable.
Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.
-[X] Airships-Commercial Refinement:
The prototype Airship has proven itself a resounding success, and your engineers have learned a wealth of new information as they observe its performance. The test flights have generated quite a bit of attention as well, from both the common people and from the rich and influential. You've already had several nobles and business magnates inquire as to how or when they can get their talons on a sky ship of their own. As a former merchant, it's not hard for you to imagine the numerous commercial applications for the new technology. But Archimedes and Genevieve still think the design can be improved, turning the current testbed into a dedicated airborne cargo hauler. Have them prioritize that avenue of research.
Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
-[X] Amenable Abolitionists:
There exists a faction within the Abolitionists that calls not only for their separation from the rest of Maretonia, but for a closer relationship with Gryphus. Whether they would be allies, a protectorate, or even a new province of the Empire is a question which divides them even further, but the fact of the matter is that they support the foundation of a new nation that would be closely aligned with your interests. It shouldn't be too difficult to pull a few strings, call in a few favors, grease a few hooves, and covertly gather additional support for this idea. Both Ravenburg and Rose think it is reasonably doable.
Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%
-[X] Storm Chasers:
The Yetis of Storm Country. A society of slavers with access to Orichalcum. To say you are concerned is an understatement. You need more solid intel on what's going on in that mountainous, monster-infested land. Redbeak has proposed a dramatic armed reconnaissance mission, but Ravenburg has always been your go-to Griffon for gathering intelligence. You need detailed information, preferably gathered without the knowledge of the locals, and only the Office of Imperial Intelligence can give you that. You have the fullest confidence in Ravenburg's agents to achieve their mission. They've never let you down before have they?
Cost: 500. Time: One Year. Reward: Detailed Intelligence on Storm Country and the Yetis. Chance of Success: 40%
-[X] Holy Icons:
Now that they have their artifacts and a grand temple, the Pantheists have begun producing religious icons by the boatload, that all who wish to bear the symbol of their faith may wear it around their necks or build a shrine in their own homes. Naturally, this requires a great deal of raw materials that are very much in demand, and the Pantheists are having a hard time getting their talons on enough metal to make all the icons that they want to. The representative upon the Council of Faiths has petitioned you for some manner of assistance. You suppose you could use your influence and a small part of the treasury to clear this production bottleneck and allow the Pantheists production project to progress.
Cost: 400. Time: One Year. Reward: Expanded Pantheist Influence.
-[X] The Land of the Rising Sun:
For years, Gwyndlyn has maintained correspondence with the Emperor of Neighpon, ever since the two first met during your people's first contact so many years ago. She has nurtured a great fascination with and appreciation for Neighponese art and culture, and speaks the language fluently. It therefore did not come as much of a surprise when she (somewhat bashfully) asked to journey to the island nation in person, to see the country that has for so long captured her attentions. Though your fatherly overprotective instincts are threatening to kick in, you can't begrudge her the opportunity. And Gisa has been repeatedly advising you to try and strengthen your diplomatic ties with your oldest and closest ally. You're sure Koryū would be delighted to host his longtime pen-pal.
Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
-[X] Dynasty of Duelists:
You admit, you'd had some misgivings about encouraging Gilda to pursue dueling of all things...but your youngest Daughter has taken to her new pastime like a duck to water, honing her reflexes and martial skill through many hours of sparring and drills, first against her Mother, then with the soldiers and knights of the Palace Guard. She's shown a natural talent for the blade, and while she lacks experience, you have no doubt that she could one day become as capable as any knight. Gilda has recently come forwards with proposal...well, more of an idea. In the course of her training, and search for suitable sparring partners of similar experience levels, she's made the acquaintance of several noble scions who also share a love of dueling and games of martial skill. These young Griffons, many of whom aspire to achieve knighthood or serve as officers in the military when they come of age, often organize informal tournaments and competitions to test their mettle and hone their abilities. Gilda, ever enthusiastic, has put forward the idea of officially recognizing these "combat clubs" by hosting a real tournament for aspiring young warriors, like the ones once hosted by kings in the days of old. You admit, the idea does appeal to you...in a world as dangerous as this, it's never too early for the young to learn to defend themselves and others.
Cost: 500. Time: One Year. Reward: Grand Tournament Held. Potential for further rewards and options.
-[X] Gotta get with my Friends:
Though Gawain struggles to meet with his friends in person due to their mutual busy schedules, he cherishes the time he gets to spend with them. But it has occurred to him that the occasions where he has spent time with all of his friends together are few and far between. Perhaps it would be a good idea to find a time and place where they could all meet up at once?
Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)
1500+800+300+300+3000+800+1000+400+500+400+300+500 = 9800