Nobles like to SCHEME

I wouldn´t be surprised at all if many of the Nobles shitting on the Brisette family used to be loyal to Brochard themselves and were trying to save their hides after Reunification by using his half-sister and niece as scapegoats.

Well no matter the reason we can finally say that weather they are loyal to Brochards in heart (he lead them through Discord era after all), or themselves with this reconciliation is finished and any old grudge put to rest.

Basically our empire is truly united.
 
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Awwwwwww that was incredibly wholesome. And house Storm is currently being stomped. Yay!!!!! Nice @Questor Good job!

edit: God Damnit.Guess it's time to actually write that romance omake.
 
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So this turn we'll definitely want to address the rumors about the duchy before they get out of hand. And then get back to dealing with maretonia and changlings.
 
Very nice! Like.... amazingly well done.


Think you could make one for House Goldfeather and maybe a few of the other named noble houses? Such quality work would no doubt net some hefty omake bonuses
 
Just for the fun of it, I went and made a bunch of heraldry for the factions of the Maretonian Civil War.




Small criticism, Maretonia is based on Roman Culture to a great degree. The Royal Guard and the Abolitionist heraldries look too medieval, it would be fitting if they were more romanesque.
 
Yeah, I sorta expected some kind of heraldry featuring laurel wreaths or eagles for the Guard and maybe something with broken chains for the Abolitionists
 
I like them, but I'm not totally convinced about the royal guards' one. The others are more than fine, but that one just seems wrong to me
 
Perhaps a sickle and spear for the freedom fighters with a broken chain beneath them both, to show the background of the two other races that were commonly held as the slave races, spear for pegasus and their martial background, sickle for the earth pony farmers, could add in a horn that goes between the two if you need to include the unicorn population as well.

Not sure on colors though...
 
Turn 29: New Problems, Old Problems
You sigh, rubbing your temples as you stare at the mound of parchment occupying your desk. You swear it gets bigger every week. Even with an army of bureaucrats and your advisors and the countless minor nobles scattered across the realm, there are a great many things that you need to see to personally, from budget proposals to letters from the aforementioned minor nobles, the need for you to go over them all keeping you up long after dark today, as it does on many other days. So, here you were, signing and stamping by lamplight. You're almost relieved when a knock on the door interrupts you.

Ravenburg shuffles in, his expression as unreadable as always. The familiar Griffoness behind him however, gives you a cheeky smile as she kicks the door closed behind her.

"A meeting in the Emperor's office. I'm really moving up in the world."

Your spymaster sighs as he takes a seat in front of you, a tinge of frustration bleeding through his otherwise stoic demeanor.

"You promised to behave yourself Rose."

The disguised Changeling snorts as she takes a seat beside him.

"And I am. I've stayed inconspicuous and not left the palace and eaten my greens like a good little girl. Not like I can do much else with this thing."

She gestures to the band of steel wrapped around one of her hind legs, the Runes carved into it faintly glimmering with arcane power. Not long after the wayward Changeling had come into your care, you had approached Merlin with a concept for a more humane means of magical-enabled imprisonment. The rune bracelet had been his answer: a means of monitoring and, if need be, shocking an inmate into compliance while preventing them from leaving a predetermined geographical area.

The Archmage didn't know about Rose. He thought that his creation would be a proof of concept for a new type of prison. And at some point in the future, he may be right. But for now, it kept the palace's most unique guest on her best behavior while you figured out just how much you could trust her. You motion Ravenburg to speak, prompting him to launch into his weekly intelligence briefing.

"The situation remains largely unchanged. Thus far there's still no word out of Olenia on the Caribou's response to their...battle with the Neighponese."

Rose snorts, and you can't bring yourself to disagree. Calling it a battle was a bit of a disservice. But to hear nothing at all...that was worrying. The vikingers were not exactly know for their subtlety. Still, it wasn't a pressing issue for you, at least not right now.

"Marecinas and Ambrosia continue to make gains against House Storm, though the pace of their advance has slowed as Pegicles rallies his forces and his opponents reorganize their lines of supply."

He pauses.

"There's still no sign of another storm as of yet."

You frown. That was as reassuring as it was worrisome. Everyone was expecting the warlike Pegasus to create another cyclone if his back was pushed to the wall. At this point it wasn't a question of if but when. You were glad you'd arranged to have the Colleges of Magic side with Marecinas. She would need their expertise to blunt the impact of another artificial hurricane.

"And as for the...Canterbury situation."

Ravenburg glances towards Rose, who returns his look with a bemused expression. Perhaps it was a bit ridiculous to tap dance around the issue and not say things outright, but the walls had ears, and the risks of an information leak were still too great. Even here, in your own office, you dared not speak freely.

"The intel our informant gave us has been Independently verified. Everything checks out. She appears to be genuine."

Rose smiles.

"I told you. I'm completely trustworthy."

None of you bother to dignify that with a response beyond a glare. You sigh, rubbing your eyes. So...this was real. A neighboring Kingdom, nominally your ally, had been subverted...no, not subverted. You couldn't think of a word to describe the sheer scale of subterfuge that had occurred, was occurring even as you spoke. You look up at Ravenburg with weariness in your eyes.

"Ok. So...what are we going to do about it?"

Rose's smirk grows.

"Well...I have a few ideas, if you want to hear them..."

Martial: Redbeak's been read into the small but growing number of people aware of the Changeling Conspiracy in Canterbury. As the head of your military, it's important for him to be aware of any potential threats, even one as unconventional as Phalanx. Even without that new potential problem, the developing situations in Maretonia and the Emerald Isles both have him on edge as he anticipates the Empire being drawn into conflict. Still , he is at least proactive with his worries, pushing the soldiers and knights of the Imperial Army to train and drill harder than ever in preparation for war. (Two Actions per Turn)

[ ] Doubling the Guard: The recent population explosion has brought problems, but it has also brought opportunities, chief among them an end to the previous shortage of able-bodied Griffons and Dogs available for military service. Redbeak has long been considering an expansion of the army, and if given sufficient funding to do so he could double the size of your Empire's primary fighting force within two years. With the onset of the Maretonian Civil War, such an expansion may soon become a necessity. Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.

[ ] Gryphus Foriegn Legion: In a bid to quickly swell the Empire's troop numbers in preparation for a future conflict with Maretonia, Redbeak has made a radical proposal: the recruitment of foreign volunteers. These foreign born soldiers would serve for several years in the military of Gryphus in exchange for citizenship, bringing their own unique skills and abilities to your military. Such an idea is not without merit, you must admit. You figure there's no harm in giving Redbeak the funds to give it a try. Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.

[ ] Cog Conversion: The creation of your new Carracks have left much of your existing naval assets obsolete. Rather than simply scrapping them or continuing to field outdated ships, a few clever shipwrights have drawn up a plan to convert the hulls of the Cogs into new cannon-armed Carracks. While it won't be a perfect conversion (the Carracks requiring more building material than a Cog) and the cannons will still have to be sourced from the foundries, it will likely be cheaper than building new vessels from scratch. Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.

[ ] 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 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: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.

[ ] The Black Watch: Ever since you'd first discovered the miraculous material, the idea of cladding your knights in Orichalcum Armor has tantalized you. Alas, the obstacles to making that dream a reality are as significant as they are obvious. It would actually be cheaper to build suits of solid gold than it would be to armor your knights in pure Orichalcum. But that hasn't stopped your daydreaming, and between the recently developed Black Steel alloy, the sudden influx of imported Orichalcum from YakYakistan, and the booming status of your national economy, you've dared to reconsider the possibility. Of course, even with all those factors in favor, you can't afford to create more than a handful of suits. Hardbeak has proposed a solution: a small gathering of elite veteran knights, seconded from every order to serve in a special formation for a certain period of time. It will doubtless be a small unit...a few dozen at most. But equipped with black steel armor and weapons...they would doubtless be a powerful force wherever they would be deployed. Cost: 2500. Time: One Year. Reward: Blackwatch Established.

[ ] A Show of Solidarity: Neighpon continues it's naval patrols off the coast of the Emerald Isles in the wake of the one-sided battle with Caribou Vikingers. Thus far there's been no sign that the Caribou will retaliate...but there's no guarantees they won't either. Between Maretonia and Canterbury you kind of have your hands full at home...but the Neighponese are your allies, and your navy has been eager to show it's strength. A few joint patrols and naval exercises in the area should send a definitive message that the Empire stands with its allies. And who knows, maybe your sailors will learn a few things while doing so? Cost: 500. Time: One Year. Reward: Joint Naval Exercises with Neighponese. Show of support for Neighpon and Emerald Isles.

[ ] 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: 400. Time: One Year. 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 South: Maretonia's coastal defenses have...languished as a result of the ongoing civil war. As such, some have proposed sending a flotilla of exploration ships South along the coast, to see if your rival kingdom has any neighbors that might prove less antagonistic to you and your people. With any luck, you might find another ally or trade partner, or new resources that you could grab before the Maretonians can.

—[ ] Far East: Both the Minotaurs and the Caribou have hinted at the existence of a land to the East, across the great ocean. But aside from these cryptic hints, you know little about this strange land. The journey will be long, but it is one you and your people must make if they are to have answers to the many questions that have been raised regarding this mysterious land.


Diplomacy: Gisa doesn't know about the Changeling Conspiracy. Not yet. If it becomes necessary you'll tell her, but for now you're content to let her negotiate with Canterbury as she would any other sovereign nation. There's less chance of tipping off Phalanx this way. Besides, between the crisis in the Emerald Isles and the normal day to day operations of the diplomatic service, you think she has enough on her plate for now. (Three Actions Per Turn, One Action Locked)

-Caribou Crop-Sharing: Cost: 400. Time: Two Years. Reward: Caribou breed Sugar Beets, Trade Relations with Olenian Kingdoms established. Will Finish This 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 Neighpon, Yakyakistan and Canterbury. 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: 65%

[ ] 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%.

[ ] She can see the Futuuure!: First the Yak Shamans, now Queen Chevaline. Seriously, how many races can predict the future? Regardless, while the Seer of the Waters may not publish as many prophecies as the Yaks, her predictions tend to be less vague and more detailed. It appears that quality vs quantity is also a problem for prophets. Perhaps you could convince her to share any pertinent vision she may have regarding you or your nation? It might not be as easy as just asking though. Her prophecies are the Word of The Lady, and she might not be eager to share them with outsiders, not even allies. And, considering the actual source of said prophecies, they may not be trustworthy at all. Still, it may be worth a try to get some information that would otherwise be unattainable. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%

[ ] Qilin and Caribou: The situation in the Emerald Isles is tense, and no one is entirely sure what to expect going forward. There haven't been any further raids or vikinger activity since the Labsfarne incident, but many fear that this is the calm before a storm. You believe it's in your best interest to prevent Neighpon and Olenia from coming to blows with each other or allowing the situation to escalate. With that in mind, Gisa has proposed leveraging Gryphus' status as a relatively neutral third party to bridge the gap between the leadership of both sides and hopefully prevent the situation from deteriorating. Of course, this is assuming that both sides agree to your proposal...and are willing to speak to each other in the first place. Cost: 600. Time: One Year. Reward: Diplomatic Intervention in regards to the Emerald Isles, reduced chance of further tensions or an escalation of hostility. Chance of Success: 55%.

[ ] Confronting Canterbury: The revelation of Queen Phalanx, the Changelings, and the conspiracy behind Canterbury and the Church of the Lady has added a new dimension to your previous plans to privately confront the Royarch of Canterbury. Letting her know you know may provide additional information...or show your hand too early. While Rose has assured you that Queen Chevaline and Phalanx are two distinct individuals, neither of you are certain if the Monarch has any idea of the truth behind her nation's history. The risks of such a course of action are obvious, and Rose herself has cautioned you against it...but it may be worth a try. Cost: 200. Time: One Year. Result: ???

[ ] YakYakistan Mutual Defense Pact: The world increasingly seems to be a more and more dangerous place. Between the developing situation in Maretonia, the revelations of Changelings in Canterbury, and the ever-present possibility of another outside context problem like Sombra suddenly emerging, threats to the Empire are as numerous as they are worrying. You are therefore not surprised when Gisa draws up a proposal for a mutual defense treaty with the Kingdom of YakYakistan. They are your neighbors, trade partners. You fought alongside each other against Sombra. And, though they themselves are loathe to admit it, you did help them abandon their previous nomadic lifestyles and allowed them to become a unified nation. It would only make sense to ally. Of course, the Yaks are as prideful as they are stubborn, and you suspect that the only thing that would annoy King Rutherford more than the thought of being reliant upon the Empire would be the thought of getting dragged into a war they would have otherwise not been a part of. Still, the arguments in favor are sound, and the thought of a line of Yaks charging down the Empire's foes has a distinct appeal to it. Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 45%

[ ] Libertalian Developmental Aid: You're a bit ashamed to admit that, between Maretonia, Canterbury and the Emerald Isles, you've somewhat forgotten about Libertalia. The small island nation, once a veritable pirate's republic, has been undergoing a dramatic shift to a more traditional economy thanks to Imperial investors. The captains and crime bosses who govern the place, while not thrilled with the abandonment of their previous ways of living, have adapted remarkably well, many setting themselves up as succesful entrepreneurs with the same vigor that drove them to become entrepid seafarers. Hoofbeard in particular has become equally renowned for his business savvy and negotiation skills as he has for his nautical escapades. Gisa believes that, with further support and assistance from the Empire, Libertalia could become a profitable trading partner and ally...perhaps even a protectorate at some point in the future. Of course, that belief rests on many assumptions, chief among them that the Council of Captains will accept such offers of help. Cost: 500. Time: Two Years. Reward: Libertalia fully abandons its previous reliance on Piracy, Increased Trade Income, New Actions Unlocked. Chance of Success: 60%

[ ] Emerald Isles Trade Delegation: The Emerald Dogs (as they have been popularly dubbed by the inhabitants of your Empire), have proven receptive to your diplomatic overtures, and the showcase of Griffon-made goods to the inhabitants of the islands was well received. All that remains is to sort out the details of a trade agreement with the Alphas and allow the wheels of commerce to start turning between your respective nations. Cost: 400. Time: One Year. Reward: Trade Agreement with the Emerald Isles, New Source of Income. Chance of Success: 75%


Stewardship: Frida, though hard at work with the installation of Gaslamps and associated infrastructure throughout the Empire, continues to multitask, juggling multiple projects in her unending quest to improve the Empire. (Two Actions per Turn. One Action Locked)

-Gas Lighting: Cost: 1200. Time: Two Years. Reward: Gas Lamps installed in all major population centers in the Empire, Increased Tax Income due to Increased Productivity and Reduced Crime Rates. Will Finish This Turn

[ ] Thaumatological Education: The science of magic is poorly understood by the inhabitants of your Empire, and for good reason. Griffons and Diamond Dogs have no magic of their own, and much of the knowledge gathered by the Crystal Ponies was lost when Sombra enslaved their people. This state of affairs was of little concern in the past...but with the growing Hippogriff population and the inevitability of these new magical minorities access the arcane abilities of their parents, it is becoming apparent that this lack of magical education cannot stand. Frida has been consulting with Merlin and your other magical experts to devise a curriculum for "gifted" individuals that will allow them to better understand and harness their powers. Of course, such knowledge will need to be disseminated. Frida has a few ideas for that. Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.

[ ] 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. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.

[ ] Crystal Forests: As the soil fertility and climate of the Crystal Protectorate begins to lend itself towards agriculture, some within the assembly have made an unusual proposal: the planting and cultivation of forests for the express purpose of providing the Protectorate with a domestic source of lumber. An unusual idea...but one worth exploring. Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.


Learning: While Archimedes, Genevieve, and the Neighponese trio still form the core of your scholarly pursuits, Merlin and his fellow Canterburians are now suspect in light of the recent revelations concerning Queen Phalanx and her hive. You're not sure whether your paranoia is justified, but keeping research efforts compartmentalized for now may be a good idea. (Two Actions Per Turn)

[ ] Prototype Flying Machine: You have the schematics, you have the runes, and now you have a suitable lifting gas. All that's left is to put theory into practice and actually build one of these "airships". Archimedes has cautioned you not to expect much...this Machine is going to be the first of its kind after all, and will likely need to be refined even after after its built, as theory and reality rarely agree with each other. Still, this will bring you one step closer to having a fleet that can sail the skies as well as any navy sails the seas. Cost: 1000. Time: One Year. Reward: First Airship Constructed, New Actions Unlocked.

[ ] A Different Kind of Mortar: The prospect of war with Maretonia (or what's left of it) has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.

[ ] Black-Steel Balls: With the sudden influx of Orichalcum from YakYakistan, you can now afford to produce additional weapons with antimagic properties. One of the weapons that your engineers have been particularly eager to attempt developing is one that will complement the powerful siege weapons that they've made in the past: Black-Steel cannonballs. Sadly, it is not as simple as swapping one metal for another. Black-Steel is notably denser and heavier than simple iron, and the procedures and calculations regarding the use of your cannons will have to be altered to accommodate these properties. Still, you're sure it's nothing Archimedes and his team can't handle. Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs.

[ ] Better Breweries: Archimedes' Mushroom Moonshine is not just a popular beverage within the Empire, but a valued Trade good purchased by Yaks, Minotaurs and Qilin alike, netting your government a pretty penny in export duties. Genevieve has been going over the brewing process, and thinks she's come up with a few methods to improve it. Give her some funds and time to see if her theory is workable. Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.

[ ] Maritime Steam Engines: It wasn't long after the unveiling of the first steam locomotive that someone asked the obvious question of how to apply a similar principle to nautical transportation. There were numerous hurdles to such an idea, but Archimedes has been working for years to continuously refine his creation and make such a thing possible. He believes that, with a little more time and funding, he can allow your ships to sail against the winds and tides. Cost: 700. Time: Two Years. Reward: Progress towards Steam Ships.


Intrigue: Publicly, Ravenburg remains focused upon the developing conflict in Maretonia. Privately, the majority of his time and attention is focused upon Canterbury and the recently unearthed conspiracy of Changelings behind it. He seems to disappear into the catacombs beneath the palace to interview Rose every other day in hopes of untangling the web of secrets that Queen Phalanx has constructed for herself, each day uncovering new strands of intrigue and painting an ever more complete picture of the beast you now face. (Two Actions Per Turn)

[ ] Hoofbeard's Other Heist: Pegicles Storm has completely severed the trade route between House White Star and the Minotaur Republics. Naturally, this has also thrown Hoofbeard's plan for a dream heist completely out the window. Thankfully, your efforts to insert infiltrators into House White Star has paid dividends and opened up a new opportunity. Countess Copper Top had provided you with invaluable information regarding the status of House White Star's treasury...specifically, its gold reserves. To protect its wealth from enemies both within and without, House White Star does not keep all its funds in one place, and moves its stores of gold often. And, while she is not really supposed to have access to such information, Countess Copper Top does possess knowledge of several such shipments of gold and silver bullion. Knowledge which she has graciously shared with you. While Pegicles Storm has rendered some of this Intel obsolete, much if it still remains relevant, especially as the Countess continues to feed you Intel even as House White Star slowly crumbles.

Everything from the routes the carriages and barges shall take to the times of departure and the composition of the security detachments that shall escort the riches of House White Star has been provided to you. Several of these routes of transit are located on or near the coast, where the pirates of Libertalia could conceivably strike. It's not a treasure fleet, but its a viable alternative to the now sunk treasure fleet, if a more risky one. The fact that the abolitionists may be able to provide support to such a venture is just another reason to consider such an otherwise risky operation. Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 65%

[ ] Assisted Abolitionist Raids-House White Star: The Abolitionists have conducted numerous raids of varying effect and degrees of success against both of the Noble Houses of Maretonia, striking lines of supply and freeing their still-enslaved brethren. Still, many of these attacks are little more than nuisance raids, not having any significant effect on the war capability of either of the Noble Houses. However, with proper support and intelligence from the Empire, it is hoped that these attacks could do some real damage to the Noble War Machine. Ravenburg has already identified several supply depots, barracks and outposts that, if attacked intelligently and in a coordinated manner, could seriously harm and hinder House White Star forces. Coordinate with Ambrosia to provide the support needed to make such coordinated assaults a reality. Cost: 600. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 75%

[ ] Riddle of the Labyrinth: Gisa suspects that there's something up with the Minotaur Republics, and after hearing the detailed report on her journey to Labyrinthian, you're inclined to agree. Whether they simply didn't tell you everything or outright lied to your diplomats isn't clear, but you are almost certain that they're hiding something. See if Light Step is willing to act as a spy one last time and have him get to the bottom of this mystery. Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%

[ ] Bursting the Cloudburst: The spell matrix currently in development by the Maretonian Colleges of Magic has the potential to be used as a weapon of unimaginable destruction if it is ever perfected. While you are technically now allied with the mages of the Colleges, they do not answer to you directly, and their insistence upon maintaining their autonomy could be pose a point of contention going forward. For these reasons, it is vitally important that the Cloudburst spell is never completed. Your new relationship with the Colleges opens up numerous opportunities to infiltrate and interfere with their activities, which may allow your agents to slow or halt the progress of their research. Of course, such an operation carries great risks, not the least of which being the severing of a relationship you've only just created. Still, preventing the development of a magical WMD may be worth that cost, if it comes down to it. Cost: 600. Time: One Year. Reward: Project Cloudburst Sabotaged. Chance of Success: 45%.

[ ] Internal Security Reforms: Changelings. Shapeshifters that can take on the appearance of any sapient being and near-perfectly imitate them. Their mere existence constitutes one of the greatest security threats you've ever encountered. For all you know, Queen Phalanx could have agents embedded all throughout your government, even within the halls of the palace itself! Rose assures you that such tactics are not the Queen's way, but that does little to reassure you. You need a way to ensure such infiltration is not happening, and to ensure that it won't if it isn't. Have Ravenburg make it a priority under the guise of security reforms. Cost: 800. Time: One Year. Reward: Reduced Risk of Changeling Infiltration and Mundane Espionage.

[ ] Searching for Gynes: Rose is a Gyne, a sort of Proto-Queen amongst Changelings, under constant suspicion due to her potential. And she's not the only one. There are at least half a dozen Gynes at any one time, despite Queen Phalanx's attempts to keep their numbers down. And they're usually kept far from the hive on long-term infiltration missions which they rarely return from. A whole group of Changelings with good reason to despise Queen Phalanx, who wont be missed, out and about and ready to be subverted or recruited. All you have to do now is find them. Cost: 800. Time: One Year. Reward: More Changelings On your Side. Chance of Success: 30%


Piety: The revelation of the true nature of the Church of the Lady of the Lake has brought new relevance to the issue of faith in your Empire. (One Action Per Turn)

[ ] Holy Icons: Now that they have their artifacts and a grand temple, the Pantheists have begun producing religious icons by the boatload, that all who wish to bear the symbol of their faith may wear it around their necks or build a shrine in their own homes. Naturally, this requires a great deal of raw materials that are very much in demand, and the Pantheists are having a hard time getting their talons on enough metal to make all the icons that they want to. The representative upon the Council of Faiths has petitioned you for some manner of assistance. You suppose you could use your influence and a small part of the treasury to clear this production bottleneck and allow the Pantheists production project to progress. Cost: 400. Time: One Year. Reward: Expanded Pantheist Influence.

[ ] Expanded Crystal Worship: The Crystal Disciples, though quite pleased with the growth of their faith in recent years, are still struggling to expand their influence beyond the Crystal City, something only compounded by the object of their worship being either unable or (as some assume) unwilling to leave the cities limits. The question of how to worship the central object of their religion without it being present is one that almost all of the disciples have been wrestling with, but a preacher by the name of Varado has come up with what he believes to be a solution after studying the Crystal Heart and the Runes upon it. A particular rune array, intended to be carved upon a miniaturized Crystal Heart that can be placed in shrines and houses of worship across the Empire. Supposedly, it would allow the "worship energy" from distant shrines to reach the Heart itself. In theory. Of course, the rune array is the work of a comparative novice, and the Disciples would appreciate some discretionary funding to produce a few of these miniature hearts for a sort of trial run, to see if the preacher's idea has merit. Cost: 500. Time: One Year. Reward: Crystal Shrines outside the Crystal City. Expanded Crystal Disciples Influence.

[ ] A Sacred Stone: The Yaks' shamanistic beliefs have little need for temples, shrines, or more conventional sites of worship. Instead they mark sites of spiritual significance via raised stones or boulders with intricately carved inscriptions and artwork dedicated to their gods. While the followers of Yak Shamanism within your borders could simply pick a stone and carve an inscription into it themselves, they have deemed such an approach insufficient for the first Runestone to be placed in the Empire, and have attempted to contract the famous Shaman Brod the Wise to create the inscription. There's just one problem: Brod the Wise has left his self-imposed exile from his mountaintop home exactly three times in the past thirty years. Once to confirm the disappearance of Discord, once to give a prophecy concerning the coming of Sombra, and most recently to legitimize the reign of King Rutherford as a worthy ruler of Yak-kind. To say that it's unlikely he'll agree to travel beyond the borders of Yakyakistan to simply carve some runes in a rock is perhaps the understatement of the year. Still...if he were to receive a letter requesting his presence from a foreign Emperor, one that has done so much to help his people...well, he'd be much less likely to refuse then wouldn't he? Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.

[ ] Seaside Shrines: While all natural phenomenon are associated with Kami, and all are important in their own way, the spirits of the winds and waters are regarded as particularly important by followers of Neighponese Spiritualism. Combine this with the fact that most of the practitioners of the Neighponese faith live on or near the coast, and it's fairly obvious what the first shrines they seek to build are going to be dedicated to. Unfortunately, the construction of the shrines is not a simple matter, for two reasons. The first is a matter of material; the followers of a religion originating in Neighpon naturally want materials from said nation to be used in their shrines, which means they'll have to go through the bureaucracy that is the Imperial Customs Office. The second and much larger issue is the fact that several of these shrines are intended to be built in or on the water itself, which may pose a navigational hazard for shallow-draft ships. Naturally, this is a bureaucratic nightmare of its own. The spiritualists would greatly appreciate it if you would grease the wheels of bureaucracy for them do that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.

[ ] The Imperial Creed: Now that the Imperial Cult and it's adherents have agreed on a singular doctrine, they are ready to begin truly spreading their faith across the Empire. But to do this, they will require a sacred text, a holy book to convey their message. Thankfully they already have one: the Lectitio Divinitatus, collaboratively written by several of the cult's founders. Unfortunately, they currently only have the one full copy, with a handful of excerpts transcribed by talon for congregations across the Empire. If they're going to make any headway in converting citizens to their faith, they're going to need to publish their scriptures. Unfortunately, they have been experiencing some difficulties in acquiring the services of bookmakers and printing presses, mostly because, due to their earlier doctrinal disputes, they were late to the holy book publishing party. It appears they'll need some help finding a publisher not already swamped with orders. Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.


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%

[ ] Rune-Sword of the Emperor: While you possess a blade of forged Orichalcum for combat against magical threats, you still wear the blade forged when you were merely the King of Griffonia. Over the years, it has become as symbolic of you and your rule as your crown has. When Merlin cracked the code of the Runes upon the Crystal Heart, he sparked an idea in your mind: could such Runes be used to make your trusty blade more powerful? Only one way to find out. Cost: 300. Time: One Year. Reward: Rune-Blade.

[ ] A Gesture of Friendship: The Neighponese have been your closest allies since your battle against Sombra, their soldiers shedding their blood alongside yours in the streets of the Crystal City. You and your family have forged personal connections with your new friends from across the sea, from your son's friendship with the young Qilin Ki Seong, to Gwyndlyn's correspondence with the Emperor Ryuō himself. You feel it's important to show them that you value the relationship you have with your fellow Empire...and Hardbeak's Sword gives you an idea. Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.

[ ] Confronting Merlin: The revelation of the Changeling Conspiracy is compounded by the presence of several powerful Canterburian Mages within your court. Rose has assured you that they aren't Changelings, but that doesn't mean you can trust them. Merlin in particular is suspect. You find it hard to believe that someone of his talents and intellect could have failed to notice something amiss in the Kingdom of Canterbury. You need to verify their trustworthiness. Preferably without showing your hand. Cost: 0. Time: One Year. Reward: ???

[ ] Princess Passion Project: Gilda has been feeling a bit out of sorts lately. While you and the rest of your family make an effort to make time for each other at both your and Gabriella's insistence, the fact of the matter is you all have your own duties, responsibilities and personal projects...except her. Gleaming has her crystals, Gawain has his Diplomatic Posting, and Gwyndlyn has her Garden, but Gilda doesn't really have any hobbies of her own, despite trying her talon at all of her sibling's pastimes. Maybe you can help her out and try to give her some direction. Cost: 0. Time: One Year. Reward: Gilda gains a hobby, with a chance to gain a trait or stat boost.

[ ] Getting to Know You More: Gawain has made some very interesting friends. Despite his new busy work schedule, he still goes out of his way to make time for them and maintain the connections he's made. You're happy to know your son has others which he can confide in and rely on, though you do wonder what sort of things they talk about when they meet. Cost: 0. Time: One Year. Reward: Gawain and Friends Interlude, potential for Further Rewards. (Does not cost an Action. May only be taken once per Turn.)

-Dueling Practice: In many ways, Ki Seong is a typical example of a Neighponese noble lady. She has spent much of her life being educated on the finer points of etiquette and can host an organize a tea ceremony fit for the Dragon Emperor himself. But Gawain knows better than to assume that she is a dainty flower of the Far East, for the young Qilin hides a core of steel and fire that would put any Griffon to shame. She is shockingly well versed in the realms of strategy, politics and diplomacy, and can wield a bow or blade as well as any professional soldier. It is this last quality that piques Gawain's interest. He does not often get the chance to spar with a talented opponent that will not hesitate to hold back against him because of his status. You're interested to see how he fares against the young Qilin.

-Sebastian's Innovations: Sebastian Rainfeather, one of your son's closest friends, seems determined to become the next Archimedes. The young Griffon has been spending a great deal of time cooped up in his "laboratory" (the basement of his family's manor) in hopes of creating something novel and useful enough to impress Archimedes, Genevieve and the rest of the Empire. Gawain has recently received a letter from his scholarly friend, politely inviting him to stop by his home at his earliest convenience. You wonder what the aspiring inventor wishes to show him?




There will be a twelve hour moratorium to allow for discussion and Plan-Building.

Let me know if you have any questions.
 
The rune bracelet had been his answer: a means of monitoring and, if need be, shocking an inmate into compliance while preventing them from leaving a predetermined geographical area.

The Archmage didn't know about Rose. He thought that his creation would be a proof of concept for a new type of prison. And at some point in the future, he may be right.
And I can very quickly figure out ways it can be implemented to the opposite effect. When we go around to it, we should especially put effort to avoid the IRL situation where reformist intentions wind up getting twisted to transform it into a nightmare....


As far as the conspiracy, think asking Merlin will be important, while an unknown chance, we need more information, which is something he may have.

Edit:
Anyone else notice a certain lake action missing from the options here.
Yeah, though we might want to sometime do something for them while we support all religions like at least some of us have planned to help try and avoid suspicion ignoring the that particular one might bring.
 
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I'm thinking

Martial
-Blackwatch
-A Show of Solidarity
Diplomacy
-Qilin and Caribou
-Libertalia Development
Stewardship
-Thaumaturgical Education
Learning
-Flying Machine
-Mortar
Intrigue
-Hoofbeard's Heist
-Internal Security
Piety
-Seaside Shrines
Personal
- Gesture of Friendship
- Princess Passion Project
- Dueling Practice

Make this a turn focusing on Libertalia and our Qilin allies.
 
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