Primarily because they're the only pro-Empire faction that we're aware of, I deeply dislike the fact that they're secessionists and find it an extremely strange decision on @Questor's part that kinda just feels like an attempt at stopping us from getting too much from the Maretonia situation but my hope is that if the action goes well enough the idea will gain enough support that they won't feel the need to secede for some strange reason
I don't find it strange at all. The Abolitionists have liked us from the start, so it isn't surprising that a portion of them are all for succeeding to join us. Every other faction has no reason to want to do this. The Royal Guard naturally would want to see the monarchy restored in some fashion. House White Star would obviously have no need to join the Empire. And we got to remember while the Abolitionists do like us, there are a few nobles and likely some patriots in their ranks that, despite liking us, would probably rather the nation be independent. So there just being a faction within the Abolitionists that are pro-joining the Empire and not the whole group is, to put it bluntly, a very realistic and expected thing. I don't think it is Questor trying to limit what we get out of this.
I don't find it strange at all. The Abolitionists have liked us from the start, so it isn't surprising that a portion of them are all for succeeding to join us. Every other faction has no reason to want to do this. The Royal Guard naturally would want to see the monarchy restored in some fashion. House White Star would obviously have no need to join the Empire. And we got to remember while the Abolitionists do like us, there are a few nobles and likely some patriots in their ranks that, despite liking us, would probably rather the nation be independent. So there just being a faction within the Abolitionists that are pro-joining the Empire and not the whole group is, to put it bluntly, a very realistic and expected thing. I don't think it is Questor trying to limit what we get out of this.
Given the context of what they said and the words they chose, pretty sure jonas is saying that they find it strange that those secessionists are pro-secession, as opposed to pro-"lobby to have all of Maretonia under the Empire" along with the fact that House White Star and the Royal Guard should be (and have been stated to be) incredibly weak in comparison to the Abolitionists. They should not have nearly this much pull, moreso on White Star's part.
Me: Seeing the Who Need's Harmony in my Alert Tab
Me: Seeing the Title "Peace in our Time"
Me: Remembering Age of Ultron and WW2 appeasement strategy
Me: Concern🙏
Me: Seeing the Who Need's Harmony in my Alert Tab
Me: Seeing the Title "Peace in our Time"
Me: Remembering Age of Ultron and WW2 appeasement strategy
Me: Concern🙏
Given the context of what they said and the words they chose, pretty sure jonas is saying that they find it strange that those secessionists are pro-secession, as opposed to pro-"lobby to have all of Maretonia under the Empire" along with the fact that House White Star and the Royal Guard should be (and have been stated to be) incredibly weak in comparison to the Abolitionists. They should not have nearly this much pull, moreso on White Star's part.
Ah, I see. In any case, I still don't see how it is strange. But in any case, it is just a faction within the Abolitionists, rather than the entire faction as a whole. The intrigue action is just going to make it a more popular idea within the group. If anyone is worried about only getting a small segment of Maretonia, why not just pick the Post-War Summit and possibly negotiate with all factions to have them join?
Ah, I see. In any case, I still don't see how it is strange. But in any case, it is just a faction within the Abolitionists, rather than the entire faction as a whole. The intrigue action is just going to make it a more popular idea within the group. If anyone is worried about only getting a small segment of Maretonia, why not just pick the Post-War Summit and possibly negotiate with all factions to have them join?
Meh, the idea that a pro-Empire group (even if only one group in a larger faction) - in a chapter compiling the wills of the faction remaining after the civil war - just decides "Hey let's be independent/join the empire!" instead of having views for what to do over all of Maretonia like literally every other faction is incredibly off.
There's also, like was said above, the fact that House White Star should be dead in the water and the Royal Guard should be way too tiny to have any noticeable sway on how the post-Civil War process is settled. The fact that all the surviving factions are being treated on equal grounds is kinda nonsense.
The Abolitionists splintering would make sense because, as has been mentioned before by me and many others (including you), they are a disparate group with few unifying goals or ideologies. The Royal Guard and White Star not being negligible is not. Do remember that the Royal Guard explicitly was extremely tiny at the onset of the Civil War due to only being a queen's retinue meant to guard the capital (and part of their soldiers canonically joining Pegicles) with their only advantage being professionalization and the legitimacy that them backing someone would give one of the other factions of the former caste system i.e. the nobility under White Star and aristocracy under Pegicles. That was even before they got torched and large amounts of their soldiers and command were slaughtered. Their political influence should be negligible with the caste system and all its representatives in tatters (unicorn nobility) or dishonored by slaughtering half the country (the pegasi). Likewise, they should have few men to actually be able to present any force or host an occupation over any significant part of the country.
Yeah, the Abolitionists splintering makes sense. Their main goal was ending slavery, which was more or less completed now. Outside of that, there isn't really anything keeping them together. I wouldn't be surprised if the Abolitionists fractured and formed several new factions based on the different ideologies and goals of members within the faction. Like, one faction wants to break away from Maretonia and be a protectorate to the Empire, one faction wants to turn the Abolitionist controlled territories into an independent nation, one wants complete unity with Maretonia, etc.
So important question, should we do the Friends or the Engagement action first for our boy? Also I think we should send Gwen to Neighpon with giving our Dragon buddy Ryou his own sword would combo very nicely too.
So important question, should we do the Friends or the Engagement action first for our boy? Also I think we should send Gwen to Neighpon with giving our Dragon buddy Ryou his own sword would combo very nicely too.
I'm all for the engagement. Bring his girlfriend into the royal family and, ironically, unite the household of our once rival/enemy Brochard with our own!
I would like to raise my voice in support of creating the Military Airships. Useful things, those, as it would have let us engage in a gun barrage on... The cloud city.
Related, when can we research puckleguns/revolving swivel guns? It would allow for a much more devastating volley of shrapnel as the aim could be dragged across a formation of flyers rather than killing their cone of influence that much harder as a field gun would.
Speaking of family things, I would like to take a "victory lap" aside were, visiting all our lands and allies to celebrate the chance for peace on the continent.
I can't help but worry that too much expansion even through peaceful means in this region might backfire in the long run by giving other countries a negative perception of us and causing small pockets of resentment to start forming in countries like Maretonia however irrational said resentment and resultant actions may be.
The less groups that are unnecessarily motivated to try pulling off some equivalent to 9/11 the better.
I don't think it is necessarily a good idea to split Maretonia like that especially if it hurts the rest of the region over time.
Perhaps we should see what we can colonize in the zebra lands?
[] Plan: Not Neglecting Your Buddies Retitled v2
-[] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
-[] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes. -[] The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year
-[] Libertalian Defense Agreement: 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%
-[] YakYakistan Mutual Defense Pact: Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%
-[] Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year
-[] Griffonstone Revitalization, Part 1: Cost: 3000. Time: Two Years. Reward: First Stage of Griffonstone Revitalization.
-[] Better Breweries: Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.
-[] Bio-magical Samples: Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
-[] Amenable Abolitionists: Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%
-[] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
-[] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
-[] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
-[] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
-[] Gotta get with my Friends: 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)
So many good options but, so little action economy and resources.
For Military, I'm think of going defensive, Knights and Runes, then next turn upgrading, Foreign Legion and Airships. Too bad that all of these wars stop us from exploring the world.
Diplomacy is tricky. A Post-War Summit right now might be too early after the war, but it might stop hostilities dead. Immigration would be good for more diversity in both ideas and people. I'm of the opinion that looking into the future is a bit of a waste since the information is hard to verify and if you can verify it, the predictions are a bit of a waste. Lots of interesting options but I think something is missing.
Hey @Questor, have we established any embassies with any foreign nation yet or could we get the option to do so? I feel like having permanent diplomats to find out what is happening with other nations would be a good idea.
Stewardship is full of long term projects. I want to do Crystal Forest to help grow the Crystal Protectorate's economy. It takes time and money to build an economy, but it is better to do it early to reap the benefits later. The other two economic ones are also good. Griffonstone seams like a vanity project, but projecting economic wealth and rebuilding a cultural icon is useful.
For Learning, I say go for economy and science instead of military. Paddle Steamers don't need to worry about wind and can go up rivers, Better Breweries can make ethanol for industry and consumption, Commercial Airships makes it easy to trade long distances without roads, and Bio-magical samples could lead to interesting developments.
I love Intrigue. It allows for the polite gathering of information without getting an people's feathers rustled. People seam to be worrying about the changelings, so that would be good. Looking into Equestria would also be good since this is an alternate universe and information about the Two Sisters Era is a bit sparse. I do really want some embassies to make foreign spying easier if it is an option.
Piety, it's important. Faith can both build up and destroy, uplift and crush, enlighten and benighten. I want to support the Imperial Cult, not to make Garrick a god-emperor, but to keep their faith alive. They are mostly a group of upscale hero worshippers, but everyone has got to believe in something. That or put up those Seaside Shrines to maybe get more Neighponese immigrants and relations. If their shrines are going to be water hazards, they can build them on already existing ones to make good markers.
Personal Actions should be used to make the life of Garrick, his wife, and his children's lives better. Gwyndlyn should get to go meet her favorite pen pal, but I also want to make a sword. Maybe make a sword and then send her? Be an over protective parent and include a note telling the Emperor to insure Gwyn's safety. Now, adding to the royal family or meeting old friends? I don't really know which to pick. I like romance, but Garrick overworks himself.
Archival purposes: "Turn 31: Peace in Our Time" (posted by QM on Sunday, October 10, 2021)
OR
The Front Page as it appeared to me on Monday, October 11, 2021.
Character Sheet (last edited by QM on Monday, August 9, 2021)
(Been my experience that spoilers inside quotes, don't work well, so I'm removing those spoilers)
- Not Changed
Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer, The Liberator, the King of the North.
Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.
Martial: 9+2+1+2=14
Diplomacy: 14+2+2=18
Stewardship: 13+2=15
Learning: 16+2=18
Intrigue: 11+2=13
Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
Trait-Strong: Working out with your wife has done great things for your body. +2 Martial
Inventory:
Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
Runic Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing. With Merlin's assistance, it has been enhanced with runic magic, making it even more durable.
Orichalcum Sword: A blade made of an extremely durable, magic resistant metal
Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.
Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)
Status: Adolescent-Malus to Martial stat.
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)
Trait: Beautiful- A stellar example of feminine grace. (+2 Diplomacy)
Duelist: An experienced master of one-on-one combat who spars against others as a hobby. (+4 Martial)
Trait: Beautiful-A stellar example of feminine grace. (+2 Diplomacy)
Trait: Studious-Knows her way around the written word. (+2 Learning)
Adopted: Permanently last in the line of Royal Succession.
Crystalmancer: A prodigy in the arcane art of Crystal Manipulation, able to turn a few pebbles into a forest of glittering spires. (+2 Martial)
Imperial Army: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.
Imperial Army Morale: 80/100 (Strong)
Imperial Army Numbers: 53,307
-24,480 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.
-12,500 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.
-12,471 Arbalists: Griffons armed with crossbows, capable of punching through armor from quite a distance away.
-3000 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.
-856 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.
-28 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.
-59 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.
-20 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.
Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.
The Black Watch
1 Watch Commander Konrad Hardbeak
24 Black Knights (Black Steel Armor and Weapons)
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer" (Orichalcum Katana, Runic Armor)
31 Knights of the Inner Circle (Black Steel Weapons)
243 Imperial Knights
289 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia
The Knights Talon
1 Grandmaster Colombroni Pigeonio (Orichalcum Blade, Runic Armor)
22 Knights of the Inner Circle (Black Steel Weapons)
293 Imperial Knights
247 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy
The Knights Panther
1 Grandmaster Adrian Dawnquill (Orichalcum Blade, Runic Armor)
26 Knights of the Inner Circle (Black Steel Weapons)
239 Imperial Knights
290 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Black Fortress, Aquileia
The Crystal Guardians
1 Grandmaster Glimmer Shine (Black Steel Blade, Runic Armor)
9 Knights of the Inner Circle (Black Steel Weapons)
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City
Imperial Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.
20 Cogs (Bolt-Throwers)
34 Carracks (Cannons)
Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Imperial Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.
Politics
Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).
General Public Opinion: 9.5/10 (Hail to the Emperor!).
Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)
Religion
Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: 1.6 (No Benefits)
Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 3.0 (Strengthened Crystal Heart, Minor Runic Literacy)
Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: .4 (No Benefits)
YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: 1.7 (Small Boost to YakYakistani Relations)
Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire. Recently, it has been revealed to you that the religion is a front for the machinations of the Changeling Queen Phalanx, who has taken upon the guise of a Goddess to rule Canterbury from the shadows.
Influence Level: .5 (No Benefits)
The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: .3 (No Benefits)
Roll Bonuses
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Specialized Anti-Magic Training: Bonuses to Certain Combat Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory
Persons of Interest
Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.
Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.
Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.
Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.
Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.
Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.
Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.
Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.
Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.
Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.
King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.
Rose: A Changeling, member of a race of shapeshifting emotivores. Defected to you when your agents nearly stumbled upon the Hive of Queen Phalanx and the conspiracy at the heart of Canterbury and the Church of the Lady of the Lake.
Primarily because they're the only pro-Empire faction that we're aware of, I deeply dislike the fact that they're secessionists and find it an extremely strange decision on @Questor's part that kinda just feels like an attempt at stopping us from getting too much from the Maretonia situation but my hope is that if the action goes well enough the idea will gain enough support that they won't feel the need to secede for some strange reason
There still exists the possibility that you could potentially get all of Maretonia to accept becoming a Protectorate. It would take convincing, but it is possible. The difference is that the Secessionists are the only group currently, actively advocating for that as the preferred, favorite option.
Hey @Questor, have we established any embassies with any foreign nation yet or could we get the option to do so? I feel like having permanent diplomats to find out what is happening with other nations would be a good idea.
I definitely feel the imperial cult needs some love and the magic wards are a must anything else I'm pretty flexible on but I feel like more expansion even peaceful expansion is asking for trouble I think it's time to build tall instead of wide. If we get any of new protectorates it's going to slow down our advancements as we pull them up to our level.
Meh, the idea that a pro-Empire group (even if only one group in a larger faction) - in a chapter compiling the wills of the faction remaining after the civil war - just decides "Hey let's be independent/join the empire!" instead of having views for what to do over all of Maretonia like literally every other faction is incredibly off.
There's also, like was said above, the fact that House White Star should be dead in the water and the Royal Guard should be way too tiny to have any noticeable sway on how the post-Civil War process is settled. The fact that all the surviving factions are being treated on equal grounds is kinda nonsense.
The Abolitionists splintering would make sense because, as has been mentioned before by me and many others (including you), they are a disparate group with few unifying goals or ideologies. The Royal Guard and White Star not being negligible is not. Do remember that the Royal Guard explicitly was extremely tiny at the onset of the Civil War due to only being a queen's retinue meant to guard the capital (and part of their soldiers canonically joining Pegicles) with their only advantage being professionalization and the legitimacy that them backing someone would give one of the other factions of the former caste system i.e. the nobility under White Star and aristocracy under Pegicles. That was even before they got torched and large amounts of their soldiers and command were slaughtered. Their political influence should be negligible with the caste system and all its representatives in tatters (unicorn nobility) or dishonored by slaughtering half the country (the pegasi). Likewise, they should have few men to actually be able to present any force or host an occupation over any significant part of the country.
I have to agree at least partially: while I don't think the other factions should be as non-influential as you claim, they're syill more powerful than their political situation should allow.
Also, I have to protest - @Questor
Why is the only intrigue action interacting with one abolitionist faction? Why aren't there at least few other options for those that would instead want to enhance reforming the country? While I'm all for the option presented, I would consider it fair for others if there was an alternative?
Further, wouldn't one or two options to either sabotage the other powers or maybe influence White Star to become more malleable for us in some way be within our reach? Our accomplice is in charge and albeit they might balk at an actual open cooperation, making the noble faction more willing to spit out abolitionists or just more submissive for abolitionist-backed policies should still be within reach?
I don't find it strange at all. The Abolitionists have liked us from the start, so it isn't surprising that a portion of them are all for succeeding to join us. Every other faction has no reason to want to do this. The Royal Guard naturally would want to see the monarchy restored in some fashion. House White Star would obviously have no need to join the Empire. And we got to remember while the Abolitionists do like us, there are a few nobles and likely some patriots in their ranks that, despite liking us, would probably rather the nation be independent. So there just being a faction within the Abolitionists that are pro-joining the Empire and not the whole group is, to put it bluntly, a very realistic and expected thing. I don't think it is Questor trying to limit what we get out of this.
Oh I don't mean the only people who are openly pro-Empire being Abolitionists, that makes perfect sense, I mean the fact that seemingly the only Abolitionists who are pro-Empire are also for some reason secessionists
Which I've just noticed that @PyrrosWarrior already cleared up, my bad
Ah, I see. In any case, I still don't see how it is strange. But in any case, it is just a faction within the Abolitionists, rather than the entire faction as a whole. The intrigue action is just going to make it a more popular idea within the group. If anyone is worried about only getting a small segment of Maretonia, why not just pick the Post-War Summit and possibly negotiate with all factions to have them join?
The issue there is that we want to establish at least some support for the idea before we push for it but the only way we can seemingly do so is through people that actively want to remove their part of Maretonia from the rest of it
I can't help but worry that too much expansion even through peaceful means in this region might backfire in the long run by giving other countries a negative perception of us and causing small pockets of resentment to start forming in countries like Maretonia however irrational said resentment and resultant actions may be.
The less groups that are unnecessarily motivated to try pulling off some equivalent to 9/11 the better.
I don't think it is necessarily a good idea to split Maretonia like that especially if it hurts the rest of the region over time.
Perhaps we should see what we can colonize in the zebra lands?
Something I would point out is that the establishment of a larger Maretonian protectorate can be excused with us doing so to help the country rebuild and being perfectly willing to release them should the eventual referendum vote that way whereas if the only group we turn into a protectorate are the secessionists it becomes a lot more difficult to argue that
There still exists the possibility that you could potentially get all of Maretonia to accept becoming a Protectorate. It would take convincing, but it is possible. The difference is that the Secessionists are the only group currently, actively advocating for that as the preferred, favorite option.
That makes sense, in that case I am completely in favour of boosting them and delaying the summit a turn or two
Plus there are legitimate reasons for delaying it, right now people are too close to the panic and chaos of the war to have clear heads plus they need to focus on stabilising what they have and dealing with the starvation and flooding
Why aren't there at least few other options for those that would instead want to enhance reforming the country? While I'm all for the option presented, I would consider it fair for others if there was an alternative?
To be fair I would say the reason for that is because it's something that's probably going to come up in the summit anyway with a relatively decent chance of success unlike establishing them as a Protectorate which only has fringe popularity right now
As far as the commonts about the othermaretonian factions. I guess white star coasts off being a faction full of nobles, and likely playing up the angle of legitimacy to make up for lacking much else. The royal guard? hare elite soldiers whom presumably got influence both from how they handled the war,(staying out of it until the WMDs started coming out), and the legitimacy through being the royal guard...
White Star. Likely scrambling and playing up their old positions for legitimacy.
Royal Guard. Probably a combination of influence through both their old role, their actions in the war, and the sheer skill relative to everyone else makes up for their lack of numbers...
At least that's what I guess currently.
Well, if we want to get the entirety of Maretonia as a protectorate, which I do, I feel that we should send as much aid as possible and use diplo/intrigue to increase the strength and standing of those who want to join the empire while increasing relations with the other factions to at the very least make them not hate joining us as well.