Gryphus Says No to Moon Graffiti

"Let me make sure I understood you perfectly well.

"You neglected your own sister so badly that she was literally, magically consumed by a manifestation of her jealousy and rage.

"You then engaged your possessed sister in mortal combat when she attempted a coup. In the process, your battle rendered the entire forest around your castle into a chaotic magical wilderness the likes of which hasn't been seen since the reign of Discord.

"Speaking of Discord, you then misused the artifacts that defeated him, rendering them inert and imprisoning your sister on the moon for what will be, as far as you can tell, one thousand years."

The silence stretched on, answered only by the Princess' pained countenance. Eventually, the Emperor sighed.

"Alright, here is what is going to happen. Firstly, Gryphus will be confiscating the Elements of Harmony." Before the solar monarch could so much as twitch in response, whether in surprise or objection, the Emperor pinned her in place with a piercing glare. "This is non-negotiable. The Elements are currently the world's only known recourse against the apocalyptic madness that is Discord. In light of your role in his defeat, no creature in the known world objected to your and your sister's continued stewardship over either the Elements or the draconequus himself. Obviously, such is no longer the case. Seeing how you apparently managed to break the damned things, or as near as might be possible, we are all very, very lucky that Discord was not simply freed then and there. Understandably, such things as global order and sanity are not best left to luck. So we will take the Elements, study them, and, if possible, repair them. Is this understood?" He held his gaze until slowly, stiffly, Celestia nodded. Though it stung to be patronized to by a ruler who was but a fraction of her age, she could not deny the weight of his words, nor was she in any mood to try.

"Good. Secondly, we will be offering asylum, temporary or otherwise, to any and all ponies in Equestria who request it." He did not elaborate. To Celestia's shame, he did not need to. She could guess all too easily how her little ponies were likely already reacting to Luna's subordinates.

"Finally, the Empire will henceforth be assuming medical custody of Princess Luna. You will not be permitted contact or correspondence of any form until such time as both she and her doctors deem it appropriate. Should you choose to seek assistance with your own mental health, something which..." Gawain trailed off as he stared pointedly at her disheveled state, "I would highly advise, then professional therapists will be made available to you."

Celestia... stared, uncomprehendingly. "Medical custody? But she's..."

"Possessed? Sealed by a set of immensely powerful magical artifacts? Stranded on the moon?" Gawain's tone grew drier at every turn. "We just established all of that, yes. However, you will once again find that the Empire of Gryphus is not Equestria. We do not make a habit of merely sealing away our problems for an indeterminate length of time and considering them resolved. There is a vast difference between entrusting the future to our descendants and foisting our own problems onto them. Not to mention how I am personally irate at how this mess has potentially cost my sister one of the few friendly beings who could conceivably accompany her through the ages, once the rest of my family will have passed. So yes, the Empire of Gryphus will be making every reasonable effort to retrieve Princess Luna from the moon, even if we have to figure out how to get there the long way."

At this, the Emperor turned to take his leave. "Maybe we should build a fort up there, to make sure you don't graffiti it again."
 
On that second bit, you may actually have a point, though I think I'll take a 'wait and see' approach before passing judgement. As to the first bit... no, not really? I mean, the slaves we freed? Yeah, they freaking love us, and for good reason, but that's only a small portion of the greater Abolitionist faction (not all of whom decided to stay in Maretonia), whose relationship with us can perhaps be charitably described as 'warm, but not particularly close'. We're their patrons, yes, but we're also a foreign entity with our own interests that just so happen to line up with theirs. The Royal Guard respect us, maybe even like us a bit, but were also just barely willing to agree to our intervention in the first place. They definitely don't want us messing around in Maretonia. Then you have the rest of the populace who are just keeping their heads down and trying to survive, and all they really know about us is that we hate slavery, and we killed Pegicles, and that's pretty much it. We're still 'weird foreigners' to them, it makes sense that they'd have some concerns about our interest in their (very much weakened right now) country.

Where is this 'support' you speak of for the Empire of Gryphus? Where is this antipathy towards national sovereignty? My own take of the average Maretonian's disposition is shock and horror at what has happened to their country, and aside from the Abolitionists, dismay that this whole series of events ever happened in the first place. My impression is that they just want to go back to when the Queen was alive, and the world still made sense to them. Those were, after all, in their minds 'the good times', before the viper's nest that was their nobility decided to start duking it out in the fields and in the streets instead of keeping their vitriol confined to the halls of power. I mean, it's possible I've just totally misread the general attitude of the Maretonians, but I've always felt that our relationship with them has been lukewarm at best.
I didn't say there was some kind of massive upswell in support for Gryphus or massive antipathy towards the idea of sovereignty (which still wouldn't be national since, by all accounts, they have no national identity or culture as shown in the argument made previously). What I said was that you massively undervalued pro-Imperial attitudes and overvalued desires for sovereignty. That is nowhere near the same thing as saying the empire being beloved and sovereignty being hated as you said given the terms "undervalued" and "overvalued" are comparative. The comparison is being made to the fact that you portrayed it as having massive support for sovereignty (with nothing but your own assumptions backing you) and extremely tepid to neutral attitudes towards the empire what with your comments of a strive for independence being overwhelmingly likely of all options and your portrayal that attempts to sway towards a protectorate would bring about "revulsion."

I don't view the empire as being beloved by everybody. I believe the empire as being viewed as friends and allies by those whom matter in how Maretonia is run, and that the general populace is largely neutral (not apathetic as that would imply a lack of care) towards any form of government so long as it would prove helpful to stability and bringing economic prosperity. They would likely remember that it was the Imperials whom kept them from starving (and freed 1/6th of the pre-war population of Maretonia from slavery) with humanitarian aid, and would thus be open to the idea (though probably not jumping and yipping with glee). This will give us a strong nucleus to work from in pushing for a protectorate and expanding our actual reach throughout it.

Anyhow, you literally just invented an entire narrative wholesale in your second paragraph this post that has never once been implied in any of the views we've gotten of the Maretonians. There's never been any evidence whatsoever that there's some kind of mass nostalgia for pre-war Maretonia as being good or the like. In my previous argument, even the things I said that were explicitly extrapolated positing still sourced from the actual chapters - such as how I once said somewhere in these posts that it is possibly post-war Maretonia may suffer from cross-racial distrust and discrimination due to the breakdown of the caste system and the Pegasi being seen as being responsible for a lot of their ill-woes. None of what you said has ever pointed to anything we've been reading to back up your assertions for how you believe things will go/are going.

We KNOW what the Abolitionists were like. I even told you in my previous post what they were like in reference to my previous argument made that they were literaly a bunch of people from differing groups with no united ideology or political ambitions beyond abolitionism.
mostly true, but while they wouldn't be happy about not getting a reward, we could definitely tank the reputation hit. We also took FAR MORE casualties against Sombra than against Maretonia, so there would likely be not as much of a push to... repay their deaths, so to say.
Well yeah. Was just pointing out that they wouldn't be happy since the comment was saying they hoped they would be happy enough. I made no statements over whether the most beloved figure in the empire could tank the PR or not.
In the comics the kingdom is shown as well in a "tirek's past" chapter of Fiendship is Magic. I don't know if they go into more details in the main comic series, I didn't read all of it. the king is a centaur, the mother is a gargoyle, and Tirek and Scorpan are the two princes.
Thanks for the information. It is rather helpful! :)
more or less true, though we probably reunited enough of the wizards for them to reform their organization.

Generally speaking, Maretonia's nation-state status is in flux. There's the POTENTIAL for them to reform into an actual country... or multiple countries... or being absorbed by us.
Of course. I suspect if we make them a protectorate, doing so as a sister university to our recent magic academy will actively be an option in the list for Maretonian investment. That is not relevant in the context of what pre-war groups still hold political legitimacy and actual goals to provide the framework for a new government, however, since "can reform" doesn't mean they have that organization now.


I mean, the argument* I made previously was that Maretonia is in no way a nation-state pre-war and therefore would be doubly easy to become accepting of some level of integration compared to one with a strong national identity or strong regionalistic identities.

*which I would really rather you guys comment on in some fashion to let me know whether or not you remember and/or care about the argument I made previously. It's kinda important as to underlying what I'm saying, and it's far too common for SV questers to ignore anything not said (regarding debates and arguments) within one update or one week, whichever is earlier

All this aside, do please tell me if I am going off too assertive to the point of rudeness.
 
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All this aside, do please tell me if I am going off too assertive to the point of rudeness.

I have no problem with it, or at least not yet.

I mean, the argument* I made previously was that Maretonia is in no way a nation-state pre-war and therefore would be doubly easy to become accepting of some level of integration compared to one with a strong national identity or strong regionalistic identities.


Admittedly THIS is the perfect time to integrate/centralize power in Maretonia.

Pre-war, Maretonia had its power heavily split between all the various noble houses AND the pegasi military. Mareia was the queen, yes, but she also had to juggle all those factions and that heavily restrained her in what she actually COULD do.

We were lucky in that, after we defeated Brochard and integrated Wingbardy and the feathersian cities, we basically had no internal rivals.

I imagine that, if she had been in a stronger position, she likely would have given back the slaves as a small price to pay to NOT make us her enemies, after all.

Right now of course most noble houses are in tatters, the surviving ones are heavily weakened, and the pegasi military is THE loser of the conflict. It's now or never to move from a feudal society to a more centralized monarchy (or republic I suppose).

About the maretonians opinions on their pre-war society... I suspect the NOT slaves would likely have really good memories of it, simply because its contrasted to their current situation. Slaves obviously will NOT remember it fondly, but to free ponies... well, peace, food and a roof over their head was better than what they currently have.

Still, I expect most ponies to not care too much one way or the other about who's going to rule, as long as

1)It's not the ones who made their life hell (so, NOT the pegasi who used WMD on them)

2)as long as they're promised the essentials (and more): food, water, houses, jobs...

3)As long as those promises are swiftly kept.


...which is really a longer way to say that if we annex them or protectorate them, we'll want to invest a LOT in them to QUICKLY improve their situation.

Of course there will ALWAYS be some who'll want their independence, no matter what we do. After all EVEN THE CRYSTAL PONIES had a few individuals wishing for autonomy in the beginning, and even now there's likely a few going "sure, the gryphons are great, but...".

The important bit is to make that position unpopular, and the obvious way is to offer more than any would-be rebel can.


...I feel like I wrote a lot of obvious stuff that really didn't need to be said, but it's not like we have much else to do until we get to see our options next turn... at this point everything worth saying has been said, and there's nothing more to gain from this discussion until we get the actual options
 
don't take it too seriously and just enjoy the funny omake :rofl:.
But this isn't funny to me.

This Omake reads EXACTLY like the type of stuff I don't wanna read in an Original Story placed in a Canon-Setting: Namely as a smug takedown and denounciation of Canon by the new Characters, who are oh so superior and better, with a holier-then-thou Attitude a mile wide. Instead of cool and interesting interactions between Canon and Original Characters, all we get is the latter belittling the former and bragging about how oh so much better they are then them.

And that kind of pretentious stuff, frankly, only makes me want to drop a Story and stop reading.

Sorry, I don't mean this as an insult to the Author of the Omake. But I have made many bad, BAD experiences with this type of story and just don't like it.
 
But this isn't funny to me.

This Omake reads EXACTLY like the type of stuff I don't wanna read in an Original Story placed in a Canon-Setting: Namely as a smug takedown and denounciation of Canon by the new Characters, who are oh so superior and better, with a holier-then-thou Attitude a mile wide. Instead of cool and interesting interactions between Canon and Original Characters, all we get is the latter belittling the former and bragging about how oh so much better they are then them.

And that kind of pretentious stuff, frankly, only makes me want to drop a Story and stop reading.

Sorry, I don't mean this as an insult to the Author of the Omake. But I have made many bad, BAD experiences with this type of story and just don't like it.
And if this had been part of a CANON update, I would probably agree with you, as I'd have MANY things happen differently.

Just for an example, I imagine Gawain wouldn't have been so... dismissive of Celestia's suffering. and Celestia would be more protective of the elements. and so on.

but this is an omake. A very short one too. They don't HAVE to take things seriously, as they're, in the end, inconsequential to the actual story.

It's basically a short joke you might or might not find funny.
 
Admittedly THIS is the perfect time to integrate/centralize power in Maretonia.

Pre-war, Maretonia had its power heavily split between all the various noble houses AND the pegasi military. Mareia was the queen, yes, but she also had to juggle all those factions and that heavily restrained her in what she actually COULD do.
Even then, centralization is not typically enough to bring about a strong national identity or strong regional identities. It is typically part of the process, yes, but it is not a sufficient factor in itself. For example, I wouldn't even say the Griffonian Empire, despite its own centralization in both de facto and de jure manners, is a nation-state yet. It could become one if we work towards building some kind of common civic or cultural identity, but it doesn't have that yet. Its unity is based around common prosperity, loyalty to the imperial family, and common defense as opposed to unity based around a common identity.

That said, I do believe we are well on our way to building a common identity if we can keep this up for another reign or two.
About the maretonians opinions on their pre-war society... I suspect the NOT slaves would likely have really good memories of it, simply because its contrasted to their current situation. Slaves obviously will NOT remember it fondly, but to free ponies... well, peace, food and a roof over their head was better than what they currently have.
Eh, maybe things are different since my studies focused more on industrial and post-industrial societies, but I find that conservative and reactionary mindsets like that need to be taught. They don't typically form passively. Oh there would be a general longing for better economic times and stability, yes, but that merely makes them susceptible to being pushed towards such views. The mental linkage between "old political system" and "prosperity" like backgroundnoise said is something that generally needs an active push to be created among the general populace as opposed to just wanting to be more secure. That's another reason why I differentiated between the general populace being "neutral" and being "apathetic." Apathy implies they legitimately don't care about who rules as long as they get their wants and needs fulfilled, as you said. I do not believe this to be the case. I say "neutral" is a better term because I believe the general populace of Maretonia is incredibly susceptible right now to being influenced to believe in most political directions the area could take, and not merely uncaring of its fate.
 
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Even then, centralization is not typically enough to bring about a strong national identity or strong regional identities. It is typically part of the process, yes, but it is not a sufficient factor in itself. For example, I wouldn't even say the Griffonian Empire, despite its own centralization in both de facto and de jure manners isn't a nation-state yet. It could become one if we work towards building some kind of common civic or cultural identity, but it doesn't have that yet. Its unity is based around common prosperity, loyalty to the imperial family, and common defense as opposed to unity based around a common identity.

That said, I do believe we are well on our way to building a common identity if we can keep this up for another reign or two.
a common identity will probably mostly form by itself as consequence of all that's happening, really.

The shared pride in saving the Crystal ponies and defeating the evil unicorn archmage, the solidariety showed in helping them rebuild, the (again) satisfaction of standing for what is right and defeating ANOTHER megalomaniac, this time a pegasus... Plus, of course, a new generation that has been born into this united empire that's only becoming bigger, stronger and more marvelous with each year.

This was probably the conflict that will allow us to REALLY integrate the crystal ponies as part of the empire (hoping for this referendum action next turn...)... we'll see how it goes with Maretonia.
Eh, maybe things are different since my studies focused more on industrial and post-industrial societies, but I find that conservative and reactionary mindsets like that need to be taught. They don't typically form passively. Oh there would be a general longing for better economic times and stability, yes, but that merely makes them susceptible to being pushed towards such views. The mental linkage between "old political system" and "prosperity" like backgroundnoise said is something that generally needs an active push to be created among the general populace as opposed to just wanting to be more secure. That's another reason why I differentiated between the general populace being "neutral" and being "apathetic." Apathy implies they legitimately don't care about who rules as long as they get their wants and needs fulfilled, as you said. I do not believe this to be the case. I say "neutral" is a better term because I believe the general populace of Maretonia is incredibly susceptible right now to being influenced to believe in most political directions the area could take, and not merely uncaring of its fate.
Well, I won't pretend I studied this, I'm just going out of what, to me, is just good sense.

To be fair though it doesn't really matter if you or I are right or wrong about hypotethical pre-industrial civilizations, but just who's better predicting Questor's opinion on how things would work.

...And even that isn't really that important. The easy explanation is that, in the end, integrating them will be possible, but likely expensive in actions, money and time, and there's always a chance of insurgents developing due to random events, which likely becomes higher if we're not actually keeping our promises to them.


...so, again, we really just have to wait and see what happens/what we're offered :p
 
If we don't Integrate or vassal them or something like it then I can only imagine them splitting up into smaller nations with weird borders because of their big distrust of each other that would likely cause conflict in the future.
 
If we don't Integrate or vassal them or something like it then I can only imagine them splitting up into smaller nations with weird borders because of their big distrust of each other that would likely cause conflict in the future.
Considering the one in charge of the White Star faction is also an abolitionist, I don't think this will be too much an issue.
 
Considering the one in charge of the White Star faction is also an abolitionist, I don't think this will be too much an issue.
She's not though afaik, she just released the slaves to stop the actual Abolitionists from going after them

Plus it's not like the Abolitionists themselves are a monolith, they're likely to divide up into new groups based on their beliefs outside of slavery
 
She's not though afaik, she just released the slaves to stop the actual Abolitionists from going after them

Plus it's not like the Abolitionists themselves are a monolith, they're likely to divide up into new groups based on their beliefs outside of slavery

Actually i believe that we did action that effectively made Ambrosia (i believe) defacto leader of the Abolitionists. So whether they split, or not depends on whether she can keep them together and i believe she has a good chances for it.
 
She's not though afaik, she just released the slaves to stop the actual Abolitionists from going after them

Plus it's not like the Abolitionists themselves are a monolith, they're likely to divide up into new groups based on their beliefs outside of slavery
I believe they are referencing the fact that Countess Copper Top, our top White Star spy through the war, is now the leader of the faction. What that means for her beliefs is unknown.
 
That still doesn't solve the issue of the Royal guard not wanting to deal with them and making their own Nation.
I honestly don't believe the Royal Guard has all that much power relative to the Abolitionists. That said, the Abolitionists themselves have no unifying goal or identity beyond abolitionism and survival currently.
 
Actually i believe that we did action that effectively made Ambrosia (i believe) defacto leader of the Abolitionists. So whether they split, or not depends on whether she can keep them together and i believe she has a good chances for it.
We did but I find it unlikely that Ambrosia is a good enough leader to keep all of them together when their only unifying ideology was not liking slavery
I believe they are referencing the fact that Countess Copper Top, our top White Star spy through the war, is now the leader of the faction. What that means for her beliefs is unknown.
Oh I know, I just mean that I doubt Copper Top is an Abolitionist because what's e do know about her is that she was basically the second in command of House White Star and was either pro-slavery at worst and at best not so against it to actually be an Abolitionist
That still doesn't solve the issue of the Royal guard not wanting to deal with them and making their own Nation.
Eh, there's a couple hundred of them at absolute most and the only place they can claim any real control over is the decrepit ruins of the former capital
 
There is also having to deal with punishing slavers and slave masters which I imagine they will still be mad and armed xslaves that will do vigilancy Justice even if there Target actually couldn't do anything about it or wasn't even involved much at all or didn't do anything and it was just related to someone that did bad stuff.
 
There is also having to deal with punishing slavers and slave masters which I imagine they will still be mad and armed xslaves that will do vigilancy Justice even if there Target actually couldn't do anything about it or wasn't even involved much at all or didn't do anything and it was just related to someone that did bad stuff.
We are not doing any punishing of slave masters, unless they were obviously off the rocker even by other slave owner standards or in a position to dictate policy. As much as we dislike it, having slaves was legal when they did it, so being punitive assholes and stamping a jackboot on every slaveowner now that we are in a position to dictate abolishment would be injustice and spark resentment from everyone non-abolitionist.
 
We are not doing any punishing of slave masters, unless they were obviously off the rocker even by other slave owner standards or in a position to dictate policy. As much as we dislike it, having slaves was legal when they did it, so being punitive assholes and stamping a jackboot on every slaveowner now that we are in a position to dictate abolishment would be injustice and spark resentment from everyone non-abolitionist.
Um I did not say we would the xslaves will do that themselves either with the backing of there faction or not like I said there is going to be xslaves that have weapons that what revenge and will not mind getting there hoofs dirty to get it.
 
Um I did not say we would the xslaves will do that themselves either with the backing of there faction or not like I said there is going to be xslaves that have weapons that what revenge and will not mind getting there hoofs dirty to get it.
Unfortunately your original post wasn't specific enough regarding that. I assumed that "having to deal with punishing slaveowners" meant us and it being official policy.
 
Turn 31: Peace in Our Time
"How has the situation in Maretonia been progressing? Is the ceasefire still holding?"

Ravenburg shuffles his papers on your desk, your Spymaster moving on to the next item in your bi-weekly intelligence and security briefing. It has only been a few weeks since Pegicles' defeat and your triumphant return to Gryphus, but that time period has been an active one, both for yourself and for the war torn country you had departed. The Empire had not stopped turning in your absence, and while you had been overseeing the demobilization of the Imperial Army, Jewelius, Ambrosia and Copper Top had been busy.

"So far, yes. Barring the isolated incidents of violence when a few Noble holdouts refused to release their slaves, the Kingdom has been relatively peaceful."

"Do you expect it to stay that way?"

Ravenburg hums in thought, a talon tapping against the arm of his chair.

"Short-term? Yes. The Royal Guard and White Star remnants are currently focused on reconstruction within their respective territories. With both having been targeted by Pegicles during the war, there's an awful lot of damage to be repaired. Combine that with the numerous groups of bandits and brigands still running amok in the countryside and they'll likely have their hooves full for some time."

"And the Abolitionists?"

Ravenburg shakes his head.

"Now that they've accomplished the goal that they set out to achieve and no longer faced with a dire threat or common enemy, the faction is divided as to how they should proceed. With all the internal bickering they have going on I don't think it's likely they'll be launching an attack against the other two groups anytime soon."

You nod in understanding.

"And predictions for the long-term?"

Your Intrigue advisor sighs.

"Much less clear. The Royal Guard have always been conservative, but after Pegicles slaughtered most of them and burned Roam I dare say they'll be considering taking a more active role in things going forward. What exactly that role will be remains to be seen. While it's not as apparent or dramatic as it is among the Abolitionists, they're also rather divided as to what their next course of action should be. Most are in favor of reuniting Maretonia and reforming the Monarchy, though there is a small but vocal faction calling for the establishment of an independent, militarized government after the 'failure' of the previous system."

"On the subject of the Monarchy, Countess Copper Top is the most viable candidate for the throne with the most legitimate claim, but considering how the war began and the still existing tensions she's been reluctant to press that claim. Her people would be fully behind her should she attempt to do so, but the reactions of the other two groups would likely decide whether such a bid would be successful."

"And the Abolitionists are split several ways. Some, particularly the few nobles and wealthy merchants amongst them, seek a return to the status quo of a Monarchy, but many of the recently liberated have been advocating for a separation from the rest of the Kingdom and the establishment of a new nation entirely. But the separatist camp is itself divided between those who want full independence, and those who are actually advocating for an application to become a Protectorate of the Empire."

You blink.

"Seriously?"

Ravenburg shrugs.

"It's been working pretty well for the Crystal Ponies."

You mull that thought over.

"And what do you think the reaction of the other two would be, were that declaration of independence to come to pass?"

Your friend glances upwards, considering.

"Well, since the Abolitionist territories never came under direct assault from Pegicles, they've suffered the least damage to their economy and military. Even if the Royal Guard and White Star ganged up on them, they probably wouldn't win. And that's assuming we didn't come to their aid, which they'd assume we likely would."

Ravenburg looks back at you.

"The other two would probably let them go...but they probably wouldn't be happy about seeing them leave, especially if they ran straight to us and essentially handed the Empire a piece of Maretonian territory."

You sigh, rubbing your temples.

"So there's no clear solution then?"

Ravenburg nods sympathetically.

"As seems to be the norm for that country's troubles sir."

You groan. Of course it wouldn't be that easy.


Martial: Redbeak has been in good spirits lately. After having the threat of Pegicles finally removed as a concern, you can't blame him. But your military advisor has plenty of other possible dangers to the Empire to worry about. Between Storm Country and the revelations of potentially hostile Dragons to the South, he has a lot of contingency plans to draw up. (Two Actions per Turn)

[ ] 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.

[ ] Flying Fortresses: With the development of a final design for a military airship now complete, you can finally begin to fulfill the once impossible dream of an airborne navy. It will require a great deal of work, time and funds to create the manufacturing and support facilities, as well as train an entirely new breed of sky sailor, but once completed your military will possess an edge no other nation in the world can match. Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships

[ ] 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.

[ ] Security Runes: The combination of scrying, teleportation and explosives during the Maretonian Campaign led to a swift and relatively bloodless victory for your forces, but it also served to illuminate the danger a creative, magically gifted opponent can pose. You have no desire for you or your forces to be on the receiving end of a similar tactic. Merlin has already drawn up a set of anti-scrying and teleport inhibiting runes that are, thankfully, rather simple to inscribe. You won't be able to cover the nation with them, but the Hardbeak Line and other buildings of strategic importance should be doable. It will be expensive, but it is also necessary if you don't want any arcane enemies remotely spying on you or teleporting a bomb or strike force past your physical defenses. Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.

[ ] Force Recon: The Expedition into Storm Country led to some unpleasant revelations. A slave taking society of raiders with access to Orichalcum? That's a recipe for disaster if you ever heard one. While Captain Dawnclaw's expedition provided invaluable intel, it raised as many questions as it answered. Where did the mined Orichalcum go? What is it being used for? What manner of leadership do the Yetis possess, if any? Ordinarily you would rely upon Ravenburg and Imperial Intelligence for these answers...but if the fate of the Equestrian Expedition taught you anything, it's that Storm Country is inhospitable and unforgiving. Sending a few lightly armed infiltrators will likely end with them being eaten by a Wyvern or a pack of wandering predators before even catching sight of a Yeti. Redbeak has proposed a more...aggressive intelligence gathering mission, one which Captain Dawnclaw has already volunteered to lead if authorized. Reconnaissance in force...a novel concept. Of course, the possibility of poking a hornets nest is something that cannot be discounted, but it may be worth the risk to get more information on this new threat that faces you. Cost: 800. Time: One Year. Reward: Assaults on known Yeti Concentrations, Intelligence on Storm Country. Chance of Success: 60%

[ ] Cautious Curiosity: The Expedition into Storm Country could have ended in disaster...but it didn't. Quite the opposite; it has already begun to be hailed as one of the greatest achievements of your military in recent memory. Such a triumph has done much to erase the stigma of similar missions, and some influential nobles and military figures have actually begun to petition for another such exploratory commission to be established. It might be a bit soon after the last one, but they say there's no time like the present. Cost: 400. Time: One Year. Reward: Knowledge of Distant Lands.

—[ ] Far South: The revelation of what appears to be a kingdom of dragons to Maretonia's South has raised the concerns of many within your privy council. The ones that you encountered and killed during the Battle of Mare-a-Thon were merely raiders acting alone, but that just makes you more nervous about what an actual armed force might look like. You need intel on what awaits you in the places marked "here be dragons", and you need it sooner rather than later.

—[ ] 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, though disappointed that the Maretonian situation necessitated your personal armed intervention, is pleased that peace, however tenuous, has returned to your Southern neighbor. This does not mean she does not have concerns regarding the situation South of the border however, and she has a few proposals she wants you to look over in regards to how you should approach the issue. (Three Actions Per Turn, One Action Locked)

-The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year

[ ] Post-War Summit: Though the civil war is now over, tensions still exist in Maretonia. For now the three remaining factions are content to sort out the problems within their own territory but eventually thoughts will run to the less immediate future, and already some are debating what shape the future Maretonia will take. Due your proximity as the ruined Kingdom's neighbor, the amount of aid you have provided the nation and its refugees, and your successful intervention which saw the defeat of Pegicles, Gryphus occupies a unique position in relation to Maretonia , and for various reasons you wield a considerable amount of influence with all the standing factions. It should not be too difficult to leverage this influence to call for a meeting of the three groups and help to broker an agreement between them. Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.

[ ] Libertalian Defense Agreement: You've invested a lot of effort and resources into Libertalia at this point. They have gone from a painful thorn in your side to a valued trade partner, even potential allies against any mutual foes. It would be terrible to see all of that time and money go to waste as a result of foreign aggression. While a mutual defense pact isn't possible on account of Libertalia not having a real military to speak of, you are certain that Hoofbeard and his people would appreciate a formal agreement to come to their aid should they ever be attacked. Send a diplomat and see if they'd be amicable. If they're willing to agree to this, it could open the door to further diplomatic agreements down the line. Cost: 150. Time: One Year. Reward: Signing of Formal Pledge to Aid Libertalia in the event if Foreign Aggression. Further Actions Unlocked. Chance of Success: 70%

[ ] 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%

[ ] 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%

[ ] Equestrian Trade Delegation: Now that first contact with Equestria has been made, parties in both nations are chomping at the proverbial bit to gain access to a new and potentially lucrative market for their goods. But before trade can be opened up and profits made by anyone, details will have to be hammered out between your respective governments. Tariffs, currency exchange rates, items banned or restricted for sale to foreign markets, and a dozen other minor issues will have to be addressed. Send a party of economically minded diplomats back to meet with the Alicorn Sisters so that merchants can start plying their wares across the continent. Cost: 600. Time: One Year. Reward: Trade Agreement with Equestria, New Source of Income. Chance of Success: 70%

[ ] 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. The recent discovery and agitation of the Yetis bordering YakYakistan has only added further urgency to this task. Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%

[ ] 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: ???

[ ] Olenian Developmental Aid: Olenia has benefited a great deal from the introduction of Sugar Beets. For the first time, they have a valued trade good that is in high demand, giving their economy a much-needed boost and allowing them to abandon their destructive tradition of nautical raiding. But as far as they have come, they still have a ways to go in terms of development before they can hope to match even the poorest province of the Empire, or even the neighboring Emerald Isles. Gisa, along with several other nobles and business magnates, have approached you with a proposal: further invest in the Kingdom's development, similarly to how you invested in Libertalia to bolster it and ensure an end to the issue of piracy there. It will be a fair bit more difficult, and require a larger amount of funding from both you and private investors, but Gisa seems to think it's possible. The only real problem will be getting the Caribou to go along with it. Cost: 1000. Time: Two Years. Reward: Olenian Economy/Infrastructure Upgraded, Increased Trade Income, Improved Relations with Olenia. Chance of Success: 65%



Stewardship: Frida's recent successes in modernizing the nation's infrastructure can be plainly seen from any window in the Palace after dark, as hundreds of Gaslamps burn brightly through the night, illuminating the Capital. Despite performing what many would consider the crowning achievement of their careers, your Steward shows no intention of taking it easy, putting forward yet more plans to improve the lives of your people and invest in the Empire's development, though at the moment much of her focus is currently upon the construction of the Empire's first College of Magic. (Two Actions Per Turn, One Action Locked)

-Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year

[ ] 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.

[ ] 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.

[ ] Supplying a Demand: Last year, you invested in the Empire's textile industry, facilitating the construction of mills and weaving houses that quadrupled national linen production. Domestic sales of the material have taken off since then...but you have your eyes set on foreign markets. You want Imperial linen to rival Neighponese silk in the global textile trade. But to do that, you're going to have to drum up demand, and make the relatively unknown cloth seem like an appealing purchase to international customers. A series of tax breaks and subsidies intended to boost the production of linens intended for export, combined with a series of publicly funded publicity events intended to draw the attention of foreign buyers, might be able to accomplish that. Cost: 600. Time: One Year. Reward: Boosted Linen Exports, Additional Trade Income. Chance of Success: 65%

[ ] Griffonstone Revitalization, Part 1: Griffonstone. The original Capital of the first Empire in the Pre-Discordian era. Despite its storied history, it has fallen a long way from the height of its grandeur centuries ago. The rise of Discord and the collapse of the ancient Empire spelled the end of the city's golden age, and ushered in a decline that has only recently been reversed. While the city has been experiencing an economic and population boom alongside the rest of your Empire, it still has a long ways to go before it can hope to even think of recapturing the glory of its past. But Gisa has ideas. Big, big ideas. Her magnum opus, she calls it. A new Griffonstone for a new era, a city to inspire and awe the world, a truly Imperial City. You took the first step with the construction of the Imperial War Memorial, but Gisa says that that is only a glimpse of what could be. Give her some funding and time, and see what she can do. Cost: 3000. Time: Two Years. Reward: First Stage of Griffonstone Revitalization.



Learning: Though Archimedes has passed wizened and is now nearing ancient, he remains the greatest Scholar in the Empire, with Genevieve not far behind him. From what you hear, your son's friend Sebastian has made quite an impression upon the two with his sudden deluge of research notes and prototype inventions, some of which may even have Empire-wide applications. (Two Actions Per Turn)

[ ] Paddle Steamers: Now that you finally have a steam-powered engine suitable for maritime use, it's time to draw up schematics for a vessel designed to make use of it. Assemble the shipwrights and engineers and have them put together a few prototypes for the world's first steamships. Cost: 250. Time: One Year. Reward: Designs for Coastal/Riverine Steam Ships.

[ ] 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.

[ ] Airships-Commercial Refinement: The prototype Airship has proven itself a resounding success, and your engineers have learned a wealth of new information as they observe its performance. The test flights have generated quite a bit of attention as well, from both the common people and from the rich and influential. You've already had several nobles and business magnates inquire as to how or when they can get their talons on a sky ship of their own. As a former merchant, it's not hard for you to imagine the numerous commercial applications for the new technology. But Archimedes and Genevieve still think the design can be improved, turning the current testbed into a dedicated airborne cargo hauler. Have them prioritize that avenue of research. Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.

[ ] Weaponized Steam Wheels?: Gawain's friend Sebastian has turned out a great deal of research and innovations lately. Some, like his ship-mounted swivel cannons, have already been proven and are now being adopted across the Empire. Others are of...questionable utility. And no, you're not talking about the chemical stimulant he nearly overdosed on. His...steam wheel...seems like more a curiosity than a useful creation...but Archimedes isn't so sure. Sebastian insists it could form the basis of a new weapons system, and his Idol seems to think the idea holds at least some promise. Well, only one way to find out. Cost: 800. Time: One Year. Reward: New Weapon System?

[ ] Bio-magical Samples: Your troops recovered a large number of samples from both the Ursa Major and the Dragons that you encountered in Maretonia, and Archimedes, Genevieve and Merlin are very eager to study them and see what sort of practical uses they might be able to gain from them. Toss some funds at the issue and see if their research bears any fruit. Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.



Intrigue: Ravenburg remains one of your busiest advisors, constantly keeping you informed of happenings and dangers inside and outside of the Empire. Between the rumblings in Canterbury, the developing Maretonian situation, maintaining security at home and keeping an eye on other developing situations abroad, your spymaster has his talons full. Thankfully he has Rose to serve as his assistant and advisor in matters of espionage...though the Changeling can at times be as much of a curse as she is a blessing. (Two Actions Per Turn)

[ ] Amenable Abolitionists: There exists a faction within the Abolitionists that calls not only for their separation from the rest of Maretonia, but for a closer relationship with Gryphus. Whether they would be allies, a protectorate, or even a new province of the Empire is a question which divides them even further, but the fact of the matter is that they support the foundation of a new nation that would be closely aligned with your interests. It shouldn't be too difficult to pull a few strings, call in a few favors, grease a few hooves, and covertly gather additional support for this idea. Both Ravenburg and Rose think it is reasonably doable. Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%

[ ] Equestrian Investigations: From what Gawain has said of his journey to Equestria, the Kingdom appears to be a peaceful place, and its rulers seem friendly, something doubtlessly helped along by your rescue of their expedition. But the revelation that the Alicorn Princesses were the ones responsible for Discord's defeat concerns you...and after the reveal of Canterbury's Changeling conspiracy, you don't believe there is such a thing as "too paranoid." It may be a good idea to have Ravenburg look into your new friends and see if there's anything concerning lying beneath their friendly exterior. Cost: 500. Time: One Year. Reward: Intelligence on Equestria, Potential to Unlock New Actions. Chance of Success: 60%

[ ] 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%

[ ] Storm Chasers: The Yetis of Storm Country. A society of slavers with access to Orichalcum. To say you are concerned is an understatement. You need more solid intel on what's going on in that mountainous, monster-infested land. Redbeak has proposed a dramatic armed reconnaissance mission, but Ravenburg has always been your go-to Griffon for gathering intelligence. You need detailed information, preferably gathered without the knowledge of the locals, and only the Office of Imperial Intelligence can give you that. You have the fullest confidence in Ravenburg's agents to achieve their mission. They've never let you down before have they? Cost: 500. Time: One Year. Reward: Detailed Intelligence on Storm Country and the Yetis. Chance of Success: 40%

[ ] Etymological Studies: Thanks to Rose, Ravenburg, and more than a little good old fashioned dumb luck, you now have an intelligence asset planted within the Hive of Queen Phalanx herself. And just in time too; the timing of the newly declared Errantry war with the goal of purging Canterbury's forests seems just a bit too convenient. Rose's intel had led you to believe that the monster population was intentionally cultivated by the Changelings...what has changed? And what else is Phalanx up to that you don't yet know about? Activate your sleeper agent and see if you can get some answers. Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.



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.

[ ] Yak Shrine: While shrines, temples and other static buildings are not usually a part of Yak religion on account of their formerly nomadic lifestyles, they are no strangers to the concept. Particularly noteworthy locations or holy sites deemed suitable have seen the construction of permanent structures designed to accommodate the faithful. Such temples serve as rallying points for those who subscribe to such beliefs, and often become symbolic of the faith. The shamanists within your empire wish to construct one such temple, and have requested assistance both fast-tracking the bureaucratic process to secure the proper paperwork and authorization, and raising the funds required to actually build such a structure. Cost: 400. Time: One Year. Reward: Yak Shrine Constructed. Expanded Yak Shamanist Influence.

[ ] 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 so 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: 400. 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.

[ ] The Land of the Rising Sun: For years, Gwyndlyn has maintained correspondence with the Emperor of Neighpon, ever since the two first met during your people's first contact so many years ago. She has nurtured a great fascination with and appreciation for Neighponese art and culture, and speaks the language fluently. It therefore did not come as much of a surprise when she (somewhat bashfully) asked to journey to the island nation in person, to see the country that has for so long captured her attentions. Though your fatherly overprotective instincts are threatening to kick in, you can't begrudge her the opportunity. And Gisa has been repeatedly advising you to try and strengthen your diplomatic ties with your oldest and closest ally. You're sure Koryū would be delighted to host his longtime pen-pal. Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.

[ ] Dynasty of Duelists: You admit, you'd had some misgivings about encouraging Gilda to pursue dueling of all things...but your youngest Daughter has taken to her new pastime like a duck to water, honing her reflexes and martial skill through many hours of sparring and drills, first against her Mother, then with the soldiers and knights of the Palace Guard. She's shown a natural talent for the blade, and while she lacks experience, you have no doubt that she could one day become as capable as any knight. Gilda has recently come forwards with proposal...well, more of an idea. In the course of her training, and search for suitable sparring partners of similar experience levels, she's made the acquaintance of several noble scions who also share a love of dueling and games of martial skill. These young Griffons, many of whom aspire to achieve knighthood or serve as officers in the military when they come of age, often organize informal tournaments and competitions to test their mettle and hone their abilities. Gilda, ever enthusiastic, has put forward the idea of officially recognizing these "combat clubs" by hosting a real tournament for aspiring young warriors, like the ones once hosted by kings in the days of old. You admit, the idea does appeal to you...in a world as dangerous as this, it's never too early for the young to learn to defend themselves and others. Cost: 500. Time: One Year. Reward: Grand Tournament Held. Potential for further rewards and options.

[ ] The Prince and the Lady: It is obvious, to you and everyone else who sees the two of them together, that Gawain and Isabelle are desperately in love with each other. Though they've kept their relationship discrete (more for the sake of privacy on their dates than any desire to keep their love for each other hidden), at this point half the people in Gryphus Peak know about their nocturnal flights and romantic dinners in the subterranean dog town. It's gotten to the point where the palace staff have started placing bets on when the Prince will finally propose. Judging by his recent visit to a jewelers, it won't be much longer. Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)

[ ] Gotta get with my Friends: Though Gawain struggles to meet with his friends in person due to their mutual busy schedules, he cherishes the time he gets to spend with them. But it has occurred to him that the occasions where he has spent time with all of his friends together are few and far between. Perhaps it would be a good idea to find a time and place where they could all meet up at once? Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)






There will be a twenty-four hour moratorium to allow for discussion and plan-building.
 
Well now I think our biggest issue here is the Maretonia issue and with that I honestly don't know what to do really.

The only other thing I want here is in Piety and to get the Imperial Creed published.
 
If this is the case...

I advocate for a Foreign Legion and securing our territorial frontiers...barring that, better soldiers. Empire knows we need more heroes...both the martial kind and not.

Diplomatically, we need to get a sit-down and conduct talks with EVERYONE...let's maintain the peace now, please? No more war, please. War adds wrinkles after all.

Economically, we need to build tall, maybe improve our current supply chains or improve infrastructure? A robust economy will go a long way. And more money for the eggheads.

For our spy bois and gurls, Changelings my friends...we need to be very careful now...and better get a few spies down to Post-War Maretonia just to keep an eye out maybe.

R&D should get a handle on better equipment...or maybe make the airships much more viable for the long run...air travel is the future after all!

Religion! That is a can of worms that I find difficult to think about...maybe solidifying a faith to avoid any...militancy down the line? I love a few zealots or two but not an entire sect.

And spend some time with the family! Cuddle up with the wife, have fun with the kids...rest and recharge. Poor Emperor's gonna die of stress with all the shenanigans happening.



Overall, good update.
I just really hope that things won't blow out of proportions...again.
 
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