Turn 12 Results
Martial: Gustav has been...somber lately. Those who don't know him as well as you do don't notice, but he's not as spirited as he used to be. You get the impression that he now drinks, not out of revelry, but out of sorrow. As Imperial Martial, he knew many of those who perished in the Winter War. Still, he remains dedicated to his work, and there are no shortage of mourners in your Empire this year.

-The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

The dead are still being mourned when your generals and engineers begin working to fortify the Southern Border in an attempt to prevent such a bloody battle from occurring once again. You were lucky to catch the Dark King's forces crossing the mountains, but you don't want to rely on luck when it comes to the defense of the Empire.

Construction begins immediately on several mountaintop forts, their locations chosen to give them a commanding view of the mountain passes, as well as to serve as bases for reconnaissance flights, so that an approaching hostile force can be spotted well before it crosses over your borders. Fire pits and oversized horns are included in the designs, to allow for a means of signaling other forts in the chain should a courier be deemed inadequate or too slow. As construction continues into the nest year, plans are already being made to install cannons and ballistae on the walls of the forts, to give the soldiers within a means of ranged defense against potential attackers. It is the first brick in a Great Wall that shall guard against the darkness. Will finish next Turn.

-Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

Once again the call goes out for soldiers to join the Imperial Army. And once again, the call is answered. You had feared that many would be hesitant to sign up after the Winter War, that the horrendous casualty rates would scare away potential recruits. Not for the first time, your people prove your pessimistic assumptions wrong.

Thousands flock the recruitment drives, determined to aid in the defense of the Empire. Many of the new recruits are themselves veterans of Redstone, either militia or surviving mercenaries whose companies were disbanded due to losing most of their number. They could have stayed home, could have perhaps avoided going into another war zone, but here they are, joining up to go back into the fray. They have seen the enemy, and they know that there is no running from this foe. And so they trade in their old weapons for new ones, and learn to fight as part of a larger unit.

The fact that many of the "new blood" are actually combat veterans makes basic training a much simpler process, though it makes the traditional "breaking in" of new recruits a bit awkward for the drill sergeants. Once you've faced a shadow demon and seen a griffin ripped in half by phantom limbs, an NCO screaming in your face just doesn't have much of an impact.
Army Returns to Pre-War Strength. +4160 Warriors, 3040 Polearms, 1200 Archers, 510 Diamond Dogs.


Diplomacy: Elva's department has been receiving a lot more attention as of late. The much-appreciated assistance from the Yak Clans has emphasized the importance of a dedicated foreign office, and the invasion from the Southlands has made the public anxious to find allies against the monsters and warlords of the world. If Elva has begun to feel any pressure from the increased attention, she doesn't show it, carrying on as she always has.

-The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%
Required: 20. Rolled: 42+18=60

The miners, smelters and smiths are busy this year. Not only are they outfitting the soldiers of your army, they are also producing mountains of steel weapons, tools and armor to be gifted to the Yak Clans. Cartload after cartload of finished goods are transported over the Black Cliffs into Yakyakistan, and the metallic bounty distributed to the Clan Leaders to do with as they please. To say the Yaks are surprised is...a bit of an understatement. They had expected a gesture of gratitude of some sort, but this was on a completely different level!

Still, the clans are universally grateful for such a generous gift, and the fact that each clan received the exact same amount of steel is a detail not lost on them. You see their whole race as allies, and do not favor any one clan over the others. Their people are now better equipped for a potential future battle against the Shadow King, and the fact that your Empire is capable of producing such vast amounts of steel weapons, armor and tools that you can afford to simply give them away has given support to arguments among the Yaks that they should be reconsidering their fractious, nomadic lifestyles.

Regardless of the political ramifications, your neighbors are both better equipped and more inclined to view you and your people in a positive light. You consider this a win. Yaks gain access to Steel, Pro-Modernization faction gains strength, +2 to Relations of All Yak Clans.



Stewardship: Frida has arguably been the least impacted by the war. Mind you, she's still had to deal with labor shortages in some areas after the militia suffered such horrendous casualties, but that's been the extent of it. Despite everything, she has retained her upbeat and optimistic demeanor, something you can really appreciate these days.

-Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

When you left Redstone Pass, you had the surviving Dogs in the army carve a simple message into the granite cliffside, written in both Gryphonese and Yakyakistani, acknowledging the land as the site of a great battle, and stating the number of warriors who gave their lives to defend their homes. It was the best you could do with the time and resources you had available. Everyone knew it wasn't enough. The dead deserved better.

The moment you returned to Gryphus Peak, you sent out letters to some of the finest architects and sculptors in your Empire, tasking them with designing a great memorial befitting the sacrifice of so many brave souls. Once the final design was selected, the site of the construction was chosen: Griffonstone. Sitting at the geographic center of the Empire and itself being the former capitol before the age of Discord, you'd had many suggestions and petitions to move your own capitol there. You aren't quite ready to pull up roots just yet, but this seems like a good start.

Ground is broken only two weeks after the battle itself. Laborers and artisans from across the length and breadth of the Empire pour into Griffonstone, temporarily swelling the population and bringing much appreciated money to the poor city with a great history. Over the next twelve months, work proceeds at a breakneck pace, the work sped along by volunteers from across the Empire donating their money, muscle and time to assist in the building of a great tribute to the honored dead. Hundreds of tons of granite, sandstone and marble are carted in from mines and quarries across the Empire and assembled together to form a design reminiscent of the great temples to the ancient gods.

The dedication ceremony is a thing to behold. Tens of thousands of people travel to Griffonstone from across the Empire to see the opening of the memorial, so many that the city's population more than quadruples overnight. Griffons, Dogs, even a few Yaks make the journey to pay their respects. You, Gabriella, all three Knightly Grandmasters, and representatives from the Yak Clans lead the proceedings. The speeches are short. Words alone are inadequate in light of such sacrifice and dedication.

The Architects went all out, both on the interior and exterior of this grand mausoleum. Murals and mosaics depict soldiers of all races engaged in everyday tasks as well as battle, to remind all who see them that such warriors are people not so different from them. Statues of ancient heroes stand guard at the corners of the building, and at the very center of the structure sits a torch that is to be kept burning eternally, symbolizing the enduring spirit of your people.

Finally, carved into the walls and ceilings of the memorial are the names of every soul who gave their lives at the battle of Redstone. Be they Dog or Griffon, Militia or Mercenary, Imperial or Yak, all earned their place upon the stone. Their names only take up a portion of the space allotted, but that is by design. Everyone knows that more will give their lives before long, and when they do their names will also be added to the list. And, should there prove to be insufficient room in the memorial itself, plans have been made to erect granite and marble slabs in the form of walls and monoliths along the exterior grounds for yet more names to be carved in. The dead shall be accounted for, and given the respect they deserve.

The mourners of the Empire appreciate such a fine place of remembrance for their loved ones, and even those who have not lost friends or family feel inspired by such a structure. You are relieved to know that your dead will be memorialized in a manner befitting their service in life.

Imperial War Memorial Constructed, +5 to morale. Army morale may never fall below 20, Militia are considered regulars when defending core territory.


-Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.

Several of Archimedes' steam pumps are assembled, piece by piece, at the shores of numerous swamps, marshes and shallow lakes. Lengths of pipe are set up to funnel the water into existing rivers and streams, and after much preparation the pumps begin the process of siphoning water away from the soon-to-be farmland. Of course, it's going to take months to drain them all sufficiently, and once that's done you'll have to actually divide up the lands and prepare them for planting, but it'll be worth it to expand agricultural production. Will finish next Turn


Learning
: Archimedes has been poring over the information salvaged from the battlefield these past few weeks, seeking to learn all he can about the Southern enemy and brainstorming new ways to fight them off should they return. Genevieve prefers to focus on more domestic advancements, and has recently found a way to use liquid fire in specially made lamps as an improved source of light, a significant improvement over candles or torches which has already made her a household name across the Empire. You're glad to see such dedication from both of them.

-Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, Discount on troop recruitment, new Learning Actions Unlocked, Can now Smelt Orichalcum.

Construction begins on Genevieve's "Blast Furnaces", massive building-sized smelters meant to produce vast amounts of metal from the equally vast amounts of ore that is annually extracted from the mountains you call home. At the same time, work begins on the mass production of "coke", or coal heated in the absence of air, the relatively new fuel material being produced in great ovens by the cartload in preparation for the completion of the new furnaces.

In between overseeing the two projects, Genevieve takes some time to examine the new wonder-material being stockpiled due to your current inability to smelt it. Unfortunately, she's unable to determine anything more about the material than Archimedes had, though she is confident that the new furnaces should produce temperatures sufficient to smelt and shape the Orichalcum. Will finish next Turn.


-Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

Compared to his protege, Archimedes is overseeing a much less ambitious but equally important project: the construction of foundries made for the design and production of cannons and other blackpowder artillery. While cannons could conceivably be made in regular blacksmiths, such a method would produce irregular results and would never be able to produce the same number of cannons as a dedicated facility.

And so, Archimedes goes to work, adding yet more smoke-belching chimneys to the skyline as he walks metalworkers through the process of forging cannon barrels and balls. By the end of the year, you now have a means of mass-producing the most powerful weapon in your arsenal. Cannon Foundry Constructed, additional Actions Unlocked.


Intrigue
: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War and it's aftermath, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring.

-Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%

Required: 60. Rolled: 84+20(To Be The Emperor Omake)+10(Soul of Steel Omake)=114 (Art Crit!)

Once again, Ravenburg calls up his best and brightest scouts and spies for a dangerous assignment beyond the Peregrines. Once again, the agents are sent out along varied routes to minimize their chances of failure and discovery. And once again, all the agents return alive and unharmed, bearing valuable intelligence.

The lands beyond the Peregrines are as you'd feared: an inhospitable frozen hellscape.

Every scout reports a close call with a sudden crevasse, an attack by hostile wildlife, a sudden avalanche, or a dozen other natural hazards, and all of them speak of the blizzard that seemed to intensify as they journeyed deeper into enemy territory. They report spotting numerous roads and mines teeming with more overworked, underfed slaves, toiling away for the sake of their dark master, some keeling over from exhaustion only for their bodies to be unceremoniously dumped into pits and ditches apparently prepared for that very purpose. Their fellows continue their appointed task, never stopping to rest, heedless of the cold that should freeze them to death where they stand.

They follow the roads to a massive city miraculously shielded from the cold, bigger than any in your Empire, buildings of crystal stretching as far as the eye can see. And at it's center sits a massive palace that towers over all else, it's crystalline spires brimming with arcane power. Your scouts didn't dare to enter the city for fear of being discovered, but they could observe much from afar with their telescopes. And little of what they witnessed bodes well for you.

For starters, the Shadow King still lives. You'd suspected that, but now you have confirmation. He's...not quite as corporeal as he was before, but you doubt that makes him any less of a threat than he was previously.

He does indeed inhabit his palace, which is guarded by a sizable force of what can only be referred to as living statues. While they bear a resemblance to the abominations fielded in the attempted invasion of your lands, these creatures are without any visible biological component, appearing to be made entirely of stone and crystal. You suspect these beasts will be more durable than their fleshy cousins.

In addition to that, the uppermost spire of the crystal palace seems to be the epicenter of the storm. It is also surrounded by numerous ghostly figures flying around at a rapid but consistent pace. Your scouts seem to think these two things are related. Are these creatures responsible for the storm? And do they answer to the Shadow King?

Finally, and perhaps most importantly, one particularly perceptive observer managed to catch a glimpse of "something important looking". In one of the rooms of the spire, just below the peak where the "ghosts" were flying, sat a massive orb of polished black crystal that seemed to visibly pulse with dark magic. More tellingly, he claims to have seen the Shadow King pass in and out of it, as if he were using it to recharge himself or something of the sort.

Well, at least you have a clear target now. And as of now it doesn't seem like he's preparing another invasion force, which is the best news you've received in months. You commend Ravenburg and his spies on yet another job well done.

Crystal City Located, Crystal Supply Lines and Mining Operations Identified, Potential Weakpoint Identified, Intel Gained on Crystal City Defenses.


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

-Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

Required: 45. Rolled: 49+15(Comparisons of Mythology and History Omake)=64

You'd thought the training Gabriella had put you through before was difficult. You had grossly underestimated her capacity to inflict torture upon you in the name of physical fitness. She puts you through an almost comically difficult routine that involves the carrying of boulders on your back, lifting stacks of bricks off of the ground using only wingpower, and climbing up steep mountain faces with lead weights hanging off your body and your wings bound with rope. And that's just the first two weeks! All the while your children watch and laugh at your pain and suffering, while your guards carry on with their duties, trying not to let their mirth show.

Your wife's pregnant status does not encourage her to go easy on you. Far from it, it seems to encourage her to increase the pressure on you as her womb begins to weigh her down, the weights you both bear increasing at the same time. Every day you collapse into bed an exhausted mess of sore muscles and fur matted with sweat. And yet, by the end of the year, you are in better shape than you've ever been in your entire life. Weights that would have once made you collapse now seem almost trivially light, and you can fly faster and farther than you ever could before. And of course, you can now reliably beat your wife in an arm wrestling competition. You even win more often than she does now!

Gabriella is...very appreciative of your gains. So much so that you're fairly certain the only thing saving you from a fractured pelvis is her now almost full-term pregnancy. Well, your wife is happy, and you now feel like you have the strength an Emperor needs to lead his people. All in all, despite the sweat and tears that needed to be shed to get here, you're pretty happy with the result. Toned Trait Upgrades to Strong Trait,+1 Martial, +1.5 Gabriella Opinion.


-Combing the Archives: The Imperial Archives hold many secrets and much wisdom. It contains not only reams upon reams of records from recent years, but also what scraps of information have been recovered from the ruins of Pre-Discord civilization. Perhaps some of these decaying scraps of old parchment could contain bits of knowledge relevant to you in the present? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.

Rolled: 76+15(Contemplation Omake)=91

You weren't really sure what you were looking for when you decided to venture into the ancient records section of the Imperial Archives. You figured that, somewhere amidst the random scraps of the old empire, you'd find something useful. But after several days of sorting through tax records, poetry and the personal journals of several nobles of who didn't seem to do anything of significance with their lives, you begin to question your thinking. Surely if something of actual value was in here, one of the scholars or archeologists responsible for finding and cataloguing these ancient texts would have brought it to your attention?

But just as you are about to give the whole thing up as a lost cause, you find something. A fragment of an ancient design for...some sort of flying machine? Judging by the date scribbled in the corner it was drawn up just before Discord first arrived and sent the Empire into chaos. You're not too sure what to make of it, but you know Archimedes and Genevieve would give their tail feathers to get their talons on something like this. Perhaps going to the Archives wasn't such a waste of time after all?

Gained "Flying Machine" schematics. New Learning Action Unlocked.


Hazard/Random Event Rolls
62
(Pass)
77 (Pass)


Birth of new child will be covered in upcoming Interlude.

Also, for anyone wondering, the War Memorial is based on the Australian Shrine of Remembrance. I thought it looked like the sort of memorial that could have been built by Griffon culture with current technology.
 
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Turn 12 Rumor Mill
Pilgrimages to Griffonstone: More than fifty thousand Dogs, Griffons and Yaks attend the opening ceremonies of the Imperial War Memorial. But attendance does not cease in the weeks and months to come. Thousands of citizens from across the Empire and dozens of Yaks from the West make the journey to the ancient capitol to see the grand mausoleum and pay their respects to the dead. These travelers often bring coin to inject into the local economy, gradually turning the one-tavern town into a more prosperous and populated settlement worthy of its former title of city-state.

Militarized Society: The construction of the Imperial War Memorial, the rebuilding of the Imperial Army, the spreading knowledge of the enemy to the South, and the rumors regarding the Emperor's reportedly brutal fitness regimen have combined to cause a curious shift in Imperial society. Local militia leaders report that throngs of new Griffons, young and old, have begun to regularly show up at the weekly musters to take part in drills and training exercises. Citizens across the Empire have begun to engage in martial activities, from community fitness programs to Youth Organizations designed to teach survival tactics and military discipline to the next generation. "Getting into fighting shape" has become a replacement for "exercising" in the popular vernacular.

Hail to the Princess!: Bells ring across the Empire and citizens celebrate the birth of another addition to the Imperial family, a healthy Griffoness. No name has yet been announced to the public, but the newborn is reportedly healthy, as is the Empress Gabriella. The Imperial family grows yet again, and the spirits of the public are lifted by the reminder of birth and renewal in such troubled times.



Vote on the name of the new Imperial Family Member:
[ ] (Name?)
 
Turn 13: Fight for the Future
You sigh, looking at what Frida had called the "Imperial balance sheet". Your expenditures over the previous year had placed you deeply in the red, running up a sizable deficit. Your government had been forced to issue IOUs to many businesses and contractors that it relied upon to supply it with labor and material. Your people were understanding, what with the current war, but you knew that their patience would run out eventually. You couldn't feed a family with pieces of paper and empty promises. Your thoughts are interrupted by a cry from the crib in the corner of your bed-chambers. You put down the ledger and move to comfort your youngest child.

Gilda is an adorable little fluff ball, beloved by her family and all the palace servants. Though, being an infant she can be a tad high maintenance. You'd given Gabriella the "day off", taking a turn watching over your youngest child even as you filled out the reams of paperwork needed to administrate the vast Empire.

As you look upon the innocent face of your child, you remind yourself what this war is about: the future. You spend massive amounts of treasure and send armies into harms way to ensure that the children of today will grow to see a better tomorrow.

Once Gilda has been soothed back to sleep, you return to your work, motivated and reenergized once more.



Martial: Gustav Kingfeather, once known as the hardest drinker and fighter in Griffonia, has sworn not to consume a drop of alcohol until the losses of Redstone Pass have been avenged, and the threat of the Shadow King dealt with once and for all. He's thrown himself into his work, seeking to ensure an end to this conflict that has already cost the Empire so many lives. (Two Actions Per Turn) One Action Locked

-The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory. Will Finish This Turn

[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.

[ ] Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Into the Frost and Snow: You have the Army back up to pre-war levels, and you now have reliable intel on your enemy. The Shadow King has been weakened from his defeat at Redstone Pass, but destroying him will require one more push, a strike against his own lands. Gather your army and march South, to victory or death. Cost: 0. Time: One Year. Reward: Crystal Empire Invasion Arc.


Diplomacy: Elva's department has been receiving a lot more attention as of late. The much-appreciated assistance from the Yak Clans has emphasized the importance of a dedicated foreign office, and the invasion from the Southlands has made the public anxious to find allies against the monsters and warlords of the world. If Elva has begun to feel any pressure from the increased attention, she doesn't show it, carrying on as she always has. (One Action Per Turn)

[ ] Steepe Trade Caravans: Establishing trade with Nomads is a difficult prospect, though a potentially lucrative one. Elva proposes sending a few caravans of enterprising Merchants out into the Steepes to show off their wares and gauge interest. The Yaks will get a look at the goods we have to offer, and hopefully we'll get a look at whatever they consider valuable enough to barter with. Of course, these caravans will require guards to protect them, and translators to help them strike deals with any potential customers. Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.

[ ] Asking for Assistance: The Yaks aided you in the fight against the Shadow King once before, at great cost to themselves. Now you face the prospect of launching an invasion into the very heart of the evil itself. You'd feel a lot better about your chances if you could elicit a promise from the Yaks to support you in the endeavor. But that might be a tough sell. The Yaks only moved to support you because the Shadow King's invasion threatened their homeland, and the casualties they took at Redstone have undoubtedly made them weary of another battle so soon after the last. Still, you have to try, as the weight of a Yak charge could decide the fate of a a battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

[ ] Eastern Expedition: You don't really know anything about them, but they haven't done anything to harm your people, which already places them a league ahead of your Southern Neighbor. Send a ship and some volunteer diplomats to make contact and establish some sort of diplomatic relations. At the very least, it would be nice to know that you don't have to worry about a war on two fronts. Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%


Stewardship: Frida has arguably been the least impacted by the war. Mind you, she's still had to deal with labor shortages in some areas after the militia suffered such horrendous casualties, but that's been the extent of it. Despite everything, she has retained her upbeat and optimistic demeanor, something you can really appreciate these days. (Two Actions per Turn) One Action Locked

-Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income. Will Finish This Turn

[ ] I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%

[ ] Imperial Brew: This is something that could be...controversial. Archimedes' shroomshine has been exceedingly popular with the Imperial Citizenry. However, given it's relatively recent invention, all the people brewing it are doing so on a small scale. Someone in Rosewing's Department raised the idea that, instead of having a bunch of independent brewers making a bunch of wildly disparate concoctions in their basements, the government could contract them and arrange the sale and distribution of the alcohol itself, ensuring consistent quality and netting a tidy profit in the process. Of course, some people might not approve of the government selling alcohol, or taking control of the market in such a fashion. Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Tax Hike: Military spending has sent your Empire into debt this past year, and given the existential threat you face along your Southern Border, this is hardly unexpected, nor unjustifiable. Still, if you don't find a way to drag yourself out of this financial hole you've dug yourself in to, the economy could start to falter, and you might find yourself unable to supply a proper war effort. The simplest course of action would be to raise taxes. Of course, doing so is likely to upset more than a few citizens. Even in times of war, no one likes having to fork over their hard-earned money. Still, it may be the price that must be paid for victory and long-term fiscal stability. Cost: 0. Time: One Year. Reward: Additional Tax Income, Lowered Peasant/Noble Opinion.

[ ] I Have Altered the Deal: When the Feathersian League integrated into your Empire, you promised that they would be subjected to a lower tax rate than other cities. Since the League was made up primarily of rich cities that managed to supply as much revenue as settlements under the regular tax laws even with these reduced obligations, this wasn't seen as a problem. But now you and your people face an existential threat that wishes for your complete destruction or enslavement, and you need all the funds you can get. Subjecting the formerly independent city-states to the same tax rate as the rest of the Empire will rake in some much needed revenues, but it will also be seen as a betrayal and a failure to keep your word. Still, this is likely to upset fewer people than an across the board tax hike would. Cost: 0. Time: One Year. Reward: Additional Tax Income, Greatly reduced opinion amongst the former Feathersian states.


Learning: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. (Two Actions per Turn) One Action Locked

-Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, Discount on troop recruitment, new Learning Actions Unlocked, Can now Smelt Orichalcum. Will Finish This Turn

[ ] Cannon Ships: Archimedes' new cannons are much more powerful than the old bolt-throwers, if more volatile and expensive. Unfortunately, small scale tests have shown that your current Cog designs are not suited for the weight of the new weapons, or the force of their recoil. You'll need to design a new class of ship from the ground up to accommodate these new weapons. Cost: 100. Reward: New Ship Class Designed.

[ ] Gun-Cotton: Black Powder weapons are powerful, but they have some flaws, one of the most significant of which is the massive amount of smoke they produce. Archimedes believes he may have stumbled upon a solution. When paper or cloth is soaked in aqua fortis and sulfuric acid and then dried, the resulting material produces more than three times the force of a similar volume of blackpowder with much less smoke. Of course, finding a way to mass produce the stuff and apply it to your cannons is a difficult task, one that Archimedes will need time and funding to perform. Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.

[ ] Scatter-Shot: One of the engineers at the new Cannon Foundry has raised an interesting idea. What if, instead of firing one large projectile, the cannons could be made to fire many smaller projectiles all at once? A simple idea, but a potentially effective one if the technical difficulties surrounding it can be addressed. Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.

[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.


Intrigue: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action Per Turn)

[ ] S is for Sabotage: You might not be ready for an invasion of the Southlands, but Ravenburg's spies have thus far had no trouble traversing the landscape without being detected. And now that you know the locations of several mines within enemy territory, you have a chance to disrupt the enemy's war machine. Have Ravenburg equip some of his agents with explosive charges and incendiary devices and see if they can't cause some havoc behind enemy lines. Cost: 300. Time: One Year. Reward: Crystal Mines destroyed, production disrupted. Chance of Success: 40%

[ ] Yakity Yak: The Yaks showcased their strength when they fought alongside you and yours at the Battle of Redstone Pass. They proved to be great allies...but they could also become a powerful enemy if things were to go wrong. The war has stirred up the Yaks' cultural and political landscape. You need to know what exactly is going on in the lands of your Western
neighbor, and whether you should be concerned. Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%


Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

[ ] Plans for the Princess: You have another daughter, another potential ruler, another child whose future and education must be planned out and prepared for. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.

[ ] 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.

[ ] Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.


There will be a three hour moratorium to allow for discussion and plan-crafting.
 
Turn 13 Results
Martial: Gustav Kingfeather, once known as the hardest drinker and fighter in Griffonia, has sworn not to consume a drop of alcohol until the losses of Redstone Pass have been avenged, and the threat of the Shadow King dealt with once and for all. He's thrown himself into his work, seeking to ensure an end to this conflict that has already cost the Empire so many lives.

-The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

After almost two years of non-stop work, the last brick is laid down. A line of fortified watchtowers spans the Peregrines, meant to serve as the first line of defense against another attack from the South. Each small fortification is manned by soldiers trained in the use of the ballistae that are placed within them, as well as the numerous means of signaling and communication built in to the strongpoints, from horns and signal flags to flaming beacons. You now have an early warning system to prevent a surprise attack, and the foundation for greater and more significant defenses to be built in the future. Southern Border Watchtowers built, New Martial Actions Unlocked, Surprise Attacks from South negated.


-Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

Archimedes spends a bit of his time overseeing the construction of the new flame projectors, just to make sure the Griffons and Dogs assembling them don't blow themselves up accidentally. A few minor corrections need to be made to the apparatuses for efficiency's sake, but apart from that your top scholar is satisfied with the final product the "fire artisans" have put out. This is good news, as you now have four more flame-spitting contraptions that could turn the tide of battle against the forces of the Shadow King. +4 Flame Projectors


Diplomacy
: Elva's department has been receiving a lot more attention as of late. The much-appreciated assistance from the Yak Clans has emphasized the importance of a dedicated foreign office, and the invasion from the Southlands has made the public anxious to find allies against the monsters and warlords of the world. If Elva has begun to feel any pressure from the increased attention, she doesn't show it, carrying on as she always has.

-Steepe Trade Caravans: Establishing trade with Nomads is a difficult prospect, though a potentially lucrative one. Elva proposes sending a few caravans of enterprising Merchants out into the Steepes to show off their wares and gauge interest. The Yaks will get a look at the goods we have to offer, and hopefully we'll get a look at whatever they consider valuable enough to barter with. Of course, these caravans will require guards to protect them, and translators to help them strike deals with any potential customers. Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.
Required: 30. Rolled: 82+18=100 (Art Crit)

The Yaks prove exceedingly receptive to trade with your merchants. Caravans cross the Black Cliffs and are met by itinerant Yak merchants, who buy everything from paper and glassware to lumber and sheets of copper, paying gold and silver coins in exchange for the goods, which they sell for profit throughout Yakyakistan. Such is the demand for Imperial goods that, as time goes on, some enterprising Yaks begin to establish trade posts along the caravan routes, setting up the first more-or-less permanent Yak settlements outside of the few mining communities that exist within clan borders. This nets you and your merchants a tidy profit, and moves the Yaks further still towards a sedentary lifestyle as the influx of new goods leads to a rise in standards of living, convincing yet more Yaks of the benefits of "settling down", and building recognition of the Empire as a "land of plenty and prosperity". +300 Trade Income, Increased Modernist Sentiments throughout Yak Population.


-Eastern Expedition: You don't really know anything about them, but they haven't done anything to harm your people, which already places them a league ahead of your Southern Neighbor. Send a ship and some volunteer diplomats to make contact and establish some sort of diplomatic relations. At the very least, it would be nice to know that you don't have to worry about a war on two fronts. Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%
Required: 20. Rolled: 80+18=98

To be Continued in "The Sunrise Kingdom"


Stewardship
: Frida has arguably been the least impacted by the war. Mind you, she's still had to deal with labor shortages in some areas after the militia suffered such horrendous casualties, but that's been the extent of it. Despite everything, she has retained her upbeat and optimistic demeanor, something you can really appreciate these days.

-Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.

After many months of work, both mechanical and muscle-driven, it is done. Your two year plan to expand the agricultural sector has borne fruit...and you've incidentally discovered Frida's love of bad puns in the process. Your Steward informs you that, after Archimedes' steam pumps siphoned off the water, the land was divided up into plots and distributed to farmers and aspiring landless peasants, who have found the formerly waterlogged lands to be quite fertile, allowing them to exceed even the most optimistic of the first year crop output projections put together by Frida and her staff. Your Empire now possesses several hundred additional acres of arable land, providing yet more food to fuel the expansion of your rapidly growing population, and providing an additional influx of much-needed tax income. Water-logged land drained, additional farms constructed, +300 Farming Income


-I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%

Required: 30. Rolled: 72+15=87

Workers are gathered and armed escorts are arranged for them, platoons of soldiers assigned to each prospective site for a future lumber mill. Predictably, once the Gryphons and Dogs start to chopping down trees, the denizens of the forests make their displeasure known. Waves of timberwolves, manticores, chimeras, and trolls emerge from the woods and try to assault the loggers. Try being the key word. Almost every soldier in your army is a combat veteran at this point. A pack of snarling animals barely even registers as a serious threat to them. By the end of the year, water-powered sawmills have begun to churn out great quantities of hardwood, netting you another source of income and leading to a boom in construction as the price of building materials drops. +200 Logging Income


Learning
: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them.

-Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, Discount on troop recruitment, new Learning Actions Unlocked, Can now Smelt Orichalcum.

After many months of hard work and preparation, Genevieve's new blast furnaces are finally completed, the towers of brick and metal beginning to belch smoke into the sky as the new potent fuel of coke is burned by the cartload to heat vast quantities of ore to previously impossible temperatures. Amongst the typical loads of iron and copper is the first load of Orichalcum ore, which, true to Genevieve's predictions, is smelted by the unprecedented heat of the new forges. The new metal retains its dark coloration and great strength, even when separated from the slag and reshaped into pure ingots.

Now you can begin to figure out exactly what this new metal is capable of, and whether it might be of some use in the fight against your Southern Neighbor. Blast Furnaces Constructed, New Actions Unlocked, Battalions now cost 150 Gold to Recruit.


-Gun-Cotton: Black Powder weapons are powerful, but they have some flaws, one of the most significant of which is the massive amount of smoke they produce. Archimedes believes he may have stumbled upon a solution. When paper or cloth is soaked in aqua fortis and sulfuric acid and then dried, the resulting material produces more than three times the force of a similar volume of blackpowder with much less smoke. Of course, finding a way to mass produce the stuff and apply it to your cannons is a difficult task, one that Archimedes will need time and funding to perform. Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.

A lot of loud explosions emanate from Archimedes' workshop over the year as he tries to nail the perfect formula for this "flash paper" that he claims will make the cannons much easier to operate. Of course, the road to invention is littered with hazards, which is Archimedes way of explaining why the explosive material seems to keep spontaneously combusting when in storage. Eventually Archimedes figures out solutions to the various problems facing him in the development of this new explosive (washing the stuff throughly after it's been dunked in sulfuric acid and keeping the stuff soaked in alcohol when in storage, respectively) and sets up a production plant to begin producing the stuff by the barrel. From there it's a comparatively simple task to adapt the cannons you already have to use the new explosive propellant, and to update the designs of any future cannons. You congratulate Archimedes on yet another invention that contributes to the security of the realm. Gun-Cotton developed, +5 to all Cannon Rolls.


Intrigue
: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action Per Turn)

-S is for Sabotage: You might not be ready for an invasion of the Southlands, but Ravenburg's spies have thus far had no trouble traversing the landscape without being detected. And now that you know the locations of several mines within enemy territory, you have a chance to disrupt the enemy's war machine. Have Ravenburg equip some of his agents with explosive charges and incendiary devices and see if they can't cause some havoc behind enemy lines. Cost: 300. Time: One Year. Reward: Crystal Mines destroyed, production disrupted. Chance of Success: 40%

Required: 60. Rolled: 90+15(A Soldier's Vigil Omake)+15(Gawain, My Son Omake)+13=133 (Super Crit!)

You sit at your desk, staring blankly as the Diamond Dog intelligence agent before you fidgets nervously under your gaze. You speak slowly, trying to maintain a stoic expression that Ravenburg had decidedly not had when he'd informed you of the results of the latest covert action.

"So...Sergeant...Karl was it? Let's go over this one more time, just to be sure I understand the sequence of events that brought us here. You, along with several other agents of Ravenburg's directorate, were tasked with the destruction of strategic assets within enemy territory. You led several of your fellows in a mission to burrow into the enemy's mines and collapse them with explosive charges. You deployed said charges at areas you deemed to be structural weak-points, lit the fuses and fled, collapsing the infiltration tunnels you'd dug as you vacated the anticipated blast radius."

You take a breath as Karl, aka "Karl Kaboom", sweats nervously. He'd been an...enthusiastic adopter of black powder as a mining explosive prior to the war, and had built a reputation as a demolitions expert who absolutely loved his job. It had only made sense to assign him to such a mission. In retrospect you should have expected something like this.

"Unknown to you, the enemy had not constructed their mines to Imperial standards. This meant that, not only was the amount of explosive you'd used far in excess of what was necessary, but the resulting explosion ignited multiple large pockets of flammable natural gas."

That was an understatement. Apparently the Shadow King had constructed the majority of his mines directly on top of an absolutely massive underground methane deposit that had exploded with the force of a volcano, creating a shockwave that was audible in the city of Lanner, over two hundred miles away. The saboteurs had barely escaped with their lives.

"As a result, the majority of the enemy's mines were completely destroyed and hundreds if not thousands of potential hostiles were killed..."

You leave the end of your sentence hanging, taking in the cowed form of the agent before you. You sigh, open up the drawer in your desk and slide the box containing a distinguished service medal and the signed paperwork for his promotion across the polished wood surface.

"Congratulations, you've caused more damage to the enemy than any other single person save Konrad Hardbeak himself. Enjoy your promotion...Captain. You're dismissed."

As the stunned "Captain Kaboom" leaves your office, you pry a bottle of mushroom alcohol from a hidden compartment and take a swig. You think you'll go find Ravenburg. Last you heard he was making a concerted attempt to completely drain the Imperial Wine Cellar. Out of celebration or frustration, you weren't sure, but you felt you could emphasize with him.
Crystal Mines Completely Destroyed, Production completely shutdown, Enemy War Economy Thrown into Chaos.


Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

-Overtime: Steepe Trade Caravans.

-Plans for the Princess: You have another daughter, another potential ruler, another child whose future and education must be planned out and prepared for. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.

You go out of your way to spend some quality time with your family, trying to forget about work and the fate of the Empire and just enjoy the few hours of relative calm and relaxation you can snatch in between meetings, briefings, and hours upon hours of paperwork. Gawain remains his energetic self, and Gwyndlyn has begun flapping her slowly-growing wings, though she has yet to actually lift herself off of the ground. Both of them adore their new sibling, showering young Gilda with all the attention she could ask for.

Speaking of Gilda, you figure it's not too early to start preparing for her future and planning her education. The only question is what form that education should take.

[ ] Mistress of None: She will receive instruction in all subjects, ensuring a well-rounded education. +None, -None

[ ] Warrior Princess: She shall spend time amongst knights, soldiers, and hunters who shall mold her into the legendary warrior this realm needs to see it prevails against those who would seek to destroy it. +Martial, +Intrigue, -Learning

[ ] Genevieve's Protege: She shall follow in her elder brother's footsteps, spending her days amidst the tomes and scrolls of the Royal library, familiarizing herself with the sciences and the arts, and imbuing her with a head for numbers. You're sure Genevieve would be more than happy to teach her a few things. +Learning, +Stewardship, -Intrigue

[ ] A True Golden-Feather: Your daughter shall follow in your footsteps, learning the intricate and complicated laws of the market, tutored by bankers, burghers, merchants, and other industrious fortune-builders in the art of accumulating wealth and striking deals. +Diplomacy, +Stewardship, -Martial


Hazard/Random Event Rolls
46 (Pass)
55 (Pass)
 
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The Sunrise Kingdom, Part 1
After the utter disaster that was the Southern Expedition, you were...hesitant to send another, especially as you were still at war with the thing your explorers had found beyond the Peregrines. But you knew you couldn't hide from the world. The reports of strange ships from the East needed to be addressed. If they were friendly, then perhaps they could assist in the battle against the Shadow King, or at least be open to trade. If they were hostile...well, at least you'd know and be able to prepare for a larger war.

It was for these reasons that you ordered the construction and launching of a pair of caravels staffed with volunteers from the Diplomatic Corps, to map the Eastern Sea and open up diplomatic relations with whatever races and nations they might find. The ships are stocked with all the provisions they can carry in anticipation of a lengthy journey, and sail off beyond the horizon and into unknown waters. The public's views on the expedition is...mixed, but most seem to hold the same pragmatic view as you, hoping for the best while preparing for the worst.

You grow concerned as weeks pass with no word from the expedition. The time where their provisions were expected to run out comes and goes. Either they found an island to resupply on, or they have been lost. Some hold out hope but many in the Empire, yourself included, begin to fear the worst. It therefore comes as a surprise when, over a month after they were expected to return to the homeland with empty holds, the two exploration vessels are spotted just off the coast. And they don't return alone.

For alongside your vessels sails a fleet of ships, more numerous than your entire navy, led by what can only be described as a floating palace, sections of its hull inlaid with gold and covered with jewels.

The foreign vessels dropped anchor just outside the harbor at the port city of Aukland as your caravels docked and the explorers on board stated the obvious: they'd made contact with another Kingdom. After you'd received word of what was happening and made your way to the Aukland Docks, you received a much more informative briefing on exactly what was going on.

The exploration/diplomacy teams had stumbled upon your Eastern Neighbors, the Kingdom of Neighpon, only a couple of weeks after departing from your own shores. Their failure to return on time was due their desire to learn the local language and culture, and to seek assistance in the war against the Shadow King. Desires that have all been fulfilled, they tell you, as they try to explain the culture of your sudden new allies in preparation for a meeting with the Emperor of Neighpon, who you are told is aboard the massive palace-ship sitting off shore, and is eager to meet you in person.

As you board a rowboat bound for the Palace Ship (you could fly, but the diplomats caution you against it), you are hastily given a crash course in the language and customs of these Eastern visitors. They are apparently a spiritual people who venerate a race of divine dragons (which the Diplomatic team stresses are most definitely distinct from the dragons you and your people are familiar with) who they claim to be descended from, and are a society bound by a code of honor known as Bushidō. Your explorers tell you that it is this code of honor that compelled them to muster a force to assist you in your conflict against the Shadow King.

As you and an interpreter board the gilded vessel and are escorted to your meeting with your fellow ruler, you learn another thing about these people: much like your Empire, they are a nation of more than one race. While most of the beings aboard the vessel resemble Equine/Reptile Hybrids (Qilin, your guide explains), a few appear to be multi-tailed foxes (Kitsune), Bipedal Raccoons (Tanuki), or Troll-like Giants (Oni). All are clearly sapient, and regard you with curiosity as you enter the interior of the vessel.




As you are led into the inner sanctum of the palace ship, you enter what you assume to be a sort of throne room, empty save for a single obscured occupant. Atop a raised dais sits a heavy curtain with numerous serpent-like dragons adorning it. You are told that, as a descendant of divine dragons, the Emperor of Neighpon is traditionally obscured by said curtain when in the presence of those who may be "blinded by his magnificence."

You are somewhat disappointed by the revelation you won't be able to actually see your fellow ruler face to face, but acquiesce. They came all this way to help you and your people, the least you can do is respect their customs and traditions while a guest aboard their ship.

A measured male voice emanates from behind the obscuring cloth, speaking in the language your diplomats had given you a hurried ten-minute crash course in. You pick out a word or two, but the rest is unintelligible to your ears. Your interpreter serves as a go between, informing you that the Emperor bids you welcome, and that he is pleased to meet a fellow ruler. You relay your feelings likewise, and thank him for making the journey to your lands, as well as offering to lend assistance to you and your people.

You don't understand his response, but your interpreter looks nervous. He's been asked to leave the room. Naturally both you and your fellow Griffon are very confused by this. He knows you don't speak his language...doesn't he? But you dismiss your subject nonetheless. You don't want to risk offending another ruler and risk starting yet another war.

As the door to the room shuts behind you, the silence seems to drag on and on. Was this some sort of test of character? Another tradition? A plot to assassinate you? You weren't sure, but you didn't need to wonder for long. The curtain parts, revealing...well, what you imagine a male version of Gwyndlyn might look like in a couple of decades. A bipedal dragon. One that does indeed bear a marked resemblance to the dragons on the curtain.

And then he speaks. In perfect Gryphonese.

"I apologize for the theatrics. My subjects insist upon such things. But since we are both Emperors here I believe we can dispense with those particular ceremonies. I have to say it's a relief to get to talk to someone who doesn't feel the need to bow their heads to the floor in front of me."

The literal Dragon-Emperor steps down from his dais, moving to speak to you as an equal.

"Your explorers have told me a great deal about you and your own Kingdom, as well as the Mad-Sorcerer who threatens your people with slavery and death. Rest assured, we are here to assist you in defeating him. Such a being is too dangerous to be allowed to exist."

He smiles kindly.

"But where are my manners? I am Kōryū Ryūō, Emperor of Neighpon and first of the waking divines. It is a pleasure to meet friends beyond our shores."

"I am sure you have many questions. As your subjects were so kind as to answer my questions about your Empire, I feel it only fair that I answer yours."

What do you ask him?
[ ] Write-Ins


I was wondering how to fit in all the exposition I wanted to give without it seeming awkward while also getting this out in a reasonable time-frame. I figured a Q&A session with your fellow Emperor would be a neat way to do it. You get to ask five questions, mostly to keep things reasonable, though if I see a lot of really good questions I might expand the number.

Fun Fact: When I first created this Quest I'd assumed people would vote for the Qilin. As such, a lot of the images I gathered in advance were for them. Now I finally have an excuse to use them.
 
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The Sunrise Kingdom Part 2
[X] What aid exactly can your nation provide in the fight against the dark mage?
[X] What magic might you possess?


The Eastern Emperor smiles broadly.

"The Qilin possess magic that allows them to produce and control flames, the Kitsune and Tanuki are adept at the weaving of illusions, and the Oni are wielders of great strength, similar to the trolls your diplomats have told us about, though the Oni are...somewhat more intelligent than them."

His smile fades.

"Sadly, while we possess powerful magic, we are few in number. The Qilin are the most numerous of the races of Neighpon, and even they are outnumbered more than six to one by your own population. Their nature as hybrid beings severely impacts their fertility. That was part of the reason we sought to integrate the other races."

He stands straighter.

"Our Army may be small compared to your own, but it is still a great force to be reckoned with, and I have no doubt that with your assistance we can destroy this Slave King together."


[X] When we first met, your ships didn't try to make contact again, why?

"When we first sent vessels beyond our shores, we had expected to find a chaotic world still piecing itself together from Discord's madness. We expected any people we would find would be refugees at best or conquering warlords at worst. We did not expect another great Empire, nor that said Empire would desire peaceful relations with us. When our vessels first spotted your own, we decided caution was appropriate, and that we would wait and see if you were friends or foes."


[X] Can you tell us anything about ethereal horses of eternal winter and how we can stop them?

The robed monarch grimaces.

"Windigos. The Qilin have faced them before, during the reign of Discord. We had thought them extinct, or at least banished to the furthest reaches of the Earth. The revelation of their survival, so close to our homeland is...troubling news."

He rubs his forehead.

"Heat and fire weakens them, but it is not enough to destroy them, and the strongest among them can extinguish even the hottest flame. The only way to truly defeat them is to starve them. They feed upon misery, rage and despair. These emotions attract them like moths to flame, strengthening their power and causing them to produce even lower temperatures."

His face curls in disgust.

"I imagine they see the lands of this Shadow King as an endless feast. Killing him will be but the first step to removing them as a threat."


[X] Is there some way we might repay you in kind for your assistance against the dark one?
[X]Of everything my ambassadors told you of my kingdom, is there anything you're particularly interested in? Technologies and goods suitable to trading between our people? Specific aspects of our culture that fascinate you and yours?

He waves a hand dismissively.

"Even if we had not found your Empire under siege, we would still have carried on with this course of action. For starters, the Shadow King poses a grave threat, one that is far too close to our borders for our liking. If you and your people were to fall, my own people would be in much greater danger. And even if there was no Shadow King, we would still seek you out as friends.

Your draconic counterpart nervously wrings his clawed hands.

"My people...they are strong, but they are few in number, and our placement upon an Island, while ensuring our safety from outside threats, also poses numerous issues. Lack of resources, perhaps even a lack of living space at some point in the future. And while the Slave King is a great threat, I have no doubt that he is not the only enemy our peoples shall face in the future. My people could face such enemies alone...but we would prefer having an ally by our side."

His posture straightens.

"As for the possibility of trade, my people have many luxury goods that I am certain your people will seek to purchase, and there is always a market in Neighpon for the raw materials your Empire produces in such great quantities. As for technology..."

He smirks.

"While the flamethrowers I've heard so much about are interesting, I think their fuel will be of greater interest to us. The cannons and black powder weapons have also sparked great interest among my generals. But such discussions are better left for a later date."


[X] As ignorant of your culture I have to ask: Is there anything specifically that i or my people should avoid doing in your's or your people's presence? Any specific behaviour that might be considered offensive or taboo that i might not expect?


The Dragon-Emperor shakes his head.

"If half the things I've heard about you and your people are true, you have nothing to worry about. Simply be polite and hold yourselves to a code of integrity and honor. There are no obscure taboos or complex social protocols you need concern yourselves with. Simply treat us as friends, and we shall do the same."


[X] Can you talk a bit about the various races that inhabit your kingdom, and how they came to live together in peace?


"Certainly. The Qilin are descendants of my ancestors, the Heavenly Dragons. Unlike the Earth-Dragons you are familiar with, the Heavenly Dragons possessed magic, able to manipulate the very elements to their will. With their arcane mastery, they coaxed forth the land of Neighpon from the depths of the sea to serve as a sanctuary for themselves and those they chose to take under their aegis."

He pauses.

"At least, that is the story that the Qilin tell. I...cannot attest to its accuracy. I was not yet hatched when Neighpon was created, nor when Discord cursed the Heavenly Dragons to suffer a plague of lethargy and sent them into an inescapable slumber at the same time he cursed the Earth Dragons with a plague of all-consuming greed. My egg was found by the Qilin, miraculously still viable, several years into Discord's reign of terror. I was raised by a people who saw me as the last of their waking gods. I was told that I alone could lead the Qilin to a brighter future, that it was my destiny to slay the Laughing God and reawaken my slumbering brethren."

He smirks wryly.

"It came as a bit of a shock to us all when Discord simply disappeared. A bit anticlimactic really."

His smirk fades, his eyes downcast.

"It came as an even greater shock when the Dragons did not reawaken. No matter what we tried, we could not rouse them for more than a few minutes at a time....and so the duty of leadership fell to me."

He chuckles mirthlessly.

"I apologize. I have gotten off topic. You asked how our peoples came to live together in peace? Well, for many years we did not live in peace. The Kitsune and Tanuki were decried as tricksters and thieves, the Oni as brutish simpletons who often raided villages for food and stores of alcohol. The story of how this changed was not too dissimilar from how you made peace with the Diamond Dogs. All parties eventually agreed that we stood more to gain working together than fighting against each other...especially as we began to realize that a world beyond our Island existed."

He sighs, shaking his head.

"But I am afraid that is where the similarities with the story of Griffins and Diamond Dogs ends. The disparate races still hold a certain amount of distrust for each other. Our peoples are still divided, by geography and psychology if not by nationality. The peace we have built is still a fragile one and...not all of the races of Neighpon agreed to unify."

He traces the beads around his neck, eyes fixed on a faraway place.

"The Kappas were another race that inhabited Neighpon. Were."

He shakes his head, his eyes focusing back on you.

"That is another reason why I wished for my people to meet yours. When I learned of another Empire where multiple races lived alongside each other in harmony, I hoped that it could serve as an example for my own people, that they too could learn to live in peace."


[X]Do you have any information for a growing dragon? Don't want to hurt my adopted daughter through ignorance.


"Ah yes, your explorers told me of how you had adopted an Earth-Dragon hatchling. Truth be told, that is one of the reasons I took such interest in you and your people."

Kōryū looks almost...uncomfortable.

"I have lived over a century now...I will live for many centuries more...my fellow Heavenly Dragons are all trapped in a slumber that they are unlikely to awaken from for more than a few days out of each century. The Qilin are longer lived than your own people, but even they are but as mayflies in comparison to my lifespan. Half the people I have ever known have died of old age, and that number will only grow. I know it may sound selfish, but...I greatly wish to meet others who I know I will not outlive."

With a shake of his head he returns to the image of a composed and dignified head of state, giving you a reassuring smile.

"Her failure to turn into a greed-obsessed monster proves you are doing just fine in the task of raising her. Ensure she gets the proper nutrients and you shouldn't have anything to worry about."


[X] Would you like to meet my wife and kids?


Your fellow Emperor stares blankly...then laughs. You fear you've made a faux-pas, but the Dragon waves a clawed hand.

"Forgive me but...I don't think anyone has ever asked me that question before. So many of my people view me as beyond them, as a perfect being, that they forget I am also a person."

He actually looks a little sad at this admission.

"It is...good...to be seen as an approachable equal by another. I would be honored to see your land and culture with my own eyes, and to meet your family."

And so, after a great kerfuffle amongst the Neighponese, who insist on sending an honor guard along with their ruler (who manages to talk them down from a battalion to only a squadron of Qilin Samurai), the two most powerful beings in the known world depart the Palace Ship for shore. A number of sky-carriages are hastily gathered for transport to the capital, and after a short ride, you lead the Draconic ruler to your not-so-humble home.

At which point he is almost tackled by Gwyndlyn.

"OhmygoshanotherdragonhimynameisGwyndlynwhatsyourswoukdyoulikesomegemswhereareyoufromarethereotherdragonstherewillyoubemyfriend!?"

To the great surprise of his entourage, the elder dragon bends a knee to look your awestruck daughter in the eye.

"I am Kōryū Ryūō, Emperor of Neighpon. And I would like nothing more than to be your friend."
 
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Turn 13 Rumor Mill
Allies from the East: Shockwaves reverberate throughout the Empire as the Expedition sent earlier in the year returns with a fleet of foreign vessels. The Empire of Gryphus meets the Kingdom of Neighpon. The public is heartened by the news that these neighbors, like the Yaks before them, seek to assist in the war against the Shadow King. Already there is talk among merchants and entrepreneurs of setting up networks of trade with the Sunrise Kingdom, which is rumored to possess many new and interesting goods that could sell for a hefty profit in the markets of Imperial cities, and tales of the Heavenly Dragons and the multi-racial nature of Neighpon have fascinated scholars and laypeople alike.

The Wonders of Industry: Griffons and Dogs across the Empire marvel at the pace of technological advancement. From blast furnaces that churn out vast quantities of cheap metal to steam-driven pumps that have turned marshland into farmland and Genevieve's "liquid fire lamps", the people of the Empire see countless ways their lives improve as a result of new inventions, inspiring a generation of young minds and encouraging public interest in education and research.

Tit-for-Tat: No sooner had word begun to spread of a great blow being struck against the Southern Scourge by brave infiltrators than the temperature along the border began to drop once again. The curse of cold is felt once more across the regions of the Empire closest to the Shadowlands, snow falling in the middle of Spring. Yet the cold is less intense than it was in the run up to the Battle of Redstone, and scouts report that no invasion force has has been spotted. Many believe this to be a form of retaliation from the Shadow King who, in his weakened state, is unable to do more to strike back against the Empire. While this reassures some, it does not make the task of farming in the cold any easier. -300 Farming Income
 
Turn 14: Turning Point
You take a sip of the new warm beverage out of the fine porcelain cup. Koryū had given you both of these things as a gift just prior to his departure back to his homeland. "Tea" he called it. There are several different varieties, all made by processing and treating the leaves of a unique plant native to Neighpon a certain way before boiling them in hot water. It's...well it's not bad, and Gabriella seems to love the stuff, but you don't drink it for its flavor. You drink it for the energy it's supposed to give you, which you need to make it through the long days of making decisions regarding the realm and its people.

You also drink it for its warmth. This far North snow isn't falling as a result of the Shadow King's machinations, but a bit of the chill can still be felt, even here. It is of course much worse down at the border, though still not as bad as the previous magically-caused blizzard. You've ordered the setting aside of funds for aid, just in case anyone should need it. Your people have handled the adversity with their typical stoicism though, so you doubt you'll see many takers. Once again, you are reminded of your people's resilience and courage, and feel pride. With the completion of the first layer of fortifications that comprise the Peregrine Line, some dare to say that this will be the last time the Shadow King strikes against your core territory. You envy their optimism. Still, with the arrival of the Neighponese to assist, it certainly feels like the tide is turning.

You shake your head and return to looking over applications for captains to lead trade missions to your new neighbor. An Emperor's work is never done.


Martial: Gustav Kingfeather, once known as the hardest drinker and fighter in Griffonia, has sworn not to consume a drop of alcohol until the losses of Redstone Pass have been avenged, and the threat of the Shadow King dealt with once and for all. He's thrown himself into his work, seeking to ensure an end to this conflict that has already cost the Empire so many lives. (Two Actions Per Turn)

[ ] The Peregrine Line-The Gates to the North: The Watchtowers have been completed and staffed with sentries. Now that you no longer have any need to worry about a surprise attack, you can begin building proper defensive works made to withstand all-out assaults. Walls shall be built, firing positions prepared, and strong points will be constructed in and along the mountain passes that serve as the only routes through the Peregrines. It will be costly and time consuming, but by the end of it you'll have a barrier for the enemy to throw themselves against while your troops cut them down. Cost: 1500. Time: Three Years. Reward: Southern Border Fortifications Built, Peregrine Line Completed.

[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.

[ ] Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Into the Frost and Snow: You have the Army back up to pre-war levels, and you now have reliable intel on your enemy and an army of magic users ready to back you up. The Shadow King has been weakened from his defeat at Redstone Pass, but destroying him will require one more push, a strike against his own lands. Gather your army and march South, to victory or death. Cost: 0. Time: One Year. Reward: Crystal Empire Invasion Arc.


Diplomacy: Elva's been busy. Between the Yak Clans and the Neighponese, not a day has gone by that she hasn't had to sort through a massive backlog of reports, files and communiques. Still, she manages to keep up with the workload, if just barely. (One Action per Turn)

[ ] Asking for Assistance: The Yaks aided you in the fight against the Shadow King once before, at great cost to themselves. Now you face the prospect of launching an invasion into the very heart of the evil itself. You'd feel a lot better about your chances if you could elicit a promise from the Yaks to support you in the endeavor. But that might be a tough sell. The Yaks only moved to support you because the Shadow King's invasion threatened their homeland, and the casualties they took at Redstone have undoubtedly made them weary of another battle so soon after the last. Still, you have to try, as the weight of a Yak charge could decide the fate of a a battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

[ ] Nanban Trade: Emperor Koryū Ryūō's arrival on your shores has opened up a world of possibilities in terms of trade. Alongside weapons and warriors to aid in the fight against the Shadow King, the other Emperor also brought samples of exotic goods from his homeland, from silk and sake to tea and fine porcelain. Already the nobility is eager to get their hands on these exotic novelties, and your new friend has implied that his own subjects seek to trade for raw materials to feed the expansion of their economy. All that's needed is to hash out the details of a trade agreement. Cost: 300. Time: One Year. Reward: Trade Routes with Neighpon Established, Increased Trade Income. Chance of Success: 70%

[ ] Ministry of Foreign Affairs: Even with only two other nations to worry about, Elva and her staff are swamped. They simply don't have the resources they need to do everything that needs to be done. Only one way to fix this: Reorganize the existing diplomatic staff, hire on new prospective diplomats, and construct a dedicated building to act as a headquarters for the new government office. Expensive, yes, but necessary to coordinate matters of international relations. Cost: 600. Time: One Year. Reward: Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.

[ ] Permanent Neighponese Ambassador: Rather than sending a party of diplomatic staff across the ocean whenever a deal needs to be negotiated or an issue smoothed over, why not simply have them stay in the host country more or less permanently, taking up residence in the court of the local ruler? You can't do this with the Yaks as their decentralized leadership prevents this, but Neighpon is a different story. See if they'd be agreeable to the idea. Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.


Stewardship: Frida remains her upbeat self, especially now that the Empire has been dragged out of the debt it had accrued last year. The return of the unnatural cold from the South has put a bit of a damper on things, but its comparative lack of intensity from the last time it ravaged your lands has made the burden a bit easier to bear. (Two Actions per Turn)

[ ] Imperial Brew: This is something that could be...controversial. Archimedes' shroomshine has been exceedingly popular with the Imperial Citizenry. However, given it's relatively recent invention, all the people brewing it are doing so on a small scale. Someone in Rosewing's Department raised the idea that, instead of having a bunch of independent brewers making a bunch of wildly disparate concoctions in their basements, the government could contract them and arrange the sale and distribution of the alcohol itself, ensuring consistent quality and netting a tidy profit in the process. Of course, some people might not approve of the government selling alcohol, or taking control of the market in such a fashion. Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Mine Carts: Carrying loads of ore out of mines and to smelters is difficult, slow-going work. A few of the larger mines in your Empire have come up with a solution involving the use of carts that run along wood or metal tracks, pushed by workers or pulled through the use of pulley systems. Prior to the construction of Genevieve's blast furnaces, such arrangements were too expensive to be widely implemented across the Empire, but now that a glut of cheap iron and steel is available, Imperial subsidies can make such systems a standard piece of mining equipment as common as pickaxes and shovels. Cost: 500. Time: One Year. Reward: Mine Carts Installed at all Imperial Mines, Increased Mining Income.

[ ] Crop Rotation: Agricultural productivity is at an all-time high, but Genevieve has warned you and Frida that this might not remain the case. Apparently, when the same type of crop is planted in the same soil over and over again, it depletes the nutrients of the soil, resulting in diminishing returns. Thankfully there's a solution: simply alternate the crops one plants on different plots of land. Well, it sounds easy enough, but educating the farmers and arranging for such a system to become widespread might take some work, and some subsidies to ensure they go along with the plan. Still, it may be necessary to ensure a reliable food harvest. Cost: 600. Time: One Year. Reward: Crop Rotation becomes standard agricultural doctrine, increased Farming Income.

[ ] Imperial Irrigation Program: The weather can be a fickle thing. If enough rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.


Learning: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. (Two Actions per Turn)

[ ] Cannon Ships: Archimedes' new cannons are much more powerful than the old bolt-throwers, if more volatile and expensive. Unfortunately, small scale tests have shown that your current Cog designs are not suited for the weight of the new weapons, or the force of their recoil. You'll need to design a new class of ship from the ground up to accommodate these new weapons. Cost: 100. Reward: New Ship Class Designed.

[ ] Scatter-Shot: One of the engineers at the new Cannon Foundry has raised an interesting idea. What if, instead of firing one large projectile, the cannons could be made to fire many smaller projectiles all at once? A simple idea, but a potentially effective one if the technical difficulties surrounding it can be addressed. Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.

[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.

[ ] Intro to Thaumatology: From the Yak Shamans' abilities to see into the future to the Qilin's fire-bending and the Illusions of the Kitsune and Tanuki, magic has has become a much more easily accessible school of study. Of course, your people lack any magical abilities of their own...but that doesn't mean you can't understand the theory and natural laws surrounding the phenomenon. Cost: 200. Time: One Year. Reward: Gain basic understanding of Magical Laws and Phenomenon, Additional Actions Unlocked.

[ ] Shiny and Black: The Orichalcum has been smelted, now it's time to see what it can do. Have Archimedes put the dark metal through every test he can think up and record the results. With any luck, this stuff will have more interesting qualities than being really hard to break or melt. And if not...well, it's already better at that than steel. Cost: 100. Time: One Year. Reward: Orichalcum Qualities Revealed.

[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.


Intrigue: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action Per Turn)

[ ] Yakity Yak: The Yaks showcased their strength when they fought alongside you and yours at the Battle of Redstone Pass. They proved to be great allies...but they could also become a powerful enemy if things were to go wrong. The war has stirred up the Yaks' cultural and political landscape. You need to know what exactly is going on in the lands of your Western neighbor, and whether you should be concerned. Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%

[ ] Sleeping Dragons: Koryū is a nice guy, or at least he seems to be, and the Neighponese are steadfast allies in the war against the Shadow King. Still, the old saying goes "trust but verify". Aside from what your fellow Emperor and the first contact team told you you don't really know much about the Neighponese. Their economy, their politics, their military, their level of technological advancement. You don't even know if everything Koryū told you is true. Surely it wouldn't be a big deal if you sent a few gryphons to poke around Neighpon and report back? Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 50%

[ ] Captain Karl Kaboom's Explosive Adventures: The sabotage against your Southern enemy went well. So well there's almost nothing left to sabotage. Almost. At some point you're going to have to assault the Shadow King's fortress, and when you do it's going to be a hard fight. Perhaps you can make things easier for yourself by planting some explosives under and around your enemy's defenses in advance? You think you know the right person for the job. Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%


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.

[ ] Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.

[ ] New Swords for Everybody!: Now that you've got a neat new metal, it's time to start forging it into blades. Unfortunately you only have the one deposit of Orichalcum, which, due to the nature of the material, has proven difficult to mine in large quantities. As such, you don't have a lot of the stuff to work with. But that still leaves you with more than enough to forge new blades for yourself, Gabriella, your children, and the Grandmasters of the Knightly Orders. Cost: 300. Time: One Year. Reward: Orichalcum blades for you, your family, and the Grandmasters.


There will be a three hour moratorium to allow for discussion and plan-crafting.
 
Turn 14 Results
Martial: Gustav Kingfeather, once known as the hardest drinker and fighter in Griffonia, has sworn not to consume a drop of alcohol until the losses of Redstone Pass have been avenged, and the threat of the Shadow King dealt with once and for all. He's thrown himself into his work, seeking to ensure an end to this conflict that has already cost the Empire so many lives. (Two Actions Per Turn)

-The Peregrine Line-The Gates to the North:
The Watchtowers have been completed and staffed with sentries. Now that you no longer have any need to worry about a surprise attack, you can begin building proper defensive works made to withstand all-out assaults. Walls shall be built, firing positions prepared, and strong points will be constructed in and along the mountain passes that serve as the only routes through the Peregrines. It will be costly and time consuming, but by the end of it you'll have a barrier for the enemy to throw themselves against while your troops cut them down. Cost: 1500. Time: Three Years. Reward: Southern Border Fortifications Built, Peregrine Line Completed.

Once again, work orders go out, and hundreds of engineers, architects, masons, bricklayers, and common laborers set to work. Foundations are dug, hundreds of tons of stone and brick are prepared and transported to construction sites, explosives are planted and then detonated to blast tunnels out of the mountain rock, and under the watchful gaze of Imperial sentries, ground is officially broken on the construction of the greatest set of fortifications in your people's history. It's going to take years and a fortune to see the project through, but once the final touches are complete you'll have a defensive line strong enough to withstand even the most determined of assaults. Will Finish in Two Turns.


-Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

Once again, orders are placed for the construction of four more flame projectors to be added to the Imperial Arsenal. Once again, metals are produced and shaped, crews trained, and barrels of liquid fire stockpiled. And once again, at the end of the year the new weapons are personally inspected by Archimedes, who gives them his personal stamp of approval before handing them over to the army, giving you a grand total of ten flamethrowers to be used against your enemies. +4 Static Flame Projectors


Diplomacy: Elva's been busy. Between the Yak Clans and the Neighponese, not a day has gone by that she hasn't had to sort through a massive backlog of reports, files and communiques. Still, she manages to keep up with the workload, if just barely. (One Action per Turn)

-Ministry of Foreign Affairs: Even with only two other nations to worry about, Elva and her staff are swamped. They simply don't have the resources they need to do everything that needs to be done. Only one way to fix this: Reorganize the existing diplomatic staff, hire on new prospective diplomats, and construct a dedicated building to act as a headquarters for the new government office. Expensive, yes, but necessary to coordinate matters of international relations. Cost: 600. Time: One Year. Reward: Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.

Elva gets to work, overseeing the design and construction of a new dedicated office space to house the new ministry and going over the files of applicants to fill hundreds of new positions, building a massive new diplomatic bureaucracy from the ground up. Veteran diplomats are given senior postings in the new ministry, introductory training courses are set up for new hires, and by the end of the year a new government office has been established, dedicated to facilitating relations between the Empire and other nations. Hopefully now you can start to really make some headway with your foreign policy!

Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.


-Nanban Trade: Emperor Koryū Ryūō's arrival on your shores has opened up a world of possibilities in terms of trade. Alongside weapons and warriors to aid in the fight against the Shadow King, the other Emperor also brought samples of exotic goods from his homeland, from silk and sake to tea and fine porcelain. Already the nobility is eager to get their hands on these exotic novelties, and your new friend has implied that his own subjects seek to trade for raw materials to feed the expansion of their economy. All that's needed is to hash out the details of a trade agreement. Cost: 300. Time: One Year. Reward: Trade Routes with Neighpon Established, Increased Trade Income. Chance of Success: 70%

Required: 30. Rolled: 83+18+10(Capitalism Intensifies Omake)+10(Paper=Gold Omake)=121 (Art Crit!)

A favorable trade deal is quickly hashed out between representatives of Gryphus and Neighpon, and soon ships laden with valuable cargo are departing their home ports and setting sail for foreign markets. Items made from Gryphus iron and lumber soon become common sights in the markets of Neighpon, and luxury goods such as tea, porcelain and silk become ubiquitous amongst the nobility and even some members of the middle class. The less affluent are not exempt from the benefits of trade either, as breeds of vegetables and staple crops native to foreign lands gradually become part of the local diet, and varieties of alcohol are exchanged between cultures. The Oni are reportedly big fans of Mushroom Moonshine, enjoying the stronger kick.

All of this has caused an expansion in the economies of both of your nations, and led to an influx of revenues from import tariffs on both sides. Everyone is very happy with this outcome, you and Kōryū in particular. More than that, contact between your respective peoples has bred feelings of familiarity and camaraderie, improving overall relations between your kingdoms. It's a great day for business!

Trade Established between Gryphus and Neighpon, +600 Trade Income, +1 Neighpon Relations.


Stewardship: Frida remains her upbeat self, especially now that the Empire has been dragged out of the debt it had accrued last year. The return of the unnatural cold from the South has put a bit of a damper on things, but its comparative lack of intensity from the last time it ravaged your lands has made the burden a bit easier to bear. (Two Actions per Turn)

-Mine Carts: Carrying loads of ore out of mines and to smelters is difficult, slow-going work. A few of the larger mines in your Empire have come up with a solution involving the use of carts that run along wood or metal tracks, pushed by workers or pulled through the use of pulley systems. Prior to the construction of Genevieve's blast furnaces, such arrangements were too expensive to be widely implemented across the Empire, but now that a glut of cheap iron and steel is available, Imperial subsidies can make such systems a standard piece of mining equipment as common as pickaxes and shovels. Cost: 500. Time: One Year. Reward: Mine Carts Installed at all Imperial Mines, Increased Mining Income.

Funds are taken from the Imperial treasury and given to mine operators, who hand them over blacksmiths and metalworkers in exchange for lengths of metal track and wheeled carts for use in the hauling of ore. These new tools are quickly installed in mine shafts throughout the nation, and within a year the benefits are already being made known. Miners can now move large amounts of ore more quickly, increasing productivity and output. Everyone is quite pleased with this outcome.

Mine Carts installed throughout Imperial Mines, +200 Mining Income


-Crop Rotation: Agricultural productivity is at an all-time high, but Genevieve has warned you and Frida that this might not remain the case. Apparently, when the same type of crop is planted in the same soil over and over again, it depletes the nutrients of the soil, resulting in diminishing returns. Thankfully there's a solution: simply alternate the crops one plants on different plots of land. Well, it sounds easy enough, but educating the farmers and arranging for such a system to become widespread might take some work, and some subsidies to ensure they go along with the plan. Still, it may be necessary to ensure a reliable food harvest. Cost: 600. Time: One Year. Reward: Crop Rotation becomes standard agricultural doctrine, increased Farming Income.

Genevieve finds the time to write up a pamphlet explaining the principles and reasoning behind the new agricultural policy, and Frida has hundreds of copies printed out and distributed across the Empire while urging farmers to begin rotating their crops between harvest and planting seasons. Subsidies and support funds are made available to encourage the adoption of the new agricultural technique, and while the farmers of the Empire have difficulty wrapping their heads around all the scientific explanations being thrown at them, their government hasn't led them wrong before. They comply with the suggestions, and low and behold, within a year crop yields start to see a slight uptick, which Genevieve informs you will only increase as nutrients return to depleted soil. You commend your advisors for such quick action in preventing a potential future catastrophe.

Crop Rotation Implemented, +200 Farming Income


Learning: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. (Two Actions per Turn)

-Intro to Thaumatology: From the Yak Shamans' abilities to see into the future to the Qilin's fire-bending and the Illusions of the Kitsune and Tanuki, magic has has become a much more easily accessible school of study. Of course, your people lack any magical abilities of their own...but that doesn't mean you can't understand the theory and natural laws surrounding the phenomenon. Cost: 200. Time: One Year. Reward: Gain basic understanding of Magical Laws and Phenomenon, Additional Actions Unlocked.

Genevieve is tasked with the investigation of magical phenomenon and the determining of exactly how magic works. She travels from Yakyakistan to Neighpon, interviewing practitioners of various forms of magic and trying to piece together a unified theory of magic from the often contradictory methodologies of various schools of magic...not an easy task, even for a Gryphon as bright as her. Still, by the end of the year she has made a significant amount of progress in understanding exactly how magic works and what it is capable of. For starters, there do appear to be rules and limits to exactly what magic is capable of, though these rules and limits seem to vary depending on what magic is being used and who is using it.

However, a few consistent rules do stand out, and conveniently enough these rules happen to coincide with scientific rules that your own thinkers and philosophers are familiar with. Something cannot come from nothing, matter cannot be created or destroyed, action and reaction, etc. As such, in the words of Genevieve: "magic and science are not opposites, merely two sides of the same coin." Interesting. Now if only you actually had the capacity to use this knowledge.

Basic Understanding of Magical Laws and Phenomenon Gained, New Actions Unlocked.


-Shiny and Black: The Orichalcum has been smelted, now it's time to see what it can do. Have Archimedes put the dark metal through every test he can think up and record the results. With any luck, this stuff will have more interesting qualities than being really hard to break or melt. And if not...well, it's already better at that than steel. Cost: 100. Time: One Year. Reward: Orichalcum Qualities Revealed.

Archimedes goes to work, putting the new material through every possible test he can think of. Stress tests, rapid temperature changes, microscopic examination, tests for toxicity and flexibility, on and on and on. By the end of it, your chief scientist has some interesting news to share with you.

As previously indicated, the substance is absurdly durable, both against impacts, cutting and heat, capable of resisting nearly all forms of damage save the unbearable temperatures of a blast furnace or perhaps Dragon-Fire (Gwyndlyn had managed to make an ingot glow with her fire-breath, but wasn't able to cause any actual permanent damage). While this alone would make it a very valuable material, it's far from the most interesting quality it possesses.

On a whim, Archimedes had decided to see if the metal had any response to magic, and had enlisted the help of some visiting Qilin, asking them to try and melt an Orichalcum ingot with their fire-bending. But something odd happened. When the magically created flames touched the metal, they were instantly extinguished. The Orichalcum didn't glow, didn't even get hot. Intrigued, Archimedes went further, cooperating with Ravenburg to get a an ingot underneath the yurt of a Yak Shaman. As he'd hypothesized, the shaman began complaining of difficulties "tapping into the ethereal plane", only to cease such complaints once the ingot was removed.

The results are clear: Orichalcum disrupts magic. This opens up a whole host of possibilities. Orichalcum Tested: Anti-magic Metal.


Intrigue
: Ravenburg is as stoic and calmly professional as ever. If he's been at all affected by the War, he doesn't show it. Apart from his sudden fixation upon potential happenings south of the border, he's the same as he ever was. You actually find that quite reassuring. (One Action Per Turn)

-Yakity Yak: The Yaks showcased their strength when they fought alongside you and yours at the Battle of Redstone Pass. They proved to be great allies...but they could also become a powerful enemy if things were to go wrong. The war has stirred up the Yaks' cultural and political landscape. You need to know what exactly is going on in the lands of your Western neighbor, and whether you should be concerned. Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%

Required: 40. Rolled: 41+13+15(Many Years from Now Omake)+10(Raids from the Other Side Omake)=79

Dogs dig tunnels under yurts and the rare wooden longhouse, Griffons masquerading as merchants keep their ears and eyes open, and a handful of Yaks are bribed or otherwise convinced to provide information on the political situation in Yakyakistan. Once the data is gathered and collated, an interesting picture begins to emerge.

The political landscape of the Yak Clans has indeed undergone a significant shift since the battle of Redstone. While the elder councils and other entrenched political authorities have been steadfastly clinging to the old ways, recent events have caused many of the younger generation to advocate for change. These modernists point to the losses sustained at Redstone and the superior standards of living of your own people as proof that their old nomadic culture is simply no longer viable, and call for a more sedentary lifestyle, as well as a unification of the clans and the formation of a unified Yak Kingdom.

At present these modernists are a vocal minority, though they have gained more support from the common people as a result of your actions in recent years. The leaders of the clans, for their part, seem paralyzed with indecision, unwilling to clamp down on these young upstarts or give in to their demands. You'll have to keep an eye on this situation going forward.

Intel Gained on Yak Internal Politics, New Intrigue Actions Unlocked.


Personal
: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

-Overtime-Nanban Trade.

-Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.

Rolled: 62

Once again, you find yourself rooting through the darkest corners of the Imperial Archives' collections of Pre-Discord records, and as before you have to root through a great deal of historical flotsam to find anything of real value. After going through five love letters, two poems, the rough draft of some sort of historical epic and a journal detailing an old Imperial nobles love life, you finally find something that might be worth the trouble: a complete map of the world as it appeared prior to the arrival of Discord.

Of course, since Discord altered the planet's geography so much over the course of his rule, this map isn't nearly as valuable as it otherwise could be...but it can still give hints towards the general lay of the land. Even a cursory inspection by anyone familiar with the most basic of navigation techniques would be able to tell that, according to this map, the world is significantly larger than many had anticipated. The exploration corps will have a field day with this.

New Exploration Actions Unlocked, +10 to next exploration action.


Hazard/Random Event Rolls

71 (Pass)
68 (Pass)
97 (Pass)
 
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Turn 14 Rumor Mill
The Changing Shape of the World: Between the reunification of the Empire, the discovery and establishment of trade with the Yaks and the Neighponese, the war with the Shadow King in the lands to the South, and the recent recovery of a pre-Discord world map which has made cartographers and navigators question their previous assumptions, there is a feeling throughout Imperial Society that the world is both much bigger and yet much smaller than anyone had initially thought. This feeling fills your people with excitement and trepidation in equal measure.

The Agricultural Revolution: Between selective breeding of hardier and more plentiful crops, the widespread adoption of crop rotation and other farming techniques, the draining and cultivation of previously waterlogged lands, the construction of hothouses, and the introduction of new varieties of crops from Neighpon, the agricultural sector has been experiencing a massive boom, resulting in unprecedented food surpluses across the length and breadth of the Empire.

Bank Notes: A curious trend has started to become more and more common in the cities and towns of the Empire. Rather than trading gold and silver coins for goods and services, Griffons and Dogs have begun trading bank receipts and government IOUs in lieu of hard currency, citing the convenience of paper notes over heavy precious metals. The Crown, for its part, has been policing the banks issuing such receipts, ensuring that they do not print more paper than they they have hard currency in their vaults. Aside from this regulatory measure the government has done nothing to discourage this practice from becoming more common.
 
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