You slowly but deliberately place a comforting talon upon the back of the Crystal Pony, curled up into a fetal position and shivering. The Equine flinches instinctively, cringing inwards on himself as he screws his eyes shut. You rub his back in what you hope is a comforting manner, and he relaxes almost infinitesimally, though his shakes do not cease. It's not much, but it's a start.
You'd made the decision to visit one of the "mental care facilities" established to take care of the most traumatized of Sombra's former slaves, it's inhabitants so scarred by their experiences under the Shadow King that they aren't capable of functioning independently. Though these are the most extreme cases, almost all of the refugees within your lands are suffering some form of mental or emotional trauma. One last curse from the mad sorcerer that no amount of Orichalcum can remove. This is the biggest hurdle facing them, more difficult than even rebuilding their homeland. You have of course pledged support and funding for facilities such as these, and already your advisors have been throwing around some ideas as to how to resolve the situation and provide mental care to the thousands of refugees now living within your borders. But at this point it's all theoretical.
You sigh, glancing to your son Gawain, who stands watching from the doorway of the patient's room. Were he not your son, you would mistake his face for a mask of stony indifference. Years of chess and games of strategy have made him a master of concealing his emotions. But his eyes betray him. He is shaken by what he's seen today.
You had brought him here as part of your ongoing efforts to educate him on the duties of an Emperor, to help him understand the gravity and importance of every decision that a person with your authority is expected to make. You didn't want him to think that rulership was all gilded thrones and glorious battles. These ponies, though they were not Griffons or even necessarily Imperial Citizens, were under your authority, and thus their well-being was your responsibility. The war may be won, but the fight isn't over.
You silently gesture your son forward, urging him to join you. He does so, his calm facade cracking as he takes in the numerous scars on the freed slave's body. By the time he joins you at the patient's side you can see beads of wetness in his eyes. You say nothing, but you're glad to see he's not as stoic and jaded as he often pretends to be. You hold out the mug of water the nurse had supplied you with, and Gawain takes hold of it, offering it to the Crystal Pony.
As the shaking Equine takes a reluctant sip, you move your other talon to your son's shoulder and give a reassuring squeeze. He makes you proud every day. You know that, when the time comes, you'll be leaving the Empire in good hands.
Martial: Gustav Kingfeather, the "Old Troll Hunter" has upheld his oath to see the end of Sombra. But despite the war's end, he isn't the Griff he used to be. His joints ache, his feathers grey. There's little doubt that, despite his assurances to the contrary, he's entering his twilight years. Regardless, he is resolved to serve for as long as you need him. (Two Actions per Turn)
[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.
[ ] Licking Wounds: The War is over. After years of war, peace has finally been achieved. But there are still threats to the Empire and it's people, both the known threats within and unknown threats without. The army must stay strong if it is to continue to be the protector of the realm and its inhabitants. Hold one last recruitment drive to replace the losses sustained during the invasion. Cost: 1313 Time: One Year. Reward: Army returned to pre-Invasion Strength.
[ ] Mothball the Peregrine Line: With the defeat of Sombra, some have begun to wonder at the necessity of maintaining and garrisoning the Southern Border. There is no longer any threat of an invasion by Sombra, and any foe approaching from the South would have to pass through the Crystal Empire, which is itself a strategic obstacle due to its terrain. The costs of maintaining such an impressive series of fortifications in peacetime could prove burdensome. Some have raised the possibility of removing the garrison. It's not like the fortresses will crumble overnight. The battlements can always be repaired and re-occupied when needed. Cost: 0. Time: One Year. Reward: Peregrine Line mothballed and will no longer require upkeep. May be reactivated at a later date.
[ ] 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. Though the war against Sombra has depleted both the fighting age population and 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 the Western Frontier.
[ ] The Great Hunt: While the greatest external threat to the Empire (that you know of) has been dealt with, the internal threats still remain. Trolls, Manticores, Hydras, Chimeras, Cockatrices, Feral Diamond Dogs and common bandits infest the lands of your Empire, and their numbers have only been growing while you have been occupied with Sombra. Local militias and the Knightly orders are enough to protect settlements, but few are comfortable with the fact that roughly half the land within your borders is dangerously infested with monsters. You have no shortage of veterans willing to get their talons dirty. Gather the full might of the Empire and purge the land of these dangerous beasts. Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
[ ] We are the Imperial Navy!: First Brochard, then Sombra. Your people have fought two great threats to a standstill in the air and on the ground...but you've yet to face an enemy upon the sea. Your current fleet of ships, while sufficient for patrolling your waters, is woefully inadequate for the task of projecting power beyond your own shores. The Neighponese have a navy of over a hundred ships for crying out loud! You could rely upon your Eastern ally to protect you on the seas...but wouldn't it be better to stand on your own? Start construction on a fleet of ships worthy of the Imperial Banner. Time: Two Years. Cost: 800. Reward: +20 Warships (Cogs) added to Imperial Navy.
[ ] The New Guard: Gustav Kingfeather, your Marshall for nearly two decades, is considering retirement. He's certainly earned it, after guiding you and the nation through two wars and forging the Imperial Army into what it is today. His replacement will have big shoes to fill, but after the Winter War there's no shortage of experienced officers. Time: One Year. Cost: 0. Reward: New Martial Advisor, New Actions Unlocked.
[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
[ ] 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: 200. 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 East: On rare occasions, wreckage of ships unknown to the Qilin will wash up on the shores of Neighpon, evidence of lands and peoples beyond their own. Koryū has been pondering sending out a scouting party of his own in the near future. You're sure he wouldn't mind if some of your vessels accompanied his.
—[ ] South West: Neither the Yaks nor the Crystal Ponies know anything about the territory between them, save a few frustratingly vague prophecies from the Yak Shamans about a "land of lakes". Only one way to see if the seers are accurate.
—[ ] Far South: None of the Crystal Ponies can provide information on what lies to their South. Whether they really don't know or simply don't remember is up for debate, but it's clear that you're only going to learn by sending scouts down South. Maybe you can finally find some lands that aren't so damned cold.
Diplomacy: The end of the war and the liberation of the Crystal Ponies has left Elva with another nation to negotiate with, in addition to the Yak Clans and the Neighponese, who are still coming to grips with the post-war world. (Two Actions Per Turn)
[ ] 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 both Neighpon and Yakyakistan. 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: 60%
[ ] A Guiding Talon: The Yak elder councils, at the behest of the increasingly vocal Modernists, have begun to slowly adopt a more sedentary lifestyle, exchanging cloth yurts for more permanent stone and wood dwellings, erecting permanent settlements on the little arable land present in the Northern Steppes. But they have little experience with sustained agriculture or advanced metalworking, and you're sure they would appreciate some advice and assistance. Such a project would strengthen the bonds between the Clans and the Empire, and bring you a step closer towards having a strong neighbor to guard the West from any potential foe. They haven't technically asked for help, but you're sure offering can't hurt. Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
[ ] The Gryphus-Neighpon Mutual Defense Pact: Your soldiers fought and bled alongside the Neighponese in the Invasion of the Crystal Empire. Victory over Sombra, while possible without them, would have been much more difficult. You know that the Qilin have come to the same conclusion. And you both know that another great threat may be waiting for you out in the unexplored world. It only makes sense for your Empires to sign a treaty of mutual defense, pledging to come to each other's aid when faced with foreign aggression. Time: One Year. Cost: 150. Reward: Mutual Defense Treaty with the Kingdom of Neighpon. Chance of Success: 70%
[ ] The Crystal Conundrum: The War has been won, and Sombra is finally, completely dead. But the consequences of his crimes are still felt. The Crystal Empire lies in destitute ruins, a shadow of its former self. Tens of thousands of Crystal Ponies live either on the brink of famine in the ruins of the Crystal City, or as displaced refugees within your own borders, all suffering from the mental and emotional trauma brought about by years under Sombra's rule. Clearly they cannot be simply left to struggle on their own. But what exactly should be done? Should the Crystal Empire be annexed? Re-established as a vassal or protectorate of Gryphus? Or should it be treated as simply another nation? And what of the Crystal Ponies already living within your cities? What of the Crystal Heart, an object that is both a magical superweapon and an almost holy cultural artifact to the Crystal Ponies? A great many questions need to be answered before you can begin rebuilding that which Sombra destroyed. Time: One Year. Cost:0 Reward: Resolve the ambiguous status of the Crystal Empire and the Crystal Ponies, New Actions Unlocked.
Stewardship: Frida, while as happy about the end of the war as everyone else, is too busy seeing to the housing, care and feeding of the thousands of Crystal Refugees to celebrate with her usual enthusiasm. Still, she retains her upbeat demeanor, something that you're sure brings some comfort to the former slaves. (Two Actions per Turn) One Action Locked
-Western Prospectors: The Western Frontier has a number of mines already, but the majority of its mineral wealth remains untapped. Perform a mineral survey and construct additional mines to boost the productivity and profitability of the rapidly growing province. Cost: 800. Time: Two Years. Reward: New Mines established, Increased Mining Income. Will Finish This Turn
[ ] Neighponese Seed Drills: An invention from the East has been seeing slow but steady adoption amongst your farmers. The Neighponese call it a seed drill, a device that sows seeds for planting at regular depth and intervals with minimal effort on the farmer's part. A few larger farms have already built or purchased their own, but most Imperial farms remain without them. Subsidize the purchase of these new devises and ensure they are widely adopted by the Empire's agricultural base. Cost: 400. Time: One Year. Reward: Increased Farming Income.
[ ] 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. Time: One Year. Cost: 500. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] Adopt a Pony Program: Thousands of Crystal Ponies inhabit hastily erected tent-cities, having been freed from Sombra before his defeat or fled the frost-blasted wasteland their homeland has been reduced to in order to escape the threat of famine. They are unsuitable for long-term habitation, and consuming vast amounts of resources for maitenance. Before anything else, these camps need to be emptied. Ideas have been passed around of a sort of "adopt a pony" program, where the Citizens of the Empire will open up their homes to these former victims of Sombra in exchange for a sizable tax cut, providing them with the care and sense of community they require while simultaneously assisting their integration into the wider Empire of Gryphus. Some Griffons and Dogs have already begun to do this on a small scale individually, but many feel that this should become an official government policy. This will of course be a significant undertaking that will require a massive bureaucracy and boatloads of funding, but it is both necessary and worth it to help those who have already suffered so much. Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Chance of Success: 65%
[ ] Refugee Relocation Program: Alternatively, there is the more conventional option of simply building lots of cheap housing and having the Crystal Ponies move into it. Its simpler and cheaper, but it won't help them integrate into the Empire or provide them with the care that the adoption program would. Still, it could serve as a good short-term solution to the refugee crisis. Time: One Year. Cost: 800. Reward: Crystal Refugee Upkeep greatly reduced.
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)
[ ] Cannon Ships: Archimedes' new cannons are much more powerful than the old bolt-throwers, if more volatile and expensive. Unfortunately, small scale tests have shown that your current Cog designs are not suited for the weight of the new weapons, or the force of their recoil. You'll need to design a new class of ship from the ground up to accommodate these new weapons. Cost: 100. Reward: New Ship Class Designed.
[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
[ ] 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.
[ ] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New 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.
[ ] The Book: That ominous book you found in the catacombs beneath Sombra's castle is locked away in the secured archives, stored in a specially made Orichalcum lined safe. A few of the Crystal Ponies that got a look at it claim that the language used in it is one completely unknown to them, and since it was at ground zero of the "heartsplosion" it shouldn't contain any lingering traces of Sombra's magic. Despite yourself you can't help but have some lingering curiosity about it. The magic experts from Neighpon have volunteered to have a look at it, and if they exercise caution...well, who knows what they might find? Time: One Year. Cost: 100. Reward: Info on the Mysterious Book
Intrigue: Ravenburg, while happy that the war is over, sees no reason for him to relax, remaining as busy as ever. "The enemies of the Empire never rest, and neither can I." You respect his dedication if nothing else. (One Action Per Turn)
[ ] Sleeping Dragons: Koryū is a nice guy, or at least he seems to be, and the Neighponese have been steadfast allies thus far. Still, the old saying goes "trust but verify". Aside from what your fellow Emperor and your ambassador have told you you don't really know much about the Neighponese. Their economy, their politics, their military, their level of technological advancement. You don't even know if everything Koryū told you is true. Surely it wouldn't be a big deal if you sent a few gryphons to poke around Neighpon and report back? Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 55%
[ ] The Cursed Mountain: The River Walkers Clan has informed you of a potential site of a sizable Orichalcum deposit: a mountain recently absorbed into the territory of the rival Broken Horns Clan. The Broken Horns, for their part, claim that no deposits of Orichalcum are present within their territory. Either they're simply unaware of the existence of the deposit...or one of the Clans is attempting to deceive you. Dispatch Ravenburg' Spies to investigate. Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
[ ] Clan Politics: With all the hubbub surrounding Sombra and the Crystal Empire, you haven't had too much opportunity to look into how the growing modernist movement has been shaking up Yak Society and the balance between the Clans. Have Ravenburg's agents investigate the political landscape of Yakyakistan, and see if there are ways you can influence it to your advantage. Cost: 200. Time: One Year. Reward: Information on Yak Politics/the Modernist Movement, New Intrigue Options. Chance of Success: 70%
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.
[ ] Son's Socialization: Gawain is brilliant, a fine young ruler in the making. He has excelled in his studies and conducts himself in a manner befitting the Crown Prince of the Empire. He also doesn't really have any friends his own age, outside of his sisters and the children of some of the castle staff, and the latter are more acquaintances than true friends. It might be time to look into introducing him to a peer group. Not only would it be good for him to make friends his own age, it might be advantageous for him to have trusted contacts in certain levels of Imperial society. Cost: 0. Time: One Year. Reward: Gawain makes some friends. Chance to develop future contacts.
[ ] Draconic Past-Time: Gwyndlyn, like her brother before her, is getting to the age where simple playing isn't enough to keep her attention. A hobby to take her interest and teach her some new skills would be a good thing to introduce her to at this point. Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.
[ ] Setting an Example: A wise Griffon once said that a leader should not ask his people to do what he himself is not willing to. Another said that a King (or Emperor, in this case) should lead by example. You're about to ask your subjects to accept the Crystal Ponies into their homes and care for them as they would fellow Griffons or Dogs. It would be hypocritical not to do so yourself. And there are an awful lot of orphaned foals...well, you've already adopted a Dragon, a Pony shouldn't be too big a deal. It may raise a few eyebrows among the nobility but you're the Emperor, you can do what you want. Time: One Year. Cost: 0. Reward: Crystal Pony Adopted.
There will be a twelve hour moratorium to allow for discussion and plan building.