Because, as far as I know, there are no magic slugs that we need to shove into little girls in order to milk out that sweet, sweet power goo that drives you completely insane if you take too much.
Well not until we conquer the sea ponies at least, w will put our Navy to use in War one day. Just wait sailor grifs! I' sure our next war will have plenty of naval battle for you guys to get some glory in! you won't be suiting things out forever!
 
We have no magic we are going the path of science and eventually magi-tech. Magic has rules that conform to reality so we can understand it and eventually exploit it.
 
We have no magic we are going the path of science and eventually magi-tech. Magic has rules that conform to reality so we can understand it and eventually exploit it.

Hold up, I think steampunk tech, regular science, and a stockpile of magical artifacts is the way to go. Not full magi-tech since the cost of upkeep would fall solely on the magical populace in our kingdom.
 
Hold up, I think steampunk tech, regular science, and a stockpile of magical artifacts is the way to go. Not full magi-tech since the cost of upkeep would fall solely on the magical populace in our kingdom.
We don't know how we are going to power our magi-tech yet. It is a natural phenomenon so it is possible that it can be powered by minerals and certain elements instead of people. We need more information first.
 
Hey, the ones from Disney were also plenty assholish. It's just that by the time the expedition found them, they'd grown out of their asshole phase.
Well, of course, they did only the king and princess were left from that time. Pretty sure the rest of the people are those born after everything went to shit because of their asshole actions.
 
Hmmm... While the king and the princess are the only ones we see to have survived, it's possible that others did so as well, since IIRC the crystals they wear have something to do with their longevity.
if there were other then the knowledge of how to read their own language would not be lost. Doesn't matter if the king decreed it be forgotten you do not forget to read your own language just because the guy who screwed you over said so.
 
Well, of course, they did only the king and princess were left from that time. Pretty sure the rest of the people are those born after everything went to shit because of their asshole actions.
But it they're the only ones who survived, why does Kida age slowed than anyone else, since there were people who looked older than her there.
 
But it they're the only ones who survived, why does Kida age slowed than anyone else, since there were people who looked older than her there.
The Royal family was different than the others they had a connection to the heart of Atlantis all the others might have longer lifespans but nowhere near as long as the Royals.
 
MLP expy of Atlantis but not the one from the disney works. The one from the historical epics that was a kingdom of assholes.
Can you elaborate on how the Atlantis from historical epics was a kingdom of assholes (Most of the records were lost)? I'm not very knowledgeable about 'the any expantionist country is immediately an asshole philosophy'.
 
Can you elaborate on how the Atlantis from historical epics was a kingdom of assholes (Most of the records were lost)? I'm not very knowledgeable about 'the any expantionist country is immediately an asshole philosophy'.
Not really the poems are made for Athens' people's consumption. So it played up the Athenians winning over the Atlanteans. Casting the Atlanteans as powerful but ultimately flawed and doomed to lose. It's a story and little else the Athenians were the good guys and the Atlanteans were the bad guys.
 
Not really the poems are made for Athens' people's consumption. So it played up the Athenians winning over the Atlanteans. Casting the Atlanteans as powerful but ultimately flawed and doomed to lose. It's a story and little else the Athenians were the good guys and the Atlanteans were the bad guys.

Pretty much propoganda everywhere...
 
Turn 16 Results
Martial: Gustav Kingfeather, once known as the hardest drinker and fighter in Griffonia, has sworn not to consume a drop of alcohol until the losses of Redstone Pass have been avenged, and the threat of the Shadow King dealt with once and for all. He's thrown himself into his work, seeking to ensure an end to this conflict that has already cost the Empire so many lives. (Two Actions Per Turn) One Action Locked

-The Peregrine Line-The Gates to the North: The Watchtowers have been completed and staffed with sentries. Now that you no longer have any need to worry about a surprise attack, you can begin building proper defensive works made to withstand all-out assaults. Walls shall be built, firing positions prepared, and strong points will be constructed in and along the mountain passes that serve as the only routes through the Peregrines. It will be costly and time consuming, but by the end of it you'll have a barrier for the enemy to throw themselves against while your troops cut them down. Cost: 1500. Time: Three Years. Reward: Southern Border Fortifications Built, Peregrine Line Completed.

After five long years of frenzied work, the Peregrine Line is finally completed. Watchtowers and observation posts dot the summits, walls, gates and miniature castles bar the mountain passes to any enemy force, a network of tunnels connects the dozens of strongpoints, and cannons, flamethrowers and ballistae are hidden in concealed firing positions all along and inside the defensive perimeter. Kingfeather and your generals assure you that the Southern Border is as secure and fortified as you can hope to make it with your current resources. It is a marvel of military architecture, and it's honestly amazing that your people managed to build it in only five years, especially considering the constant driving snows that have come to characterize this war.

Southern Border Fortified, Peregrine Line Completed.


-Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

The cannon foundries work overtime this year, producing cannons for the Southern fortifications, the Neighponese, and your own army all at once. The metalworkers are a frenzy of activity, hurrying to fill their orders, the ever deepening snowbanks outside reminding them of the urgency and importance of their task. Cannon barrels leave the forges one after another, followed shortly thereafter by crate after crate of cannonballs and pellets for scattershot. The makers of black powder and flash-paper are also busy, made to produce literal tons of the explosive materials for the coming conflict. But, miraculously, your workers manage to fill all of their orders, if just barely. You manage to find some time in your schedule to visit the production facilities and thank the laborers for their vital contributions to the war effort. Those weapons and munitions will be needed soon enough. +10 Cannons.

-Recruitment Drives: If you're going to take the fight to Sombra, you're going to need a lot of soldiers. Even more than you've already gathered. And after the news broke about the treatment of his slaves, there's no shortage of volunteers. Have Kingfeather expand the ranks of the army for the push South. Cost: 1500. Time: One Year. Reward: Soldiers Recruited, Army Expanded.

Once again, for the fifth time in living memory, the call goes out across the Empire for volunteers to serve the army. Once again, thousands of Griffons and Dogs turn up to join, acknowledging the risks and dangers but choosing to sign on despite them. The stories from the liberated slaves have reinforced just how much is at stake in this conflict, and everyone knows that there's no running or hiding from this danger. The recruits are hurriedly outfitted with weapons and armor and put through basic training. With their addition to your existing forces, you feel just a little bit better about your chances of winning this war. +2500 Warriors, 1250 Polearms, 1250 Archers, 500 Diamond Dogs.


Diplomacy: As the "new" Minister of Foreign Affairs, Elva has been making a lot more progress and getting a lot more done thanks her dedicated office space and expanded staff. She's very relieved to not have to carry the burden of managing the Empire's foreign policy by herself. (Two Actions Per Turn)

-Steam Pump Exports: The Yaks, as a (currently) nomadic people, aren't in a place to benefit from all the technological advances your Empire has made. The Neighponese, on the other hand, are highly interested in the Steam Pumps that have improved your Mining and Agricultural sectors. Seeing as the Qilin have a notoriously low fertility rate, the cost of labor is always at a premium, and the idea of labor-saving devices or methods of increasing productivity without additional workers is highly attractive to them. Thus far they haven't had the chance to purchase the expensive and restricted devices, but an Imperial Edict could cut through the red tape and potentially net you a small profit, to say nothing of the potential boost to your relations with your neighbor. Cost: 50. Time: One Year. Reward: Neighponese Gain Basic Steam Pump technology, one-time Income Gain, Boost to Neighponese Relations.

Forms are signed, bureaucracy is smoothed over, orders are placed, and within a few months the steam pump components are on a ship bound for Neighpon, along with a handful of Griffons who will oversee their installation and instruct the Qilin in their use and maintenance. The Neighponese are quite pleased with the new devices, and by the end of the year the productivity of several of their own mines has increased as a result. Payment for the devices is forwarded to you via a messenger from Kōryū, who compliments your people's "innovative spirit", and thanks you for sharing your creations with his people. Neighponese gain Steam Pumps, +500 Gold, +.25 Neighponese Relations.

-Boom Tubes for the Dragon-Blooded: Of your advancements in military technology, the one the Neighponese have expressed the most interest in has been your cannons. In terms of long-range weaponry, the best they have are bows and siege engines called mangonels, which are not too different from the weapons Brochard used so many years ago at Wingbard. As such, they are quite intrigued by the stories of heavy projectiles flying at high speed across entire battlefields to smash into enemy lines. Of course, you have the final say as to whether they would receive such weapons. Kōryū has offered to pay all the production and shipping costs, even throwing in some extra gold to sweeten the deal, and has made a not so subtle point about the Neighponese needing every advantage they can get to help you defeat Sombra. Still, the decision is yours. Cost: 0. Time: One Year. Reward: Neighponese gain 10 Cannons, One-Time Income Gain, Boost to Neighponese Relations.

In addition to the cannons for the Peregrine Fortifications and your own Army, the foundries produce ten cannons and sufficient assorted munitions bound for the Neighponese, who seek to enhance their long-range combat abilities. By the end of the year, Griffon and Diamond Dog artillerists travel alongside the weapons they've been tasked with handing over to the Neighponese. They'll be responsible for training the Qilin in their use and maintenance before the cannons officially join the ranks of the Neighponese military. Your fellow Emperor thanks you profusely for sharing these weapons, and promises that his armies shall make good use of them in the coming Southern Campaign.

Neighponese gain 10 Cannons, +500 Gold, +.25 Neighponese Relations.


Stewardship
: Frida remains a fountain of optimism and infectious energy, even with the current war and the unnatural cold affecting the southern reaches of the Empire. Despite these difficulties the Empire is prospering like never before as the economy grows steadily each year, and your coffers with it. (Two Actions Per Turn)

-Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

With the initial task of setting up basic housing and infrastructure completed last year, work begins on turning the frontier villages into self-sufficient communities. More trees are felled, more land cleared and plowed, roads are built, larger walls and palisades erected, and hundreds of artisans and skilled laborers move west, lured by the promise of opportunities in the rapidly expanding border towns. By the end of the year, most if not all of the recently settled lands have achieved a measure of prosperity and stability, and Frida feels comfortable slowly removing the subsidies and beginning to collect taxes from the burgeoning boom-towns. More work will need to be done to bring the border communities up to par with the rest of the Empire, but the lands have been settled and your claim staked, and that's the first and most important step. Western Frontier Settlements Established, +200 Tax Income.

-Imperial Irrigation Program: The weather can be a fickle thing. If rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.

Despite the freezing temperatures and driving snow, work continues on the Empire-wide irrigation network, teams of Diamond Dogs working hard to dig trenches in the frozen ground. Despite the numerous difficulties, the project is completed on schedule, and what water hasn't been frozen over by the magically-caused blizzard begins to flow through fields across the Imperial heartlands. This reliable source of water boosts the productivity of farms that have yet to be devastated by the cold, somewhat lessening the impact of Sombra's curse. Under better circumstances, such a massive project would have been seen as an example of your Empire's greatness and sophistication. Now it's merely one of many things keeping your country afloat. Still, it's completion has raised spirits across the Empire, reminding the people that life goes on, and that their government is still intent on looking out for their wellbeing and prosperity, even in this time of war. Empire-Wide Irrigation System Complete, +500 Farming Income.


Learning
: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. They are further joined by the Neighponese trio, the Magical Experts you convinced to work for you. (Two Actions per Turn)

-Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary if your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.

After spending the previous year developing a slew of new inventions, Genevieve and Archimedes begin the process of mass producing and distributing their creations to smiths and metalworkers across the Empire. Between the assembly of the devices and training Griffons and Dogs throughout the Empire in their use, the top thinkers of Gryphus are kept very busy throughout the year, but the results of their toil are well worth it. As the year draws to a close, their devices have become ubiquitous throughout the Imperial metalworking industry, and overall economic activity sees a small but significant uptick as the shaped metals bottleneck is eased open. Some conservative blacksmiths may complain that the new devices make it so that any citizen off the street can shape metal, but most are happy to see their work made easier. And besides, that was the entire purpose of creating the new tools to begin with!

Machine Tools Invented and Distributed, +100 Tax Income, New Actions Unlocked.


-Blasting Jelly: In his numerous attempts to refine the explosives used in mining and military demolitions, Archimedes stumbled upon a volatile new substance he dubbed nitroglycerin. Unfortunately, the substance was so volatile that a single wrong move or sudden jolt could cause a massive explosion, making it too unstable for practical use outside laboratory conditions. However, Archimedes has recently stumbled upon a solution to the problem: by dissolving gun-cotton in nitroglycerin and mixing the resulting compound with wood pulp and saltpeter, a much more stable explosive was created. Naturally, he'll need funds and time to repeat the procedure and see if this new material can be safely mass-produced for use in the mines and military. Cost: 300. Time: One Year. Reward: Gain Access to Blasting Jelly, Increased Mining Income, Bonus to Demolition Rolls.

Between working on the new machine tools with Genevieve, Archimedes finds the time to create a revolutionary new form of explosive, more powerful and stable than either black powder or flash paper. While it's actually too strong to be used as a propellant (destroying the barrel of one of the test-fire cannons), it's sheer power makes it valuable as a mining and demolitions explosive. These characteristics make it a very in-demand material, and it is swiftly adopted by both the military and civilian blast-miners, boosting the effectiveness and efficiency of both. Blasting Jelly Invented, +5 to Demolition Rolls, +100 Mining Income.

-Camouflage 101: Yakō-Nogitsū is a Kitsune, a race with an instinctive understanding of Illusions and deception. While he can't exactly teach your soldiers how to cast illusions, he can give them advice on how to remain hidden and out of sight, and devise methods of tricking the eyes and ears of enemy forces. Cost: 200. Time: One Year. Reward: Boost to Certain Army Actions, New Martial/Intrigue Actions Unlocked.

The magic experts are not idle either, Yakō-Nogitsū heading a project to apply his knowledge of illusions and trickery in a mundane capacity to assist your soldiers and intelligence agents in eluding detection and discovery. Officers are trained in the art of concealment and camouflage, passing the knowledge on to their subordinates. Tailors and clothiers are consulted for the creation of cloaks that help Griffons and Dogs blend into the landscape, from mountains to forests to the frozen tundra. The Kitsune tells you that these measures are the best he can do with current resources and the time allotted. It's not illusion magic, buts it's the next best thing, and the best your own people can hope for without magic of their own. +5 to Certain Army/Intrigue Rolls, New Martial/Intrigue Actions Unlocked.


Intrigue
: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action Per Turn)

-Captain Karl Kaboom's Explosive Adventures: The sabotage mission against your Southern enemy went well. So well there's almost nothing left to sabotage. Almost. At some point you're going to have to assault the Shadow King's fortress, and when you do it's going to be a hard fight. Perhaps you can make things easier for yourself by planting some explosives under and around your enemy's defenses in advance? You think you know the right person for the job. Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 50%

Required: 50. Rolled: 42+5+13+10(What if WE were King Sombra Omake)+15(Comparisons of Mythology and History, Part 2 Omake)=85

The Captain is given his assignment, access to the new blasting jelly and camouflage cloaks, and departs to enemy territory with a team of his fellow dogs to burrow beneath the fortifications of the Crystal City and plant enough explosives "to launch the whole damned thing skyward" as you'd so eloquently worded it. A few months after initially departing, returning occasionally for additional cartloads of explosives, the Captain returns for the final time to report mission success, having not lost a single dog under his command and confident that neither he nor the copious explosives caches have been detected by the enemy. You congratulate him on his accomplishment, and, after being on the receiving end of a truly epic case of "puppy-dog eyes", promise that he will be given the honor of setting off the explosives he planted when the invasion of the Crystal Empire occurs. Honestly, who else would you have even given the job to? Explosives planted on and under Crystal Empire defenses, to be triggered during attack. Charges undetected.


Personal
: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

-Overtime: Recruitment Drives

-Overtime: Blasting Jelly


Hazard/Random Event Rolls
88 (Pass)
95 (Pass)
3 (To be Continued in Sombra's Revenge)
 
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