Honestly, I'm the most scared of an enemy that doesn't act like a mind controlled mob. Something that actually runs away when it realizes that it's just feeding its own troops into the grinder, that instead tries to find a way around, or comes back with ranged weaponry for sniping and artillery to wear down our defenses with. Something that might use hit and run tactics, or use magic to neutralize our fortifications so they can use maneuver warfare instead of just funneling their troops into our fortifications' kill zones.
And I expect Maretonia to potentially be an enemy like that, since unlike Sombra their troops have self preservation. The slave soldiers might be thrown against our walls to die, but the knights would likely rebel if they were told to do that.

The thing is that the system of rewarding kills doesn't specify the how. Hit and run, ranged, and stealth would probably be the most common with the ones who are unsuited to those 3 being the main frontline force and, due to the fact they are fighting not for themselves but rather for those they love.... Well, some of the most terrifying and relentless fighters come in 4 flavors. The Fanatics who fight out of obsessive faith, Those who fight for those they love (There are records of mothers in warzones who have slaughtered good sized groups of soldiers who threaten their children), Those who love the act with a passion, and those who are cornered.


The idea I had.... It takes advantage of two categories. Fighting for those they love and those who are cornered.

They are cornered as they know the only way out is to kill an incredible number of enemies and they fight for those they love as it can ensure good food and better shelter for them or even to release them... And the collar wouldn't take away their minds or self preservation. It just ensures they remain cornered and turns them into living mines after death.




I am actually basing this off of a similar method used by some dictator. A dictator captured several thousand families and attatched bomb anklets to them and their families. Those who could fight were told if they managed to kill X amount of enemy soldiers their families will be given more rations for a period of time, if they killed X amount they would be given preferential treatment for as long as he lived + X amount of time should he fall in battle, and if they killed X amount they could choose a single person to be released.

If they ran they would blow up and if he was found missing their families would be publicly tortured to death one by one as an example and their remains would be set out as a visual example.

The families were encouraged to write letters to the fighters as further incentive after such events which added further issues.






Luckily the guy was assassinated about 3 or so years in to this method (I kind of hope it was someone who bought his freedom in kills but it is unknown who actually did it.)
 
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Mans gotta life and write to balance and it's a lot to figure out for him to write. Probably just taking his time to make sure it's perfect like it always is. Remember good things come to those who wait.

Just saying that going from the usual duration between updates, this one is a noticeably long one...But you´re, right:

Never been a patient man
 
Just saying that going from the usual duration between updates, this one is a noticeably long one...But you´re, right:

Never been a patient man
When it comes to making the turn and executing the turn they tend to take noticeably longer then say the rumor mill or any shorts that come up from turns. I think there was a update that took nearly a month to come out in august. Just make it all the more fun when we finally got to read it.
 
When it comes to making the turn and executing the turn they tend to take noticeably longer then say the rumor mill or any shorts that come up from turns. I think there was a update that took nearly a month to come out in august. Just make it all the more fun when we finally got to read it.

What can I say? I am antsy about our successes and failures like crazzy
 
Turn 24 Results
Martial: Redbeak, fresh from adding strength to the Imperial Bulwark that is it's Knightly Orders, has spent much of his time in recent days examining the reports from the Neighponese expedition to the East, considering the new culture's level of threat to the Empire and its interests. While he still views Maretonia as the primary threat to the Empire and its people, he has begun to view the growing Imperial navy as more than the afterthought you suspect he considered it previously.

-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.

Plans are drawn up, sites of strategic and tactical significance are surveyed, and funds are set aside for the most ambitious military construction project since the Peregrine Line. Tons upon tons of stone, mortar, timber and steel are purchased and transported from the Imperial Heartland to the Southern Border, the Crystal Rail Line proving its worth as material that would have taken weeks to transport now takes days or even hours. An army of laborers descends upon the wilderness south of the Crystal City, camping out amidst the growing walls and foundations of future fortresses as work commences at the rapid but consistent pace that has become the hallmark of the Empire's military engineers.



As weeks turn to months and the end of the year approaches, the framework of what all hope will become the latest bulwark of the Empire becomes visible. It will take at least another year of construction, but when completed the line of forts will be a grand site to behold. Will Finish Next Turn.


-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.

Black Steel. Essentially "watered down" Orichalcum, the alloy is both highly useful and extremely expensive, worth it's own weight in gold almost three times over. But it's still far cheaper than the pure stuff. As such, it's composition and manufacture are a closely guarded secret, held by only a few of the most trusted smiths and metalworkers in service to the crown. Over the course of the year, these privileged few toil away in their forges to produce dozens of Black Steel blades for the Knights of the Inner Circle, the finest warriors of the Empire. These blades are then presented to such paragons of martial skill by the Grandmasters of their respective orders, who take the opportunity to have their most capable subordinates renew their oaths to the Order and the Empire in a formal ceremony.



Armed with their newly forged blades, the Empire's elite now possess a manner of anti-magic capability, and an even greater edge over any of the more conventional enemies they may face in the future. Knights of the Inner Circle now possess Black Steel Weaponry. Bonus to certain combat rolls.


Diplomacy
: Gisa Eagleclaw, though momentarily overwhelmed by the new authority and responsibility her promotion has given her, quickly sets about familiarizing herself with her new position and duties, even proposing a talonful of new diplomatic initiatives that she had prepared in light of the recent Neighponese Expedition.

-What's up King dude?: The Yaks are united and have a new king! You should pay your respects, congratulate the new monarch, and see what his priorities are going forward. And if you can bring up the issue of the rumored Orichalchum deposits within his country, so much the better. Arrange an Emissary to see King Rutherford. Cost: 300. Time: One Year. Reward: Information on King Rutherford and Yakyakistan Foreign Policy, Address the Issue of Yak Orichalcum.

Your emissary departs for the foreign capital of Yakistown, bearing gifts and letters of recognition for the new sovereign. This is both a polite gesture and a savvy political move: by treating with the new King Rutherford as the ruler of YakYakistan, you essentially endorse him as the one true leader of the Yak Clans, and add more weight to his claims to the newly established throne. The gifts are meant to serve as a reminder of the benefits of cooperation between your nations. You only hope that the King is perceptive enough to realize that.

When your emissary returns, he describes his meeting with the Yak King, a veritable living mountain of fur and muscle, bearing a crown inlaid with four precious stones to represent the four great Yak Clans. King Rutherford was, in the words of your emissary, a living contradiction. Speaking only when necessary, yet shaking the room with his voice. A gracious and accommodating host, yet stubborn and intractable as a glacier.



When asked about his and his kingdom's approach to foreign affairs (and, more specifically, how the Empire fits into it) King Rutherford stated that, while his people were eternally grateful to the Empire for all that it has done to enrich and improve their homeland, and while they have every intention of remaining a steadfast ally of their closest neighbor, whose people they have fought and bled alongside, the Yaks "must be able to stand on their own four hooves." Their pride demands no less. Exactly what this may mean was left somewhat unclear, but your emissary thinks it is safe to say that YakYakistan is unlikely to become another Imperial Protectorate any time soon.

When quietly questioned about the Orichalcum deposit within his territory, Rutherford was as forthcoming as he was uncompromising. He bluntly confirmed the existence of the deposit, and just as bluntly stated that "if the Empire wishes to make use of it, they will have to compensate the Yakistani people." Or, in more diplomatic language, the Yaks are more than happy to allow the Empire exclusive access to their Orichalcum deposit...for a price. To be fair, it's not like the Yaks have many other potential exports to invigorate their economy. You suppose it's a reasonable enough request. It not like the Yaks have the capacity to smelt the stuff on their own anyway.

King Rutherford Contacted, Orichalcum Issue Resolved. New Actions Unlocked.


-Island Investment: Now that Libertalia has set up diplomatic relations with you, several new opportunities have made themselves apparent as, despite the risks inherent, several wealthy and enterprising Imperial Citizens see the anarchical island nation as an ideal business opportunity. Some see the pirates as an untapped market for Imperial goods, others wish to finance the establishment of mines and plantations. Such enterprises would doubtless be a boon to both nations, and would enrich many. While the inhabitants of Libertalia are more than happy to have money pumped into their economy, there are a few issues that have to be sorted out, from currency exchange rates to how the Imperial-funded businesses will be run. These issues will likely require the assistance of the Foreign Ministry to resolve and allow trade between your nations to begin. Cost: 300. Time: One Year. Reward: Griffon-funded businesses established on Libertalia, Increased Mining/Agricultural Income, Improved Libertalia Relations, Additional Actions Unlocked. Chance of Success: 70%

Required: 30. Rolled: 36+18+10(Brighstone)=64

While initially skeptical of the promises made by Griffon Investors, the inhabitants of Libertalia don't really have much to lose and an awful lot to gain. As a result, there is very little opposition or argument when Gisa and your diplomats begin to negotiate the various minutia and fine details needed to arrange such an economic intermingling. Currency exchange rates are debated and set at what all agree is a fair ratio of Kronemarks to the local tender, and there is little pushback to the idea that the businesses established via Griffon funds will be owned by the Griffons that put up the capital to do so. Any other outcome would have defeated the entire purpose of the whole exercise.

With the way for them paved by the might of Imperial bureaucracy, wealthy Imperial Investirs begin pouring money into Libertalia, establishing mines, plantations, and other major industries on the island. Local labor is used to construct and operate these enterprises, and this has a ripple effect across the small island nation, as Libertalia's own entrepreneurs begin opening bars, barbers, and markets to take advantage of the newly wealthy (by their previous standards) workers. While some deride the laborers in the mines and plantations as "un-pirate-like", their positions become prestigious and much sought after as a place where one can earn a steady and reliable income.

Piracy is a crime after all, and despite the tall tales that some may tell, crime very rarely pays well.



By the end of the year, everyone is more or less happy with the results of the Empire's entanglement with Libertalia's economy, and profits are being made by everyone involved. You congratulate Gisa on her first great diplomatic triumph, and say that you look forward to witnessing her future accomplishments. Griffon-funded businesses established on Libertalia, Libertalian economy revitalized, +100 Mining Income, +100 Agricultural Income, +1.5 Libertalia Relations, New Actions Unlocked.


Stewardship
: Much of Frida's attention and time is taken up by the historic task that is the establishment of a national Rail network, but she cautiously states that she and her subordinates are capable of multitasking and taking on other work without delaying the progress of her primary task.

-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.

With the preliminary preparations completed last year, work finally begins on the first of the actual rail lines. Armies of laborers of every race journey into the countryside to fell trees, level ground, blast away boulders, and, in a scant few instances, literally move mountains (well, more like hills, but still), paving the way for yet more laborers to begin the task of laying down the wooden ties and metal rails that will allow the numerous steam engines (still under construction in the numerous workshops of the Empire) to traverse the length and breadth of your nation.

It will be some time before the fruits of this labor will become more tangible than simple rails crisscrossing the earth...but it is another step towards a more connected Empire. Will Finish in Two More Turns


-Skill-Training Programs: Your Southern protectorate, while showing steady economic growth, is hitting a bit of a roadblock in the form of a lack of skilled workers. While they have no shortage of able-bodies to form a pool of laborers, when it comes to artisans and specialized vocations they don't have many to go around. While they've managed to supplement their native talent with hired Imperial experts, this isn't a good long-term solution. Have Frida coordinate with Ivory Rook and the Crystal Assembly to set up some impromptu schools and vocational training classes to resolve the Crystal Ponies' skilled labor shortage. Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.

Frida reports that this was by far the easiest task she'd had to perform this year. Granted, much if that was due to how the Crystal Assembly and Ivory Rook took the initiative in setting up classrooms and arranging for them to be filled with enthusiastic Crystal Ponies wager to learn a trade. All she had to do was arrange for a rotation of skilled artisans and educated professionals to serve as the instructors, a task she performed quite admirably.

Everything from smiths and carpenters to masons and architects are given the opportunity to impart their knowledge upon an audience of eager students, each of which walk away as skilled laborers certified in their respective fields. By the end of the year, the Crystal City and its inhabitants no longer need to rely upon experts or skilled labor from the Empire, as their own population is now capable of filling the need. Combined with the addition of subsidized vocational courses to the Crystal University's curriculum, this resolves the issue for the foreseeable future. +50 Tax Income, Crystal Protectorate Skilled Labor Shortage Resolved.


-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.

Summoning a great deal of political will and an even greater amount of funds from the treasury, you give Frida the unenviable task of overhauling your Empire's sewage systems. To her credit, your domestic advisor doesn't so much as blink, throwing herself into the task, coordinating with the Office of Disease Control and acquiring the services of countless masons and architects. Finding people willing to work on, and in some cases in, the sewers themselves proves difficult, but with the wages Frida offers enough laborers are found.

It's a dirty job, but someone has to do it.

Having gathered all the tools and talent needed to begin, Frida sets her new subordinates to work, tearing up the streets of cities across the Empire to get at the subterranean waste tunnels underneath, expanding the existing pipelines and adding new ones to accommodate the growing population.



By the end of the year, much progress has been made, but it will still be months until your Empire's sanitary infrastructure is deemed sufficient. Will Finish Next Turn


Learning
: Archimedes and Genevieve continue their work as always, despite the former's advancing age that doesn't seem to slow him down. Both of the learned Griffons, as well as the Trio of Neighponese magic experts, continue their studies, drawing upon research from their academic equivalents in Canterbury, the Crystal Protectorate, and Neighpon.

-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.

In between their other, more pressing projects over the years, Genevieve and Archimedes have often taken the opportunity to examine the faded schematics for a flying machine which you found in the ruins of the old Imperial Archives, trying to fill in the blanks left behind by age and the lack of more detailed blueprints. Despite the difficulties and lack of free time to devote to the effort, they'd already made a significant amount of progress, even before you finally task them with determining the feasibility of such a device.

After much brainstorming, scholarly debate, experimentation, and even a few (very) small-scale tests using a number of prototypes, your scientific advisors finally deliver their verdict on the faded parchments you found so long ago.

Such a flying machine is indeed possible, perhaps even practical, but only if better means of propulsion and airborne buoyancy can be found. While simple hot air was sufficient to keep a few of the small-scale prototypes aloft, they weren't capable of supporting much weight. Genevieve estimates that, even if the balloon was the size of a small building, it wouldn't be able to support the weight of more than a talon-full of individuals and the basket used to keep them aloft. While such a hot-air balloon may be useful to ground-bound peoples, it's hardly useful to Griffons.



However, Archimedes has proposed that, if a sufficient quantity of an appropriately lighter-than-air gas could be found, perhaps a larger, more useful airborne craft could be created.

And of course, there's the possibility of finding a magical solution. Something to think about going forward, at any rate. Hot-Ballon Theory Developed. New Actions Unlocked


-Canterbury Magic Experts: The Neighponese Trio have been invaluable in the study of arcane phenomenon, providing a unique perspective that has allowed your scholars to expand their knowledge of the world and its workings. Archimedes has recently proposed expanding your cadre of Foreign Experts with experts from Canterbury, who may offer valuable new insights and further build your Empire's knowledge base on matters of magic. You're sure that a few open letters to Queen Chevaline should be enough to attract some Thaumatological scholars to your court. Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.

Required: 35. Rolled: 93+18+10(There'll Always Be Griffonia)=121 Nat/Artificial Crit!

While all Ponies are capable of some form of magic, most lack the natural capacity to truly bend the world to their will with their arcane abilities, contenting themselves with the default improved strength, flight, or telekinesis common to their respective race.

But every generation there are ponies born with an excess of magical potential. Earth Ponies capable of growing whole orchards overnight. Pegasi that can wield the weather as a weapon of mass destruction. And Unicorns that sometimes learn to teleport before they learn to speak. In the Kingdom of Canterbury, these gifted few are seen as blessed by the Lady, destined to change the world. They study the art and science of magic under the tutelage of the most skilled of mages and the guidance of Queen Chevaline herself. Given the status of Canterbury as a kingdom infested with monsters, it should come as no surprise that virtually all of them are trained in combat-oriented magic, often singlehoofedly waging war against the countless beasts of the dark forests alongside the knights of the realm.

You had heard of these Chosen of the Lady, these titans of arcane might, but when you addressed an open letter to the court of Queen Chevaline, you never imagined that the monarch would send you three of her finest battle-mages, who arrive at your court barely a month after you sent your message.

The first to come to your palace, perhaps unsurprisingly, is a Pegasi who goes by the name of Rafale. The mare crosses into the bounds of the Empire with such speed that your border guards initially mistake her passage through the sky for a lightening bolt, traveling from the Canterburian Capitol of Haydeux to Gryphus Peak in a single day. Some of your guards whisper that her mane seems to blow in a constant breeze even when indoors, and that, just before takeoff, her wings seem to spark with static electricity.



The subject of Earth Pony Magic is represented by a stallion named Puissant Arbre, who is one of the largest and most imposing stallions you've yet seen. The towns and villages he passed through on his journey from Canterbury report unseasonable blooming of flowers and a sudden thickening of the forests, alongside an inexplicable surge in agricultural productivity on the surrounding farms.



And finally, there's the Unicorn.

You had gathered in the throne room alongside your advisors and magical experts, including the two Canterburians, who had told you to expect their colleague's arrival at dusk that evening. As the clocktower in the city below chimed at the turn of the hour, a sudden feeling of tension overcame everyone in the room as the air became saturated with magical energy. As the clocktower tolled for the final time, reality itself seemed to twist and contort as a gaping void suddenly opened up in the center of the room, a writhing portal that made your eyes water and your head hurt to look at.

And out of this portal stepped an elderly Unicorn stallion, garbed in billowing robes, his horn visibly shining with such arcane power that staring at it was almost akin to gazing upon the sun.



He introduces himself as Merlin Ambrosius, Archmage of Haydeaux. From what little you are able to gather from the other two Canterburians you learn that the Lord Ambrosius is to magic as Konrad Hardbeak is to martial skill.

When you question why Queen Chevaline would send such an accomplished mage to serve as an advisor to a foreign government, Merlin bluntly responds that he is not here under the directive of his Queen, but of his own volition, out of a desire to learn as well as teach.

This does little to explain the presence of the other two Magisters...though the fact that both of them are also ordained priests of the Lady may explain it. Still, regardless of what their motivations might be, you are glad to have a trio of such accomplished magic-users added to your court. 2 Elite-Level Canterburian Mages and 1 Legendary-Level Archmage Acquired. New Actions Unlocked.


Intrigue
: Ravenburg joins his more militarily-minded colleague in examining the reports from the recent Neighponese expedition, as well as reports from his own subordinates on the suddenly unified Kingdom of Yakyakistan. Thus far he can't tell you anything that isn't already public knowledge, something that you both find disappointing. He assures you that he can remedy this situation with the proper resources and authorization, though he stresses that much of his current assets are tied up in Maretonia.

-Stirring up Trouble: You've gotten your people back, but you're not quite finished with Maretonia. You and your people aren't comfortable sharing a border with a kingdom of slavers, and the abolitionists, riding high on their success, are jonesing to take further action against the Maretonian nobility, with or without your support. Ravenburg and Ambrosia have been sending a flurry of secret missives back and forth, exchanging ideas and opinions, and have come up with a complicated series of interlocking plans meant to spread disorder and discord throughout Maretonia by spreading misinformation and sowing strife between the rival noble houses of the realm. If the plan works, Queen Mareia and her vassals will be too busy searching for traitors and schemers amongst themselves to worry about you and their escaped property. You might even be able to leverage the situation to get some of the Abolitionists into greater positions of power and usurp some of the biggest slaveowners in Maretonia. It's worth a shot at least. Cost: 600. Time: Two Years. Reward: Maretonian nobility discredited/at each other's throats, Abolitionists gain more power and influence, Maretonia becomes less concerned about Gryphus.

At first, the Nobles of Maretonia don't notice anything unusual...not unusual by their standards anyway. Plotting against one's rivals is almost a pastime for those in positions of power, and if one doesn't see signs of a conspiracy against them it usually means they just aren't looking hard enough. But this year is different from all those that came before it, as the countless seeds of disorder and instability that your spies sowed months ago bloom into arguments and feuds between the noble houses.

Scandalous rumors once whispered in taverns are now accepted as common knowledge by many, multiple illicit and forbidden love affairs are exposed thanks to anonymous letters to jilted spouses, and more than one wealthy slave-owner is accused of arranging the death of a rival in a convenient "accident".

Individually, these events could be smoothed over as cooler heads prevailed, and people moved on. But with an unending stream of misinformation and back-to-back "revelations" of theft, embezzlement, slander, and murder, tempers flare and tensions rise. Slaveowners accuse each other of fomenting rebellions amongst each other's "property", and every escaped slave is rumored to have been stolen and out to work on another Noble's lands. Patient scheming becomes hotheaded aggression as wealthy, paranoid landowners begin fortifying their holdings and hiring mercenaries to defend their lands from the predations of rivals, both real and imagined. Verbal barbs between the members of noble houses escalate into brawls and magic duels between the rich and powerful.

Ordinarily, Queen Mareia would grudgingly tolerate such behavior. Better the nobles be at each other's throats than hers after all. But when the head of one of the most prominent noble families is brutally beaten to death by a gang of masked assassins in broad daylight only a few blocks from the royal palace, she is left with no choice but to intervene. The Maretonian Royal Guard are called out to enforce order, and the monarch bluntly states that any further violations of the law will be brutally dealt with.

Needless to say, not many Maretonians are thinking about you and your Empire right now. Gryphus is now the least of Maretonia's Problems.


-Follow the Money: Hoofbeard's tales of the mysterious Maretonian treasure fleet have led Ravenburg to propose a risky gambit: slipping a spy aboard the trade fleet to document its route and determine exactly who the Maretonians are making deals with. Needless to say, this is a dangerous gamble. The crews of the treasure ships are thoroughly vetted, and there's no telling how long your infiltrator(s) will have to keep up the ruse. In addition, the abolitionists will be of little help to you, as they possess no connections within the Noble houses responsible for the treasure fleet. Still, such a thing may be possible, and would be an intelligence coup second only to the liberation of your people from Maretonian captivity. And, as Ravenburg stresses, even if your spy is discovered, the diplomatic blowback should be minimal, assuming they can even trace the infiltrator back to you in the first place. Hopefully it doesn't come to that though. Cost: 500. Time: One Year. Reward: Intel on Maretonian treasure fleet, Increased chance of Success for Hoofbeard's heist, Intel on Maretonian Trade partner. Chance of Success: 55%.

Required: 45. Rolled: 83+13+15(A Fleeting Lament)= 111 Art Crit!

To be Continued in "The Unqualified Ambassador"


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.

-The Imperial Truth: Perhaps unsurprisingly, the Imperial Cult has some difficulty attracting new converts, primarily due to the radical nature of its ideas, but also due to the fact that its varying sects often have very different ideas as to how they should worship, spending just as much time competing with each other as they do with the other faiths for new converts. While the Council of Feathercaea did much to smooth over these differences and bring the differing sects together, there are still some lingering doctrinal disputes preventing your most fanatically loyal of subjects from uniting into a singular religion. You could just let them sort out their differences on their own...or you could intervene directly and speed up the process a bit more. Cost: 100. Time: One Year. Reward: Imperial Cult doctrinal disputes resolved.

Amongst all the social events, budgetary meetings, military inspections, and family togetherness, you find the time to write a series of letters to the leadership of the various sects of the new religion that worships you. You had heard of the rift between these groups, and had become concerned of the potential consequences of allowing such a divide to continue existing. The last thing you needed was a theological dispute turning into violence in the streets...and honestly, it would be easier for you to keep track of just the one group dedicated to your worship than several.

So you call another meeting of religious leaders, this time restricted to only the one faith. Once again, they gather in an attempt to resolve their disputes and mend the rift in their faith upon the request of their divine sovereign. And once again you have to put up with a bunch of Gryphs and Dogs that can't speak to you without prostrating themselves upon the floor.
After much theological debate, occasionally interrupted by a word of insight or a request for calm from you, the majority of issues in the Imperial Cult have been smoothed over. At the very least, no one is accusing anyone else of heresy. You're happy to see everyone getting along...and even happier when they finally leave your palace. +.2 Imperial Cult Influence. New Actions Unlocked


Personal
: You refuse to let your duties as Emperor take up every moment of your day.

-Overtime: Skill-Training Programs

-Imperial Priority: Imperial Sanitation Commission

-Getting to Know You: Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road. (Does not cost an Action. May only develop one relationship per Turn)
-- Ki Seong: The Cultured Qilin is exactly what you'd expect the daughter of Neighponese Nobility to be...and that might actually be a problem. Gawain tells you she likely feels pressured by the expectations of society and her family to hold herself to a high standard at all times. Hopefully he can convince her to let her hair down around him.

To Be Continued in "Teatime for Two"



Carracks Built (1d4): 4

Random Event/Hazard Rolls:
19 (To be Continued in Rumor Mill)
16 (To be Continued in Rumor Mill)


Sorry this update took so long. Between work kicking my ass, my attempts to find a better job, family and social obligations, and my typical writer's block, this has been difficult to write. And then those two rolls happened.

Plus I had to find suitable images for the update. It's hard to find good art of a unicorn wizard that isn't Starswirl.

Thank you all for your patience and for continuing to follow this Quest!
 
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Awesome update we got some great mages working with us and intrigue guys and gals continue to do good work lets see what random event has for us ...
Random Event/Hazard Rolls:
19 (To be Continued in Rumor Mill)
16 (To be Continued in Rumor Mill)
REE
 
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Oh my, seems theres stormclouds on the horizon with those low rolls.

Well, least we got Merlin. That must make us... what, charlemagne now...? I think I recall something about Merlin being involved with the 12 Paladins or something along those lines.
 
So employing happy thoughts until we see what kind of troubles that we have to deal while having a legendary mage like Merlin working with is great I'm more happy to see Puissant Arbe he could really help with our agriculture maybe help cut down the time it takes for our expansion to complete.
 
When your emissary returns, he describes his meeting with the Yak King, a veritable living mountain of fur and muscle, bearing a crown inlaid with four precious stones to represent the four great Yak Clans. King Rutherford was, in the words of your emissary, a living contradiction. Speaking only when necessary, yet shaking the room with his voice. A gracious and accommodating host, yet stubborn and intractable as a glacier.

I like this King Dude. Nice and blunt, no need to look for any double meanings to his speeches and considering we have all been dealing with each other in good faith, its all kosher.

When quietly questioned about the Orichalcum deposit within his territory, Rutherford was as forthcoming as he was uncompromising. He bluntly confirmed the existence of the deposit, and just as bluntly stated that "if the Empire wishes to make use of it, they will have to compensate the Yakistani people." Or, in more diplomatic language, the Yaks are more than happy to allow the Empire exclusive access to their Orichalcum deposit...for a price. To be fair, it's not like the Yaks have many other potential exports to invigorate their economy. You suppose it's a reasonable enough request. It not like the Yaks have the capacity to smelt the stuff on their own anyway.
Naturally of course. The Orichalcum deposit is within their territory, making it their resource. If we want it, we gotta trade for it, just like anyone else.

Random Event/Hazard Rolls:
19 (To be Continued in Rumor Mill)
16 (To be Continued in Rumor Mill)
OOHH COME ON!!!

The world won't give us a break. We JUST finished putting out all of the immediate fires on the last couple of turns and was just starting to relax and choose the options that we have been putting in the back burner due to more recent concerns.

I was looking forward to a more sedated couple of turns but nope! The dice went ahead and say "fuck your relaxation! Here is more fires for you to deal with!".

uhhh, whatever, we can deal with anything that the world is throwing at us THIS TIME. I am sure that we can make it work, no matter what it is.

On the bright side, its never a dull moment for the Griffonian Empire (and on this quest).
 
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..... Just when we thought we would have a chance to explore the more interesting options....


Lets hope the qm was rolling d20s by accident....
 
WOW! With those three our problems of Earth(Agriculture), Air(Flying Machines), and Heart(Crystal Heart) are sure to be much easier now.

I wonder what Celestia is dealing with right now.
 
Let me guess this low random rolls:

The Caribous have started a Great Heathen Army after hearing of the unimaginable riches and wealth of the West and want all of it.
 
Link to the last time I did this.

Archival purposes: "Turn 24 Results" (posted by QM on Sunday, November 10, 2019)

OR

The Front Page as it appeared to me on Sunday, November 10, 2019.

Character Sheet (last edited by QM on Sunday, November 10, 2019)
- Changed
Name: Garrick Golden-Feather

Age: 50

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer, The Liberator, the King of the North.

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal

  • Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.




Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 49

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 19

Martial: 14+2+2+1=19
Diplomacy: 13+2+2+2=19
Stewardship: 14+2=16
Learning: 10+2=12
Intrigue: 11+2=13

Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 15
Status: Child-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)



Daughter: Gilda Golden-Feather

Age: 12
Status: Child-No Stats


Daughter: Gleaming Pearl

Age: 13
Status: Child-No Stats
Adopted: Permanently last in the line of Royal Succession.



Informational: State of the Nation (last edited by QM on Sunday, November 10, 2019)
- Changed
Economy

Treasury Reserves
: 10,662

Net Income: 8,911

Yearly Income: 10,050

-Tax Revenue: 4725
-Farming Income: 2325
-Mining Income: 1200
-Logging Income: 200
-Trade Income: 1600

Yearly Expenditures: 1,139

-Army Upkeep: 268
-Navy Upkeep: 131
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Ministry of Information: 10
-Crystal University: 10
-Peregrine Line: 100
-Naval Shipyards: 600


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 26,764

-12,500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-6250 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-6250 Archers: Griffons with bows and some arrows. Not much else to say.

-1500 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-264 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-4 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-19 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-10 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer" (Orichalcum Katana)
40 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio (Orichalcum Blade)
30 Knights of the Inner Circle (Black Steel Weapons)
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill (Orichalcum Blade)
35 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Black Fortress, Aquileia

The Crystal Guardians
1 Grandmaster Glimmer Shine (Black Steel Blade)
10 Knights of the Inner Circle (Black Steel Weapons)
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City



Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.

20 Cogs (Bolt-Throwers)
23 Carracks (Cannons)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 9.5/10 (Hail to the Emperor!).

Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)



Religion

Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: 0 (No Benefits)

Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 1 (No Benefits)

Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: 0 (No Benefits)

YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: 0 (No Benefits)

Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire.
Influence Level: 0 (No Benefits)

The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: .2 (No Benefits)



Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls
Gun-Cotton: +5 to all Cannon Rolls
Pre-Discord Map: +10 to next Exploration Roll
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Firebender Designed Flamethrowers: +5 to all Flamethrower/Liquid Fire Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory



Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Sunday, November 10, 2019)
- Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)
Kingdom of Canterbury: 7.3/10 (Respected Allies)
Libertalia: 6.5 (Business Partners)
YakYakistan: 8/10 (Trusted Neighbor)


Persons of Interest

???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.

Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.

Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.

Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.

Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.

Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.

King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.
 
Duuuuude we got Pony Merlin!? Thats awesome althiugh why would Merlin be meandering through a land that is essentially a bunch of muggles, it's not like he's got a king Arthur to hunt after or a sword in the stone...

Wait a minute, if this pony thinks of even laying a cantrip on Gawain there is going to be hell to pay.
 
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