You are Garrick Golden-Feather, Emperor of Gryphus. At forty six years old, you have experienced a great deal in your lifetime. You have witnessed the madness and chaos of Discord, the hot-blooded anger of Brochard, the cold rage of Sombra, and the primal fury of blood-crazed beasts.
None of that can compare to the simmering cauldron of righteous indignation that is your throne room at this very moment.
The Qilin emissary lowers the parchment he'd been reading from and takes a step back. There is no murmur of voices, no shouts of outrage, no great outcry for justice. The chamber is dead silent.
Slaves. Your people had been made slaves. Captured by pirates and forced into bondage in a foreign land. This...would not stand.
As all eyes turn from the Emissary to you, the Knights and Nobility of the Empire instinctively looking to you for your response, you stand and address the assembled leaders. Your voice is calm and steady, but there is a detectable undercurrent of anger, an anger shared by all those who hear you.
"A great wrong has been committed against us. It will be set right. One way or the other."
You look to your Privy Council, the Grandmasters, the Representatives of every fief and township in your Empire. They all return your steely gaze with their own.
"We will ensure the safe return of our people. I swear this upon my crown, my throne, and my honor. We shall pay any cost and bear any burden necessary to see them brought home."
There are no cheers, no shouts of agreement. But there is not a hint of dissent or disapproval. Merely grim nods and stoic salutes all around as your people steel themselves for what may be another costly war against another slave kingdom.
You thank the Emissary for delivering the information before dismissing all those present. By the end of the day, the news will have reached the furthest corners of the Empire. Gryphus' people had been stolen from her, and it was prepared to do whatever it took to get them back.
For you are Garrick Golden-Feather, Emperor of Gryphus. And you will not rest until every Griffon, Dog, and Qilin is returned home.
Martial: The dual revelations of Maretonia and Libertalia have whipped Redbeak into a frenzy of activity as he draws up plans for military actions both offensive and defensive in nature. Unfortunately, most of your defensive assets are tied up in the massive purge of your territory's internal threats, leaving you presently incapable of acting on these plans. (Two Actions per Turn) One Action Locked
-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 your 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 Actions Unlocked. Will Finish Next 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.
[ ] 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. (Does not cost an Action)
[ ] The Crystal Line-Watchtowers: Another slave state has been found to your South. Another potential threat to your people. Perhaps another line of defenses is in order? It won't be as easy as the Peregrine Line. The land South of the Crystal City is devoid of mountains, being little more than rolling plains that stretch to the horizon, interrupted only by the rare hill. Establishing a solid system of defenses will be difficult...but not impossible. You can start with a series of watchtowers and signal posts to provide a deterrent to any raiding parties and a warning in the event of a large-scale assault. You can figure out the rest later. Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.
[ ] 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 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.
[ ] 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.
[ ] Dog Knights: The idea of inducting Diamond Dogs into the Imperial Knightly Orders is not a new one, but it is only recently, after tales of the bravery of canine volunteers during the Winter War began to spread throughout the Empire, that the idea has begun to be seriously considered at the highest echelons of power. It is not a simple thing to do. Specialized equipment will have to be provided, unique tactics will have to be developed, and several Knight Citadels will require modifications to accommodate the differing physiology of the Dogs. Still, it may be worth it to have a larger pool of recruits to draw new Knights from. Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
[ ] Crystal Knights: The recent revelations regarding a slave-holding state just South of the Crystal Protectorate's borders have led to a marked upswing in the militancy of its inhabitants. Several prominent Crystal Ponies have begun to call for the establishment of a formal military of their own, in addition to the already existing militias. Several members of the Crystal Assembly have signed a petition forwarded to you, requesting the resources and expertise required to establish a homegrown Knightly Order to serve as the protectors of their lands. As with the establishment of any Knightly Order, such an endeavor will be expensive, but worth it to ensure the protection of your latest group of subjects. Cost: 400. Time: Two Years. Reward: Establishment of Crystal Knightly Order.
[ ] Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.
[ ] 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.
Diplomacy: Elva is busy as she's ever been, going over old first contact protocols and reports from the Neighponese to formulate a plan to establish diplomatic contact with the newly discovered kingdom to your South. Her first priority is the recovery of citizens taken in the Pirate raids that were subsequently sold into slavery. All else is secondary. (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%
[ ] 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%.
[ ] Calling the Old Yaks Out: The Broken Horns are sitting on a large deposit of Orichalcum, one that they've repeatedly denied all knowledge of. Despite their inability to make use of it themselves, they seem determined to hold onto it. You don't know what their game is, but you know that the other Yak clans are unlikely to approve of their behavior. Confronting the Broken Horns and their rival clans with evidence of their misdirection is the first move in a diplomatic game with the Orichalcum as the prize. This plan will of course have the downside of letting everyone know about the valuable mineral lying basically unguarded, and there's no guarantee the Yaks will respond as you hope they will. You did send spies into their country to get such evidence after all. Cost: 300. Time: One Year. Reward: Broken Horns publicly confronted with evidence of their deception, other Yak Clans alerted to potential power-play. Further Diplomatic Actions Available. Chance of Success: 55%
[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.
[ ] You Stop That!: Libertalia is, by all accounts, a den of scum and villainy, a haven for every outlaw, pirate and smuggler this side of the Ocean. Some of it's inhabitants have already raided your trade routes, kidnapped your people and sold them into slavery. You'd be well within your rights to raze the entire island to ashes. But such an endeavor would be as expensive as it would be dangerous. Pirates may be vicious, but they aren't stupid. They know they can't stand against a large, organized navy. Perhaps they can be...persuaded to stop raiding your ships? Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.
[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%
Stewardship: With most of the crises facing you being in the realm of Foreign Policy, Frida is much more relaxed than she was the previous year. She's still busy mind you, but she's not about to tear her feathers out over her workload anymore. (Two Actions per Turn) One Action Locked
-The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax 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: 600. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax 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)
[ ] 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.
[ ] 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.
[ ] Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.
[ ] Movement through Steam: Archimedes and Genevieve have raised the idea of a new form of transportation powered by the new steam engines. The idea is simple: an engine powers the movement of wheels attached to a carriage which will run along tracks much like those of a mine cart. Simple in theory, but they might need some time and funding to work out the flaws in the design and make sure it's actually suitable for real-life use. Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.
Intrigue: Ravenburg is busy this year. Between the recently discovered Maretonia, the Den of criminality that is Libertalia, the troubles in Yakyakistan and the constant need to keep an eye on things at home, he has no shortage of work to do and assets to coordinate. (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: 65%
[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be made aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
[ ] Putting Out Feelers: The Broken Horns are sitting on a literal mountain of Orichalcum, one they've denied any knowledge of. While they lack the capacity to mine and smelt it, you don't like the idea of such a strategically important resource being in the possession of a Clan with mysterious motivations. Truthfully, you just don't like the fact that you don't have access to it. You could wait for the Yaks to unify themselves and then negotiate with the new leadership, but that's a risk you might not want to take. Ravenburg has raised a potential solution to this problem: organize a coup. Surely there is an ambitious young Yak within the Broken Horns willing to overthrow the clan's Elder Council...several such individuals are known to exist within the local group of modernists. Such a aspiring leader would likely be amicable to allowing Imperial access to the Orichalcum deposits in exchange for support and recognition. Of course, you'll have to find such a Yak before you can even think of going through with this, provided you do actually want to go through with this. Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.
[ ] How Do You Do Fellow Pirates?: Libertalia is a hub of criminal activity. Pirate vessels, smuggler's boats and slave barges come and go on an almost daily basis. It has no government or central authority, an anarchic territory divided amongst numerous gangs and criminal syndicates. It is the place where every outlaw goes when they need to disappear, where anything can be bought and sold for the right price. In other words, it's the perfect place for infiltration. Ravenburg is practically salivating at the thought of how much information could be gathered in such an environment, as well as other covert activities that could be carried out there. It should be child's play to slip a few Diamond Dogs ashore to gather information and report back on what they find. Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
[ ] South of the Brand New Border: You know next to nothing about Maretonia, and that's a problem. Its government, culture, inhabitants, economic and military strength are all things you need to know about if you're going to have any chance of dealing with them...in either sense of the word. Ravenburg's agents have proven adept at infiltrating hostile territory, and until you know otherwise that's what Maretonia is. Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%
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%
[ ] Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.
[ ] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 75%
There will be a twelve hour moratorium to allow for discussion and plan building.