Turn 15: Triumph and Adversity
The dragon roared, flames pouring forth from its mouth in a torrent, the air itself igniting from the heat as the beast engaged in battle with the Griffon Knight, his sword held high in a gesture of defiance even as the flames boiled away his armor and melted his weapons, his entire body losing cohesion as he was reduced to liquid and superheated vapor.

You watch the scene with a bemused expression, turning to your wife as Gwyndlyn smiles at her little sisters gleeful reaction to the melted Snow-Griffon, even as Gawain prepares a volley of snowballs in retaliation for his sibling incinerating his Ice Sculpture.

"Should I be concerned by our children's apparent inclination towards violence?"

As an icy projectile impacts the Draconic Regent's back, eliciting a shriek of surprise and another bout of giggling from Gilda, Gabriella regards you with a raised eyebrow.

"You married me, the rich heiress who ran away from home to join a mercenary company and wrestle trolls for a living. What did you expect?"

As Gwyndlyn chases after her brother, you realize that you don't really have a rebuttal to that. You mentally shrug and try to ignore the sounds of childish mischief, trying to enjoy this day out with your family. Even an Emperor deserves a day off once and a while, and you intend to make the most of it before you're forced to return to the office.


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-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. Will Finish Next 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 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: As the "new" Minister of Foreign Affairs, Elva has been making a lot more progress and getting a lot more done thanks her dedicated office space and expanded staff. She's very relieved to not have to carry the burden of managing the Empire's foreign policy by herself. (Two Actions 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 battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

[ ] 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.

[ ] Leaning on the Elders, Pro-Modernist: The Yaks' internal political struggles have attracted a lot of attention throughout your government, and there's been a great deal of debate as to what the Empire's response should be, or if it should respond at all. One of the ideas that's been circulating has been to exert diplomatic pressure on the leaders of the Yak Clans to encourage them to comply with some of the modernist's demands, or at least to not clamp down on them. While this could have the desired effect, it is equally likely that such pressure could be seen as Imperial meddling in Yak affairs, risking damage to relations between your peoples. Cost: 100. Time: One Year. Reward: Yak Leadership agrees to modest reforms, Modernists gain more influence. Chance of Success: 30%.

[ ] Leaning on the Elders, Pro-Traditionalist: Alternatively, some Griffons have been wondering whether the Empire should really want a strong neighbor that might come to threaten the Western Border. These theorists and diplomats propose exerting diplomatic pressure for the opposite purpose, encouraging the Yak Clan Leaders to suppress these reformers before they have a chance to gain traction, doubling down on the commitment to their traditional nomadic lifestyle. Again, there is the possibility that simply attempting to exert such pressure could upset the Yaks, regardless of their position on the issue. Cost: 100. Time: One Year. Reward: Yak Leaders suppress modernists, Modernists lose influence. Chance of Success: 30%


Stewardship: Frida remains a fountain of optimism and infectious energy, even with the current war and the unnatural cold affecting the southern reaches of the Empire. Despite these difficulties the Empire is prospering like never before as the economy grows steadily each year, and your coffers with it. (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.

[ ] Neighponese Seed Drills: An invention from the East has been seeing slow but steady adoption amongst your farmers. The Neighponese call it a seed drill, a device that sows seeds for planting at regular depth and intervals with minimal effort on the farmer's part. A few larger farms have already built or purchased their own, but most Imperial farm remain without them. Subsidize the purchase of these new devises and ensure they are widely adopted by the Empire's agricultural base. Cost: 400. Time: One Year. Reward: Increased Farming Income.

[ ] Imperial Irrigation Program: The weather can be a fickle thing. If 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.

[ ] The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.


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.

[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

[ ] 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.

[ ] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, 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)

[ ] 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 mission 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%

[ ] It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%

[ ] Backing the Modernists: Picking sides in the Yaks' internal political conflict isn't exactly something that should be done publicly, but it's still something that might be necessary. Ravenburg has offered to have his agents reach out to the leaders of the Modernists and supply them with intelligence and funding, as well as carry out a subtle propaganda campaign that should encourage the greater Yak population to see the Modernists in a more favorable light. This is of course a risky venture that will enrage both the Yak leadership and general public should your activities of your spies be discovered. Cost: 300. Time: One Year. Reward: Modernists gain Influence in Yakyakistan. Chance of Success: 35%

[ ] Undermining the Modernists: Alternatively, you could have Ravenburg and his spies spread slander, rumors and misinformation to harm the Modernist cause and prevent them from gaining more influence on Yak society. You won't be telling the Yak Leadership about this, and if it's discovered you'll face condemnation from both sides of the political aisle. Cost: 300. Time: One Year. Reward: Modernists lose Influence in Yakyakistan. Chance of Success: 35%


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.

[ ] Foreign Talent: Kōryū has recently been hiring a number of experts in various fields to come work in Neighpon and teach their skills to his people, or to offer their expertise as advisors in his court. Perhaps you should take a page out of his book and see about hiring some foreign experts on magic? Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.


There will be a three hour moratorium to allow for discussion and plan crafting.
 
Turn 15 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.

Work continues on the Peregrine fortifications. By now most of the initial work has been completed. Foundations have been assembled, and supply and escape tunnels, complete with iron doors, connect the future sites of the numerous strongpoints and fortresses that will guard the Southern entrance into your heartland. Work now begins on the walls and towers themselves, the construction carried out under the vigilant gaze of the Army sentries in their mountaintop lookout posts. The project managers tell you that the construction is proceeding on schedule, and that, barring any unanticipated disruptions, the fortifications should be complete by the end of next year. Will Finish Next Turn


-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

Tons of ore make their way from the mines to the blast furnaces, and from there to the foundries where molten iron and steel are poured into casts and molds for the cannon barrels. Once hardened, the barrels are loaded onto limbers (small two-wheeled carts) and make their way to the Imperial armories. Once the cannons themselves are completed, work begins on the production of the iron balls used as projectiles and the stores of black powder needed to propel them. By the end of the year, ten more cannons have joined the ranks of the Imperial Army, and their crews begin drilling and training for the day when their weapons will be fired in combat.

+10 Cannons added to Imperial Army


Diplomacy:
As the "new" Minister of Foreign Affairs, Elva has been making a lot more progress and getting a lot more done thanks her dedicated office space and expanded staff. She's very relieved to not have to carry the burden of managing the Empire's foreign policy by herself. (Two Actions 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 battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%
Required: 60. Rolled: 48+18+10(Yak Councils in Recent History)+10(First Draft of a Treatise on the First Winter War by Adrian Dawnquill)=86

The Yaks are...hesitant. The Battle of Redstone had been the deadliest battle in their history. For centuries, their understanding of war had been ritualized skirmishes where death tolls rarely went above double digits. To fight a battle where thousands of their people died in a single day...It came as a serious shock to them, one they are still trying to work through as a culture. And that was a battle for the survival of their people, a defensive war. What you are asking for is an invasion of foreign lands. This time there will be no prepared ground, no narrow choke point, no traps or defensive fortifications. You will be traversing hostile territory, and with the Shadow King's magic that phrase is likely to be far more literal than anyone would like. Every Yak expects a campaign into the Southlands to be a bloodbath.

And yet, to not answer a call for aid, to let others shed their blood while the Yaks stand idly by and do nothing...unthinkable. In the end, a compromise is reached. While the leaders of the Yak Clans will not order their people to risk their lives in a Southern Offensive, they will not stop any Yaks who wish to join the Campaign. And, to the surprise of many, hundreds of Yaks volunteer. Not nearly as many as had agreed to fight at Redstone, but still a significant number. They have agreed to answer the call and join your forces when you march South. You are heartened to have such steadfast allies in this time of strife. Yak Assistance for Southern Campaign Gained

-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.

Kōryū finds the concept of permanent ambassadors a reasonable idea, and welcomes the party of diplomatic staff you send along on the next trading convoy, even as you welcome the Qilin he sends in return. Both groups are given suitable accommodations and welcomed into the Imperial Courts of their host nation, and begin their work of coordinating policy and passing messages between Rulers. Having a group of diplomats permanently "on station" in Neighpon has opened up a great deal of new opportunities for you, even as the presence of a Neighponese ambassador in your capitol has opened up new opportunities for them. At the very least, it's going to be much easier to conduct diplomacy now.
Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.


Stewardship
: Frida remains a fountain of optimism and infectious energy, even with the current war and the unnatural cold affecting the southern reaches of the Empire. Despite these difficulties the Empire is prospering like never before as the economy grows steadily each year, and your coffers with it. (Two Actions Per Turn)

-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.

The word goes out that you're looking for Griffons and Dogs willing to settle in unclaimed territory. Hundreds jump at the chance to claim lands of their own, and form caravans that head west, soldiers at the head of them to clear a path through the monster-infested forests and mountain passes. The caravans unpack at pre-selected locations that have been chosen for their placement along trade routes and access to mineral deposits, and the work of clearing the land and establishing settlements begins. Trees are felled, land is tilled, seeds are planted, and walls go up. It will be at least another year before the frontier becomes a productive, self-sufficient province of the Empire, but the work is halfway done. Will Finish Next Turn


-Imperial Irrigation Program: The weather can be a fickle thing. If 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.

Frida is busy this year, flying back and forth between rural farming communities, distributing instructions and vast amounts of funding to an army of laborers tasked with the completion of the largest public works project in living memory. Packs of Diamond Dogs dig great trenches while airborne Griffons ensure that the ditches are properly laid out and reach the crops that they need to. One by one, farms that previously relied upon the weather for water gain access to these artificial streams. The work is not yet done, but some results are already showing, and the farmers of the Empire are grateful for this assistance. Will Finish Next Turn.

-The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.

You, Frida, and Nicklas collaborate on the establishment of a new kind of financial instrument: a bank for other banks, the only bank permitted to print the new national banknotes. The Bank of Gryphus. Other, smaller banks will continue to print their own notes for now, but since the national banknotes are regarded as more stable and are accepted everywhere, it's only a matter of time until everyone switches to the government-backed currency. Additional banking regulations are quickly passed to ensure that the system remains stable (as stable as you can make it anyway) and operates as you and your advisors have laid out. The value of the paper is still backed by gold, but actual gold is no longer necessary for everyday transactions.

And, despite your fears and uncertainties, everything seems to work. People like the new paper currency. It's convenient, it's edges can't be clipped, it can't be melted down and made lighter (and thus less valuable), and forgeries are easier to spot. And, now that the money supply has been expanded, the economy has more room to grow. You're now cautiously optimistic about this whole paper money thing. Bank of Gryphus Established, +200 Tax 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)

-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.

Archimedes gets to work, running numerous tests to determine how to make this new cannon payload viable. The problem, as Archimedes tells you, is figuring out how to ensure a proper spread and somewhat reliable accuracy. After a great deal of trial and error, your head scientist and engineer claims to have devised a simple but reliable method involving numerous grape-sized metal balls packed into a canvas bag. Unfortunately, due to its nature this particular payload is virtually useless at long range, restricting its use somewhat. However, at close range it will utterly devastate massed enemy formations. You instruct Archimedes to add several of these scatter-shot rounds to each cannon's ammunition load. You're sure you'll have need of them soon enough.
Scatter-Shot developed, Bonus to certain Cannon Rolls

-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 if 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.

The science duo of Archimedes and Genevieve go to work, assembling one device after another in rapid succession. Borers, grinders, planers, millers, lathes, presses, the list goes on. Be they muscle driven, water driven or steam driven, all have a role to play in the precise shaping of metals. Now that the devices themselves have been developed and designed, all that remains is to produce and distribute such creations throughout the Empire. Will Finish Next Turn


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)

-It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%

Required: 60. Rolled: 90+13+10(Warm Omake)+10(A Light at the Heart of Darkness Omake)=123 Super Crit!

When you tasked Ravenburg and his agents with finding and "rescuing" slaves from the South, you'd expected them to bring back only a few, a dozen at most. So when the infiltration party showed up at the border with well over a hundred freed slaves less than two months after their initial departure, you had more than a few questions.

The officer in charge, one Major Hawkeye, explained how they'd managed such a feat. They'd set up concealed positions along the roads between the crystal city and the (now somewhat repaired) mines, and silently plucked the occasional lone worker off the path and vanished with them into the snow. The enslaved workers, mindless drones that they were, did nothing to impede or resist such an action. Once away from the roads and back at their hidden camp, they'd removed the mind control spell from their captives by simply pressing a lump of Orichalcum against their helmeted heads. That was apparently enough to shatter the spell controlling their bodies. They did this over and over in rapid succession, a dozen or more a day, trying to grab as many as they could before the Shadow King could realize what was happening and mounted a response. Only once they realized that so many extra mouths were stretching the limits of their supplies did they decide to head back home. Their reasoning for trying to save as many as possible becomes horrifyingly apparent once you and Ravenburg speak to the freed slaves.

You had known of the horrifically unsafe working conditions these "Crystal Ponies" lived under. But that was just the beginning. The traumatized escapees tell you stories of how their homeland was brought under the sway of the Dark King, who you now know as Sombra. How he singlehandedly killed their ruler, slaughtered their armed forces and forced all those who survived to obey his every whim. They tell you of 24-hour work days, their bodies continuing to move even as their exhausted minds slipped in and out of blessed unconsciousness. They tell you of the starvation rations, specifically proportioned servings of gruel, just enough to prevent them from dying even as their own bodies cannibalized themselves. They tell you of how workers would collapse and be left to die on an almost daily basis, their bodies buried by the driving snow. They tell you how they saw and felt everything, prisoners in their own minds, unable to control their own bodies.

They tell you of the breeding pens, the flesh-forges, the horrific monstrosities that were created by combining the corpses of their fellow workers with the Dark King's foul magics.

But they also tell you of fortifications, and of the positions and numbers of guards and golems. Of catacombs beneath the city, of doorways and gates not used since the days of the fall.

They tell you of a magical artifact that Sombra had locked away beneath his tower, something with a power even he fears.

You commend the Major for his work and order that the best treatment be provided for these Crystal Ponies. Then you call the scribes and the heralds to spread news of what they have told you.

This evil you face is far greater than you had imagined. If this does not harden the resolve of your people you don't know what will.
Over a Hundred Crystal Ponies Freed. Intelligence on Crystal Empire Gained, Bonus to Morale Rolls when Facing Sombra.



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

-Overtime: The Bank of Gryphus

-Foreign Talent
: Kōryū has recently been hiring a number of experts in various fields to come work in Neighpon and teach their skills to his people, or to offer their expertise as advisors in his court. Perhaps you should take a page out of his book and see about hiring some foreign experts on magic? Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.

Required: 40. Rolled: 67+10(The Next Generation Omake)=77

Your ambassador to Neighpon's first official task is to locate scholars of magic willing to relocate to the Griffonlands and share their knowledge with you and your people. This proves difficult. While many in Neighpon possess a fascination with your history, goods and culture, few are willing to actually uproot themselves from their ancestral homes and move to a foreign land. Still, your ambassador does find a handful of takers with suitable qualifications, and arranges transport to the mainland for them.

You meet the motley collection of magically-inclined immigrants on the docks of Aukland as they introduce themselves.

First is the Qilin, Asahi Kaji. While all Qilin can manipulate fire, he is a master of it, and unlike many others of his kind, can actually explain the complex principles behind it. He is eager to meet a "warrior culture" such as yours, and is particularly interested in the numerous machines which might be improved by the addition of fire magic, or vice-versa.

Next is the Kitsune, Yakō-Nogitsū. He strikes you as a somewhat nervous young male who is eager to make a good impression. As a Kitsune, he is knowledgeable in the casting of illusions and how magic can affect people's perceptions. He apparently came to your Empire in hopes of increasing his social standing, not having many opportunities in his native land despite his skills.

And finally there is the Tanuki, Danzaburō. He is a friendly, jovial little fellow who possesses great knowledge of how magic energy affects the body, and vice versa. He claims to have come to the Griffonlands in hopes of learning new things, even as he shares his own knowledge with others.

You welcome the new arrivals to your Court, and introduce them to Archimedes and Genevieve. With such knowledgeable individuals on hand, you're sure you can expect plenty of new ideas to come out of this "Thaumatological think-tank" as Archimedes has been describing it. Neighponese Magic-Experts hired, New Actions Unlocked


Hazard/Random Event Rolls

68 (Pass)
53 (Pass)
18 (Fail, to be Continued in Rumor Mill)
 
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Turn 15 Rumor Mill
The Guiding Hand of the Emperor: With the creation of a central bank and increased government involvement in the economy, not the least of which includes a nationwide program to dig an unparalleled irrigation system, many Imperial citizens cannot help but remark upon the increased power of their government and its larger role in their day to day lives. Most welcome this change, appreciating the benefits of a government pumping funds into the economy, and an Emperor who cares about the state of the common Gryph.

Horror Stories from the South: A sense of relief and curiosity sweeps through the Empire and beyond as word spreads of the rescue and liberation of over a hundred denizens of the Southlands, their minds and bodies finally freed from the spell of the Shadow King Sombra. But these feelings quickly turn to horror and revulsion when the stories of what they had experienced under Sombra's rule begin to spread throughout the populace. Worked to death, starved, imprisoned in their own bodies. Even now, months after their release, the survivors struggle to recover from their ordeals. The knowledge that such barbaric cruelty is being visited upon tens of thousands of sapient beings fills Yak, Griffon and Qilin alike with horror...and a burning resolve to bring such madness to an end.

Cold Warfare: The unnatural cold that has plagued the Southern reaches of the Empire over the past three years has intensified, reaching the levels that it did during the Redstone Crisis. It has also crept further North, affecting more than half the nation. Rivers freeze, crops are covered in frost, and the roofs of several buildings have already begun to collapse under the weight of the snow. While hothouses, fish and mushroom farms, and imports from Neighpon have staged off the threat of famine, the Empire's agricultural sector has suffered a significant blow. -500 Farming Income
 
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Turn 16: Cold Steel, Cold Hearts
You look out the window with bloodshot eyes, sipping from a warm cup of precious, energy-giving tea. The snow won't stop falling. Your Qilin in residence, Asahi Kaji, has made a habit of going around the Palace each day, using his masterful control of fire magic to melt away the snow on the rooftops and along walkways. You appreciate his efforts, though you wish you had a thousand more just like him. Perhaps then you wouldn't have to worry about the roofs of any buildings caving in under the weight of foot after foot of frozen water vapor. Gwyndlyn, bless her heart, has tried to follow his example, but the most she can manage is melting a small path along the ground before needing a rest. Despite her enthusiasm, she is still only a child.

You sigh, glancing back at the reports from Yakyakistan and your emissary to Neighpon. They too have begun to feel the chill, though not as intensely as your own people. The Yaks are huddling about their fires a bit closer, walking through snow that's deeper than usual, and even the Qilin have begun to notice the unseasonably cooler temperatures in their south-westerly provinces. As for the Southern reaches of your own lands...the snow banks are as tall as defensive walls of the cities in some places. The amazing thing is that, even with the weather being what it is, work continues on the Peregrine Line. If anything the pace of work has actually increased, as all those along the border anticipate another assault by Sombra.

You grimace. Everyone knew his name now. From Yakyakistan to Neighpon, everyone had heard the stories of the rescued slaves who even now were struggling to recuperate from the horrors of what they had gone through. Some doubt that any of them will ever fully recover. And every citizen in your Empire knows that should they lose this war, they shall face a similar fate. And they work ever harder in response.

They were Griffons. They were used to hardship. Used to conflict. But this...this was something else. This was more than a war for the survival of their nation, even more than a war for their own survival. This was a war against a manifestation of pure evil, who would inflict a fate worse than death upon every living being he encountered.

Failure was not an option. Surrender, out of the question. Your people would fight. And if they died...at least they would die free.


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-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. 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.

[ ] Recruitment Drives: If you're going to take the fight to Sombra, you're going to need a lot of soldiers. Even more than you've already gathered. And after the news broke about the treatment of his slaves, there's no shortage of volunteers. Have Kingfeather expand the ranks of the army for the push South. Cost: 1500. Time: One Year. Reward: Soldiers Recruited, Army Expanded.

[ ] 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: As the "new" Minister of Foreign Affairs, Elva has been making a lot more progress and getting a lot more done thanks her dedicated office space and expanded staff. She's very relieved to not have to carry the burden of managing the Empire's foreign policy by herself. (Two Actions Per Turn)

[ ] Leaning on the Elders, Pro-Modernist: The Yaks' internal political struggles have attracted a lot of attention throughout your government, and there's been a great deal of debate as to what the Empire's response should be, or if it should respond at all. One of the ideas that's been circulating has been to exert diplomatic pressure on the leaders of the Yak Clans to encourage them to comply with some of the modernist's demands, or at least to not clamp down on them. While this could have the desired effect, it is equally likely that such pressure could be seen as Imperial meddling in Yak affairs, risking damage to relations between your peoples. Cost: 100. Time: One Year. Reward: Yak Leadership agrees to modest reforms, Modernists gain more influence. Chance of Success: 35%.

[ ] Leaning on the Elders, Pro-Traditionalist: Alternatively, some Griffons have been wondering whether the Empire should really want a strong neighbor that might come to threaten the Western Border. These theorists and diplomats propose exerting diplomatic pressure for the opposite purpose, encouraging the Yak Clan Leaders to suppress these reformers before they have a chance to gain traction, doubling down on the commitment to their traditional nomadic lifestyle. Again, there is the possibility that simply attempting to exert such pressure could upset the Yaks, regardless of their position on the issue. Cost: 100. Time: One Year. Reward: Yak Leaders suppress modernists, Modernists lose influence. Chance of Success: 35%

[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from both Neighpon and Yakyakistan. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%

[ ] Yaks, Meet Qilin, Qilin, Yaks: You have Neighbors that you're on good terms with, but though they both have knowledge of each other, they have yet to make actual diplomatic contact. Of course, barring their mutual relationship with you and their hatred of Sombra, you're not sure if they have anything in common. Still, it could only be a good thing to ensure your allies are on good terms with each other. See if you can arrange a meeting between representatives of both nations and facilitate the establishment of diplomatic relations. Cost: 100. Time: One Year. Reward: Diplomatic Relations between Yaks and Neighponese. Chance of Success: 70%

[ ] Steam Pump Exports: The Yaks, as a (currently) nomadic people, aren't in a place to benefit from all the technological advances your Empire has made. The Neighponese, on the other hand, are highly interested in the Steam Pumps that have improved your Mining and Agricultural sectors. Seeing as the Qilin have a notoriously low fertility rate, the cost of labor is always at a premium, and the idea of labor-saving devices or methods of increasing productivity without additional workers is highly attractive to them. Thus far they haven't had the chance to purchase the expensive and restricted devices, but an Imperial Edict could cut through the red tape and potentially net you a small profit, to say nothing of the potential boost to your relations with your neighbor. Cost: 50. Time: One Year. Reward: Neighponese Gain Basic Steam Pump technology, one-time Income Gain, Boost to Neighponese Relations.

[ ] Boom Tubes for the Dragon-Blooded: Of your advancements in military technology, the one the Neighponese have expressed the most interest in has been your cannons. In terms of long-range weaponry, the best they have are bows and siege engines called mangonels, which are not too different from the weapons Brochard used so many years ago at Wingbard. As such, they are quite intrigued by the stories of heavy projectiles flying at high speed across entire battlefields to smash into enemy lines. Of course, you have the final say as to whether they would receive such weapons. Kōryū has offered to pay all the production and shipping costs, even throwing in some extra gold to sweeten the deal, and has made a not so subtle point about the Neighponese needing every advantage they can get to help you defeat Sombra. Still, the decision is yours. Cost: 0. Time: One Year. Reward: Neighponese gain 10 Cannons, One-Time Income Gain, Boost to Neighponese Relations.


Stewardship: Frida remains a fountain of optimism and infectious energy, even with the current war and the unnatural cold affecting the southern reaches of the Empire. Despite these difficulties the Empire is prospering like never before as the economy grows steadily each year, and your coffers with it. (Two Actions Per Turn) Two Actions Locked

[ ] 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. Will Finish This Turn

-Imperial Irrigation Program: The weather can be a fickle thing. If 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. Will Finish This Turn

[ ] Neighponese Seed Drills: An invention from the East has been seeing slow but steady adoption amongst your farmers. The Neighponese call it a seed drill, a device that sows seeds for planting at regular depth and intervals with minimal effort on the farmer's part. A few larger farms have already built or purchased their own, but most Imperial farms remain without them. Subsidize the purchase of these new devises and ensure they are widely adopted by the Empire's agricultural base. Cost: 400. Time: One Year. Reward: Increased Farming Income.

[ ] Screw You, You Cold, Fluffy, White Bullshit!: The cold is not good for growing food. The unnatural blizzard radiating north from Sombra's fortress continues it's slow but steady advance, leaving fields of frost-covered crops and frozen over Aquaculture ponds in its wake. If this keeps up, even the Mushroom farms will start to fail as the temperature drops lower and lower. Once that happens, the Hothouses won't be able to pick up the slack, and you don't want to have to rely upon Neighponese imports. Some of your Magical Advisors believe they have a way to improve the situation: Heat runes. Sort of like a magical furnace or camp stove that runs on magic instead of wood or coal. It's a patch job, and they'll be busy as all get out just keeping them running until the blizzard ends, but it's better than nothing, and it could keep the relatively small and self-contained Mushroom and Fish Farms operational for a bit longer. Cost: 200. Time: One Year. Reward: Fish and Mushroom Farms remain operational. Will Occupy the Magical Advisors for the Duration of the Blizzard.


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. They are further joined by the Neighponese trio, the Magical Experts you convinced to work for you. (Two Actions per Turn) One Action Locked

[ ] 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.

[ ] 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.

[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

[ ] 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. Will Finish This Turn

[ ] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

[ ] Blasting Jelly: In his numerous attempts to refine the explosives used in mining and military demolitions, Archimedes stumbled upon a volatile new substance he dubbed nitroglycerin. Unfortunately, the substance was so volatile that a single wrong move or sudden jolt could cause a massive explosion, making it too unstable for practical use outside laboratory conditions. However, Archimedes has recently stumbled upon a solution to the problem: by dissolving gun-cotton in nitroglycerin and mixing the resulting compound with wood pulp and saltpeter, a much more stable explosive was created. Naturally, he'll need funds and time to repeat the procedure and see if this new material can be safely mass-produced for use in the mines and military. Cost: 300. Time: One Year. Reward: Gain Access to Blasting Jelly, Increased Mining Income, Bonus to Demolition Rolls.

[ ] A Fire Bender's Advice on Flamethrowers: Asahi Kaji is very interested in your flamethrowers and the Liquid Fire they use as fuel. Expert on fire that he is, he seems to think that, with the right adjustments (both magical and mundane), they could be made more effective in combat. He will of course need time and funding to make these modifications. Cost: 200. Time: One Year. Reward: Bonus to Flamethrower/Liquid Fire Rolls.

[ ] Camouflage 101: Yakō-Nogitsū is a Kitsune, a race with an instinctive understanding of Illusions and deception. While he can't exactly teach your soldiers how to cast illusions, he can give them advice on how to remain hidden and out of sight, and devise methods of tricking the eyes and ears of enemy forces. Cost: 200. Time: One Year. Reward: Boost to Certain Army Actions, New Martial/Intrigue 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)

[ ] 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 mission 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: 50%

[ ] Backing the Modernists: Picking sides in the Yaks' internal political conflict isn't exactly something that should be done publicly, but it's still something that might be necessary. Ravenburg has offered to have his agents reach out to the leaders of the Modernists and supply them with intelligence and funding, as well as carry out a subtle propaganda campaign that should encourage the greater Yak population to see the Modernists in a more favorable light. This is of course a risky venture that will enrage both the Yak leadership and general public should your activities of your spies be discovered. Cost: 300. Time: One Year. Reward: Modernists gain Influence in Yakyakistan. Chance of Success: 35%

[ ] Undermining the Modernists: Alternatively, you could have Ravenburg and his spies spread slander, rumors and misinformation to harm the Modernist cause and prevent them from gaining more influence on Yak society. You won't be telling the Yak Leadership about this, and if it's discovered you'll face condemnation from both sides of the political aisle. Cost: 300. Time: One Year. Reward: Modernists lose Influence in Yakyakistan. Chance of Success: 35%


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.

[ ] Sympathy Tour: This unnatural blizzard is more intense than it was last time, and its likely going to last longer as well. Your people are suffering, though they are not yet starving. It may do some good to do a tour of your lands, to show the people that you are not simply holed up in your Palace, that you are aware of their suffering and are working night and day to rectify it. Cost: 50. Time: One Year. Reward: Tour of the Empire made, Citizens Reassured.

[ ] 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 twelve hour moratorium to allow everyone to engage in discussion and plan-building.
 
Turn 16 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) One Action Locked

-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.

After five long years of frenzied work, the Peregrine Line is finally completed. Watchtowers and observation posts dot the summits, walls, gates and miniature castles bar the mountain passes to any enemy force, a network of tunnels connects the dozens of strongpoints, and cannons, flamethrowers and ballistae are hidden in concealed firing positions all along and inside the defensive perimeter. Kingfeather and your generals assure you that the Southern Border is as secure and fortified as you can hope to make it with your current resources. It is a marvel of military architecture, and it's honestly amazing that your people managed to build it in only five years, especially considering the constant driving snows that have come to characterize this war.

Southern Border Fortified, Peregrine Line Completed.


-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 cannon foundries work overtime this year, producing cannons for the Southern fortifications, the Neighponese, and your own army all at once. The metalworkers are a frenzy of activity, hurrying to fill their orders, the ever deepening snowbanks outside reminding them of the urgency and importance of their task. Cannon barrels leave the forges one after another, followed shortly thereafter by crate after crate of cannonballs and pellets for scattershot. The makers of black powder and flash-paper are also busy, made to produce literal tons of the explosive materials for the coming conflict. But, miraculously, your workers manage to fill all of their orders, if just barely. You manage to find some time in your schedule to visit the production facilities and thank the laborers for their vital contributions to the war effort. Those weapons and munitions will be needed soon enough. +10 Cannons.

-Recruitment Drives: If you're going to take the fight to Sombra, you're going to need a lot of soldiers. Even more than you've already gathered. And after the news broke about the treatment of his slaves, there's no shortage of volunteers. Have Kingfeather expand the ranks of the army for the push South. Cost: 1500. Time: One Year. Reward: Soldiers Recruited, Army Expanded.

Once again, for the fifth time in living memory, the call goes out across the Empire for volunteers to serve the army. Once again, thousands of Griffons and Dogs turn up to join, acknowledging the risks and dangers but choosing to sign on despite them. The stories from the liberated slaves have reinforced just how much is at stake in this conflict, and everyone knows that there's no running or hiding from this danger. The recruits are hurriedly outfitted with weapons and armor and put through basic training. With their addition to your existing forces, you feel just a little bit better about your chances of winning this war. +2500 Warriors, 1250 Polearms, 1250 Archers, 500 Diamond Dogs.


Diplomacy: As the "new" Minister of Foreign Affairs, Elva has been making a lot more progress and getting a lot more done thanks her dedicated office space and expanded staff. She's very relieved to not have to carry the burden of managing the Empire's foreign policy by herself. (Two Actions Per Turn)

-Steam Pump Exports: The Yaks, as a (currently) nomadic people, aren't in a place to benefit from all the technological advances your Empire has made. The Neighponese, on the other hand, are highly interested in the Steam Pumps that have improved your Mining and Agricultural sectors. Seeing as the Qilin have a notoriously low fertility rate, the cost of labor is always at a premium, and the idea of labor-saving devices or methods of increasing productivity without additional workers is highly attractive to them. Thus far they haven't had the chance to purchase the expensive and restricted devices, but an Imperial Edict could cut through the red tape and potentially net you a small profit, to say nothing of the potential boost to your relations with your neighbor. Cost: 50. Time: One Year. Reward: Neighponese Gain Basic Steam Pump technology, one-time Income Gain, Boost to Neighponese Relations.

Forms are signed, bureaucracy is smoothed over, orders are placed, and within a few months the steam pump components are on a ship bound for Neighpon, along with a handful of Griffons who will oversee their installation and instruct the Qilin in their use and maintenance. The Neighponese are quite pleased with the new devices, and by the end of the year the productivity of several of their own mines has increased as a result. Payment for the devices is forwarded to you via a messenger from Kōryū, who compliments your people's "innovative spirit", and thanks you for sharing your creations with his people. Neighponese gain Steam Pumps, +500 Gold, +.25 Neighponese Relations.

-Boom Tubes for the Dragon-Blooded: Of your advancements in military technology, the one the Neighponese have expressed the most interest in has been your cannons. In terms of long-range weaponry, the best they have are bows and siege engines called mangonels, which are not too different from the weapons Brochard used so many years ago at Wingbard. As such, they are quite intrigued by the stories of heavy projectiles flying at high speed across entire battlefields to smash into enemy lines. Of course, you have the final say as to whether they would receive such weapons. Kōryū has offered to pay all the production and shipping costs, even throwing in some extra gold to sweeten the deal, and has made a not so subtle point about the Neighponese needing every advantage they can get to help you defeat Sombra. Still, the decision is yours. Cost: 0. Time: One Year. Reward: Neighponese gain 10 Cannons, One-Time Income Gain, Boost to Neighponese Relations.

In addition to the cannons for the Peregrine Fortifications and your own Army, the foundries produce ten cannons and sufficient assorted munitions bound for the Neighponese, who seek to enhance their long-range combat abilities. By the end of the year, Griffon and Diamond Dog artillerists travel alongside the weapons they've been tasked with handing over to the Neighponese. They'll be responsible for training the Qilin in their use and maintenance before the cannons officially join the ranks of the Neighponese military. Your fellow Emperor thanks you profusely for sharing these weapons, and promises that his armies shall make good use of them in the coming Southern Campaign.

Neighponese gain 10 Cannons, +500 Gold, +.25 Neighponese Relations.


Stewardship
: Frida remains a fountain of optimism and infectious energy, even with the current war and the unnatural cold affecting the southern reaches of the Empire. Despite these difficulties the Empire is prospering like never before as the economy grows steadily each year, and your coffers with it. (Two Actions Per Turn)

-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.

With the initial task of setting up basic housing and infrastructure completed last year, work begins on turning the frontier villages into self-sufficient communities. More trees are felled, more land cleared and plowed, roads are built, larger walls and palisades erected, and hundreds of artisans and skilled laborers move west, lured by the promise of opportunities in the rapidly expanding border towns. By the end of the year, most if not all of the recently settled lands have achieved a measure of prosperity and stability, and Frida feels comfortable slowly removing the subsidies and beginning to collect taxes from the burgeoning boom-towns. More work will need to be done to bring the border communities up to par with the rest of the Empire, but the lands have been settled and your claim staked, and that's the first and most important step. Western Frontier Settlements Established, +200 Tax Income.

-Imperial Irrigation Program: The weather can be a fickle thing. If 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.

Despite the freezing temperatures and driving snow, work continues on the Empire-wide irrigation network, teams of Diamond Dogs working hard to dig trenches in the frozen ground. Despite the numerous difficulties, the project is completed on schedule, and what water hasn't been frozen over by the magically-caused blizzard begins to flow through fields across the Imperial heartlands. This reliable source of water boosts the productivity of farms that have yet to be devastated by the cold, somewhat lessening the impact of Sombra's curse. Under better circumstances, such a massive project would have been seen as an example of your Empire's greatness and sophistication. Now it's merely one of many things keeping your country afloat. Still, it's completion has raised spirits across the Empire, reminding the people that life goes on, and that their government is still intent on looking out for their wellbeing and prosperity, even in this time of war. Empire-Wide Irrigation System Complete, +500 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. They are further joined by the Neighponese trio, the Magical Experts you convinced to work for you. (Two Actions per Turn)

-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 if 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.

After spending the previous year developing a slew of new inventions, Genevieve and Archimedes begin the process of mass producing and distributing their creations to smiths and metalworkers across the Empire. Between the assembly of the devices and training Griffons and Dogs throughout the Empire in their use, the top thinkers of Gryphus are kept very busy throughout the year, but the results of their toil are well worth it. As the year draws to a close, their devices have become ubiquitous throughout the Imperial metalworking industry, and overall economic activity sees a small but significant uptick as the shaped metals bottleneck is eased open. Some conservative blacksmiths may complain that the new devices make it so that any citizen off the street can shape metal, but most are happy to see their work made easier. And besides, that was the entire purpose of creating the new tools to begin with!

Machine Tools Invented and Distributed, +100 Tax Income, New Actions Unlocked.


-Blasting Jelly: In his numerous attempts to refine the explosives used in mining and military demolitions, Archimedes stumbled upon a volatile new substance he dubbed nitroglycerin. Unfortunately, the substance was so volatile that a single wrong move or sudden jolt could cause a massive explosion, making it too unstable for practical use outside laboratory conditions. However, Archimedes has recently stumbled upon a solution to the problem: by dissolving gun-cotton in nitroglycerin and mixing the resulting compound with wood pulp and saltpeter, a much more stable explosive was created. Naturally, he'll need funds and time to repeat the procedure and see if this new material can be safely mass-produced for use in the mines and military. Cost: 300. Time: One Year. Reward: Gain Access to Blasting Jelly, Increased Mining Income, Bonus to Demolition Rolls.

Between working on the new machine tools with Genevieve, Archimedes finds the time to create a revolutionary new form of explosive, more powerful and stable than either black powder or flash paper. While it's actually too strong to be used as a propellant (destroying the barrel of one of the test-fire cannons), it's sheer power makes it valuable as a mining and demolitions explosive. These characteristics make it a very in-demand material, and it is swiftly adopted by both the military and civilian blast-miners, boosting the effectiveness and efficiency of both. Blasting Jelly Invented, +5 to Demolition Rolls, +100 Mining Income.

-Camouflage 101: Yakō-Nogitsū is a Kitsune, a race with an instinctive understanding of Illusions and deception. While he can't exactly teach your soldiers how to cast illusions, he can give them advice on how to remain hidden and out of sight, and devise methods of tricking the eyes and ears of enemy forces. Cost: 200. Time: One Year. Reward: Boost to Certain Army Actions, New Martial/Intrigue Actions Unlocked.

The magic experts are not idle either, Yakō-Nogitsū heading a project to apply his knowledge of illusions and trickery in a mundane capacity to assist your soldiers and intelligence agents in eluding detection and discovery. Officers are trained in the art of concealment and camouflage, passing the knowledge on to their subordinates. Tailors and clothiers are consulted for the creation of cloaks that help Griffons and Dogs blend into the landscape, from mountains to forests to the frozen tundra. The Kitsune tells you that these measures are the best he can do with current resources and the time allotted. It's not illusion magic, buts it's the next best thing, and the best your own people can hope for without magic of their own. +5 to Certain Army/Intrigue Rolls, New Martial/Intrigue 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)

-Captain Karl Kaboom's Explosive Adventures: The sabotage mission 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: 50%

Required: 50. Rolled: 42+5+13+10(What if WE were King Sombra Omake)+15(Comparisons of Mythology and History, Part 2 Omake)=85

The Captain is given his assignment, access to the new blasting jelly and camouflage cloaks, and departs to enemy territory with a team of his fellow dogs to burrow beneath the fortifications of the Crystal City and plant enough explosives "to launch the whole damned thing skyward" as you'd so eloquently worded it. A few months after initially departing, returning occasionally for additional cartloads of explosives, the Captain returns for the final time to report mission success, having not lost a single dog under his command and confident that neither he nor the copious explosives caches have been detected by the enemy. You congratulate him on his accomplishment, and, after being on the receiving end of a truly epic case of "puppy-dog eyes", promise that he will be given the honor of setting off the explosives he planted when the invasion of the Crystal Empire occurs. Honestly, who else would you have even given the job to? Explosives planted on and under Crystal Empire defenses, to be triggered during attack. Charges undetected.


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

-Overtime: Recruitment Drives

-Overtime: Blasting Jelly


Hazard/Random Event Rolls
88 (Pass)
95 (Pass)
3 (To be Continued in Sombra's Revenge)
 
Sombra’s Revenge Part 1
The news is preceded by a sudden intensification of the blizzard affecting almost half of your Empire, snow falling thick and heavy. The frost bitten army courier collapses of exhaustion after he delivers his report to the palace, having flown from the border to the capital overnight. Aerial patrols have spotted a massive army marching north, it's vanguard bearing the mark of Sombra, due to arrive in only three days.

A flurry of orders are sent out as army units and the Knightly orders are mustered and hurriedly dispatched to the border. Thankfully most don't have to go far, having been stationed in and along the Southern provinces in preparation for just this eventuality. But time is not on your side. There isn't enough time to rally the militia, and neither the Yaks nor the Neighponese will be able to dispatch assistance before the dark tide crashes against your defenses. You will have to make do with your regulars, the Knights, and the defenses of the just-completed Peregrine Line.

Once again, you and Gabriella strap on your armor and bid a solemn farewell to your children. You promise them that you shall do everything in your power to return home in one piece. Gwyndlyn tearfully begs you not to go as Gilda cries, unable to understand what is happening. Gawain tries to remain stoic, but you can see the fear and uncertainty in his eyes. You tell him that he will have to look after his sisters while you are away. You tell him how proud you are of him, how he has become a fine young Gryph worthy of the title of Prince. And, though you dare not say it aloud, you know that, should the worst come to pass, he will serve as a fine Emperor.

And then, after a final embrace with your family, the Emperor and Empress fly off to war once again.

By the time you and the bulk of the army make it to the border, the situation has changed. Scouts report the invading force is splitting up into three distinct groups, each one headed for a different mountain pass. Sombra has changed tactics, and is now forcing you to split your army and divide your attention. There are no accurate estimates on just how large the enemy force is, but the general consensus is that it is at least as large as the previous army that you fought at Redstone, if not larger. It also seems to have a greater number of abominations and other monstrous creatures within it, if the lumbering silhouettes that can be seen through the snow are any indication.

From a command center at the peak of Mt. Saker, just behind the defensive line, you, Gabriella, the three Grandmasters, and the highest ranking officers in the army gather to discuss strategy. Each of the three passes is heavily fortified, great walls and fortified gates barring the way while cannons and ballistae built into the fortifications form a first line of defense. But there's no time to set up traps or palisades as you had prior to your last battle with Sombra. You have just barely enough time to decide what units to send where, and decide what they shall do when they get there. Perhaps most importantly, you must choose what you, your Wife and the Knights are going to do.

There are three fronts: East, West and Center. Each is held by a series of fortifications occupied by a handful of garrison troops, sufficient to operate the cannons and ballistae built into the defenses. You have your regular troops and the three Knightly orders. No Reinforcements are forthcoming, you must make do with the units you have. The intense blizzard limits visibility and flight as it did at the Battle of Redstone.


How do you distribute your soldiers?


[ ] Equal Distribution: Divide your Army into three equal segments and dispatch each to defend its own segment of the line.

[ ] Stronger Flanks: Have the Eastern and Western Flanks strengthened at the expense of the Center, in the hopes of launching a potential pincer counterattack or preventing Sombra's forces from encircling you.

[ ] Write-In:


How shall you deploy the Knights?

[ ] One Wall, One Order: You have three strongpoints to defend and three Knightly orders. The course of action is obvious.

[ ] Held in Reserve: Keep the Knights on standby to be dispatched to where they are most needed. Until you order them deployed, they will take up positions around the command post at Mt. Saker.

[ ] Write-In:


Where Shall You Go?

[ ] Command and Control: You shall remain at the command post of Mt. Saker, the best place to coordinate the actions of units in multiple locations. This will also separate you from the frontline, with everything that that entails.

[ ] Lead from the Front: You shall take direct command at one of the three fronts (specify which). Your presence will boost the morale of your troops, but it will be harder to coordinate the different units, or to keep yourself informed of the larger strategic picture.


What Shall Gabriella Do?

[ ] Battle Couple: Your wife shall remain by your side, regardless of what course of action you choose.

[ ] Separated by War: You shall send Gabriella to a different location than your own (specify).


Do you wish to give any special/additional orders?

[ ] Write-In



Imperial Army of Gryphus
12,500 Warriors
6250 Polearms
6250 Archers
1500 Diamond Dogs
5 Mobile Ballistae
24 Cannons
10 Flame Projectors


Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
40 Knights of the Inner Circle
200 Imperial Knights
150 Squires
500 Griffons-at-Arms

The Knights Talon
1 Grandmaster Colombroni Pigeonio
30 Knights of the Inner Circle
250 Imperial Knights
115 Squires
400 Griffons-at-Arms

The Knights Panther
1 Grandmaster Adrian Dawnquill
35 Knights of the Inner Circle
300 Imperial Knights
100 Squires
400 Griffons-at-Arms


There will be a twelve hour moratorium to allow for discussion and Plan-Building. Feel free to ask questions.
 
Sombra’s Revenge Part 2
Orders go out as your army is split into three equal groups to match Sombra's divided force, taking up positions on the battlements and walls of the three mountain passes. The Knights are split as well, Hardbeak and his Lions in the Center, the Knights Talon in the West and Knights Panther in the East.

Gabriella, your Wife and Empress, also goes to the West Flank to bolster the morale of the troops. You are...not pleased with this, but you both know that she will be of no use to anyone at the command center. She is needed on the frontline, and you both know you won't stop her from contributing. There is an emotional moment as you share a silent embrace on the "flight deck" of the command center before Gabriella departs for her chosen flank. You return to the work of coordinating the defense, trying not to dwell on it. Gabriella is one of the greatest warriors of the Empire. If anyone can make it through this battle, it's her.

Amidst the chaos of the rapid redeployment, you summon the leaders of the Diamond Dog units, arranging for them to be a rapid-response force to bolster a flank should the defensive lines begin to buckle. A relay of tunnel messengers is set up, and Captain Karl, expert that he is, is tasked with hastily digging underground pit traps for the abominations that everyone knows are coming in great numbers. He promises to do the best he can with the time available and immediately sets himself and his fellows to digging beneath the approaches to the walls. He's still digging when the first wave of attackers appear through the snow.

An hour after the first orders to split the army are given, the walls are fully occupied, every inch of stone battlements reinforced with flesh and steel. Archers check bows, warriors sharpen their blades, cannons are checked, loaded and checked again. Knights make their way up and down the lines, instilling discipline and ensuring the regular troops are in good formation. The massive stone gates in the wall are hastily barricaded and reinforced with any debris that can be found, and the Grandmasters and Empress give speeches to inspire and rally the spirits of the defenders. Though you do not witness these events yourself, you are kept abreast of developments by messengers and observers keeping watch with spyglasses from the peak of Mt. Saker. The reports you receive are delayed by as much as several minutes in some cases, but you are at least receiving constant clear updates on all three fronts. You have no doubt that, had you chosen to lead from the front, such information would be even more outdated and much more unclear.

After a tense period that seems to stretch on forever, reports finally start coming in about the first wave of invaders. Once again, the battle opens with a swarm of unarmored slaves advancing towards your lines. All three fronts see simultaneous attacks. But this time the tactic is carried out differently. There are only a few hundred slaves charging the line, not thousands. And while it's clear that their only purpose is to trigger any traps and gauge the defenses, once it becomes obvious to their dark controller that no explosive traps litter the grounds, the slaves retreat, fading away into the snow again, taking significant casualties, but not being wiped out to the last. Curious. Naturally, your defenders take no losses from this "attack".

Now the battle truly begins as reports come in from all three fronts of towering monstrosities lumbering through the snow and towards the walls. But these are not the fleshy abominations you faced at Redstone. These are golems, sculptures of crystal, stone and ice animated by the dark sorcerer's foul magics. Some are little more than boulders with crudely carved legs, others are towering imitations of equines with long gangly limbs holding them high in the air, almost as tall as the great walls before them.


They advance towards your defensive lines as quickly as their bulk allows, seeking to close the distance and smash down the walls. There are dozens of them, well over a hundred in total across the length of the Peregrine Line.

(Captain Karl's Big Dig: 98)

They don't get far. The foremost golems abruptly pitch forward and shatter against the ground, their footing disrupted as the ground beneath them suddenly gives way. It appears the Captain was successful in his task. Golem after golem steps forward into a pit trap or sinkhole, their mindless advance now a march to their doom. Those that don't stumble and suffer a fatal fall find their progress waylaid, as they must now clamber out of the deep pits they find themselves stuck in, turning them into sitting ducks for your artillery.

(Western Garrison Artillery: 97+10(Karl Crit-Success)=107)
(Western Army Artillery: 95+10(Karl Crit-Success)=105)

Your wife doesn't have much to do on the West Flank. A tremendous cannonade rips out from the wall, iron round-shot striking down golems with unerring accuracy even as the gun crews maintain an absurd rate of fire, to the point that the barrels begin to steam and glow from the heat of repeated firings even amidst the freezing cold. Buckets of cold water need to be fetched to prevent the gun barrels from warping under the strain, but after a frantic few minutes of the finest gunnery in the Empire's history, every golem lies broken upon the battlefield, having never even come within striking distance of the walls. The messenger who relays the report states that Gabriella seems almost disappointed at how she hadn't even had to unsheathe her blade.

(Center Garrison Artillery: 45+10(Karl Crit-Success)=55)
(Center Army Artillery: 81+10(Karl Crit-Success)=91)

Things don't go quite as smoothly in the Center. The crews on this section of the wall are still unfamiliar with the cannons, and have difficulty sustaining a high rate of fire. They make an admirable effort, but their efforts are pitiful in comparison to their comrades in the West. Thankfully, the cannons and ballistae of the regular army manage to pick up the slack, firing with rapidity and accuracy, shattering many golems as they struggle through the killing fields. Still, the overall performance of the center's defenses are not enough to prevent the golems from closing to the walls...at which point the flamethrowers open up on them at point blank range.

(Flamethrowers, Center: 69)

Blasts of flames engulf the golems as the heat shatters crystals and melts ice. The liquid fire is not enough to melt stone, but with the focus for his magic gone, even the most durable of the golems collapse like puppets with their strings cut. With no flesh or living shadow in their construction, these monstrosities do not scream and writhe in agony, merely continuing their slow charge forward until they sustain too much damage to continue. One squat stone golem, shielded by several of its taller brethren, manages to make it to the gate and lands a single blow that shakes the whole structure before finally dying under a hail of firebombs tossed from the battlements. Though a close thing, the gate holds, and the Center remains a solid bulwark.

(Eastern Garrison Artillery: 96+10(Karl Crit-Success)=106)
(Eastern Army Artillery: 77+10(Karl Crit-Success)=87)

More good news from the Eastern Flank, as a messenger from Grandmaster Dawnquill passes along a report detailing the efficacy of the Artillery/Trap combination, the golems attacking his Flank never making it into flamethrower range. With his report, final confirmation is made that the second wave of Sombra's attack has failed, and once again, not a single Imperial casualty has been taken. The walls still stand, and over a hundred Golems lie in pieces before your lines. Spirits are high, both in the command center and on the frontlines.

Then the next wave comes.

From the air.

Dozens of Manticores and winged chimeras, their bodies covered in crystal protrusions and strengthened by dark magic, soar out of the skies and drop right on top of the walls of each strongpoint, fangs and claws lashing out to cut down the defenders.

(Death from Above, West: 81)

You and your troops had not expected an attack from the air, but Gabriella quickly rallies the troops upon her section of wall, pulling back the archers and urging the polearms forward to face the sudden assault. Rabid beasts are skewered upon blades or struck down by bolts from ballistae until the the last Manticore is forced off the wall, its wings full of holes, plummeting to its death. Numerous casualties are taken as a result of the sudden aerial onslaught, but they are fewer than one would expect from such an attack.

(Death from Above, Center: 52)

The defense of the center of your line does not go as well. It appears that Sombra has committed more of his airborne assets to the attack here than on the flanks, perhaps hoping to split your army in two, or to exact vengeance upon Hardbeak, the Knight that cut off his horn. Packs of fanged monstrosities slam against the battlements, scorpion tails lashing out to skewer and poison all those too slow to dodge. Snapping jaws clamp down on limbs, crushing bone and severing veins and arteries as claws pierce armored cuirasses. Blood sprays against stone as the formations upon the wall start to buckle and break apart.

(Hardbeak's Heroes: 96)

Then Konrad and his Lions leap into the fray. Griffons-at-Arms form shield walls to defend mauled units as Knights skewer the monsters with lances, their Squires covering their blind spots with stabs of their longswords. And in the midst of the melee, a veritable whirlwind of feathers and flashing steel, the Kingslayer cuts a swathe through the monstrous horde, every swing of his blade severing a head, paw or stinging tail. After several frantic minutes and a bare handful of casualties amongst the Knights, Grandmaster Hardbeak buries his blade up to the hilt in the chest of a particularly massive Manticore, his armor stained red with the blood of his foes. The center has been held, though the regulars have taken casualties.

(Death from Above, East: 94)

In the East, many Manticores don't even make it onto the walls, skewered by Ballistae or pinioned by Archers before they can land. The few that do make it to the battlements are swiftly impaled upon polearms or chopped to ribbons by swords and war-axes. Dawnquill signals that losses among his soldiers are minimal and that his segment of wall remains strong.

With the aerial attack over, you and the rest of the officers in the command center begin to wonder what other surprises Sombra has for you...and what other monstrous beings you have yet to face. Thus far you've seen few Crystal Ponies. Is he worried about losing them after you had liberated some the previous year? Has his previous failed invasion left him with a shortage of population? Or is he planning something else?

The defeat of the Golems and Manticores brings a brief lull in the battle. Do you send any new orders during this period?

[ ] Write-In


Western Flank
Empress Gabriella Golden-Feather
Grandmaster Colombroni Pigeonio
30 Knights of the Inner Circle
250 Imperial Knights
115 Squires
400 Griffons-at-Arms
4160 Warriors
2075 Polearms
2080 Archers
8 Cannons
2 Ballistae
3 Flame Projectors


Center
Grandmaster Konrad Hardbeak, "The Kingslayer"
39 Knights of the Inner Circle
195 Imperial Knights
148 Squires
500 Griffons-at-Arms
3920 Warriors
1950 Polearms
1980 Archers
8 Cannons
1 Ballista
4 Flame Projectors


Eastern Flank
Grandmaster Adrian Dawnquill
35 Knights of the Inner Circle
300 Imperial Knights
100 Squires
400 Griffons-at-Arms
4162 Warriors
2078 Polearms
2080 Archers
8 Cannons
2 Ballistae
3 Flame Projectors


Rapid Response Force
1500 Diamond Dogs


Hadn't expected the battle to go this well for you. Sombra's definitely not having a good day. Though, we've still got a good bit of combat left, so we'll see if your luck continues to hold.

There will be a 10 hour moratorium to allow for discussion.
 
Sombra’s Revenge Part 3
You take advantage of the brief lull in combat to request status reports from all the other strongpoints in the line, fearing the possibility of another attack on one of the understaffed and less defended passes. One by one, the smaller forts report back with all-clear signals. The observation post at the summit of Mt Saker corroborate these reports. It seems that these three walls are the main focus of Sombra's attacks.

Meanwhile, you request the commanders of each flank to send out scout fliers to see if you can determine the exact composition and location of Sombra's forces. Volunteers are found to make the journey, and fly off into the blizzard, equipped with the latest camouflage uniforms.

(Scouting: 30+5(Camouflage 101)=35)

Unfortunately, with the unnatural blizzard at the peak of its intensity on the battlefield, visibility is abysmal, as is your flyers' ability to navigate or even stay aloft. Most of the scouts you send out are forced to return soon after departing, freezing and with nothing of real significance to report. Two scouts don't return at all, their lives claimed by the cold or the unseen enemy. You'll have to make do with the intel you have.

(Golem Recycling: 33+5(Blasting Jelly)+10(Gwyndlyn, The Veiled Wyrm of Adoration)+10(The Greatest Battle Never Sung)=58)

In the meantime, the infamous Captain Kaboom works to live up to his name, repurposing the remains of the golems in his pit traps as shrapnel, placing explosives beneath the rubble piles to form an extremely crude version of the scattershot your cannons now use.

Unfortunately, even with the blasting jelly being more powerful and more stable than other explosive compounds, care must still be taken when planting the substance, and this slows the process. A messenger from the Captain communicates his apologies and disappointment in not being able to provide a truly massive explosion in a better time frame. There will be explosive charges and they will be detonated against the enemy, but they won't be enough to turn the tide of battle, nor will they be installed fast enough to deal with the next wave, which even now makes its presence known on the horizon.

Airborne Gryphons observing the status of the East and West Flanks describe the foe which now faces the soldiers there: A quartet of massive multi-headed hydras, their eyes glowing with arcane power and their skins blackened by Sombra's influence.

For such massive creatures, they are disturbingly fast, eating up the ground between themselves and the walls at a rapid pace.

(Hydra Attack, West: 47+10(I Hope)=57)
(Hydra Attack, East: 48+10(Just One More)=58)

Ballistae bolts simply snap against the the thick hides of the creatures, and while a cannon volley manages to down two of the four rampaging beasts, they move too quickly for a second to be fired before they reach the walls. The flamethrowers elicit screams from their many throats, the burning pain driving the beasts into a frenzy, their long necks extending outwards to swallow and crush the defenders upon the battlements even as their weighty bodies slam against the stone barrier, shaking the entirety of the structures.

Many Griffons are killed in a whirling melee, blades failing to cut the thick skin of the hydras. A bloody stalemate forms, the Griffons upon the walls unwilling to break, the magically boosted multi-headed beasts unwilling to stop, both sides unable to be defeated. But eventually the flames finally take a sufficient toll on the twisted biology of the beasts, and they collapse to the ground, their snapping heads falling silent after tasting the blood of many soldiers.

As the charred remains of the monsters are shoved off the battlements and minute cracks in the walls are given a cursory inspection, casualty reports come in from Gabriella and Dawnquill. Though many have paid the ultimate price, their sections of the line still hold.

Just as you're about to breathe easier, the lookouts observing the Center pass down a frantic warning: Sombra has a dragon.

The great black winged reptile bursts out of the winter haze, bellowing flames and smoke as it dive-bombs Hardbeak's position, a cloud of dark magic seeming to propel its withered, sickly frame to perform feats few normal dragons could.

(Dragonslaying, Center: 77-10(Dragonfire)+10(A Great Music Never Heard)=77)

A lucky cannon shot tears off one of its wings, sending it spiraling to the ground before the wall. It continues its attack regardless, scaling the vertical stone obstruction and breathing fire upon the troops that dare to stand their ground. Ballistae are reduced to ash as barrels of flash-paper and gunpowder ignite and explode under the intense heat, blasting craters out of the top of the wall and shaking the entire structure. For a moment, it appears as through the whole wall may topple under the strain. But the fortifications hold...for now.

Most soldiers within range of the organic flamethrower take to the sky to escape, pelting it with arrows and throwing axes to little effect. Most, but not all. Konrad Hardbeak stands immobile and unmoving from his position, staring down the behemoth, his sword drawn. The dragon actually seems to pause in its furious rampage, meeting the steely gaze of the grandmaster with its own glowing eyes. Then, perhaps channeling its master's rage against the being that cut off his horn, the dragon charges.

(Kingslayer, Dragonslayer: 97)

There will be many stories of this day. Many tales told and songs sung. Many will surround the Hero Hardbeak's battle against the black dragon. Some will say that he jumped down its throat and carved his way through it from the inside. Some will say he managed to trick it into igniting a barrel of blasting jelly he shoved into its mouth. Some will even say that he simply stepped out of the way of its charge, severed its remaining wing with a single swipe of his sword, and watched the now flightless beast plummet off the northern edge of the wall, breaking its neck on impact. You wish you could claim to know the real story. But you were clustered in a command bunker over a mile from the scene, and the Gryphon responsible for relaying news from Hardbeak's position was too busy gaping in awe through his looking glass to give you a play-by-play of the action.

Regardless of how he did it, Hardbeak slew the Dragon, adding yet another legendary feat to his already absurdly impressive record. A messenger details the casualties and relays the Grandmaster's report that the center remains defensible, despite the damages caused by the attack on his position. And just in time, as the next wave of hostiles becomes visible through the driving snow: Trolls.

Hundreds of hulking, bipedal beasts, their heads sporting crystalline growths, their bodies covered in crude metal armor and their hands gripping massive bludgeons, charge down the mountain passes towards the three strongpoints.

(Troll Advance West: 85+10(Golem Recycling)=95)

You don't know where in the world Sombra found this many trolls. But Gabriella isn't intimidated. Neither is the rest of your army. The Battle of Wingbardy has ensured that your troops are no strangers to the idea of Trolls as battlefield combatants. They know how to fight them.

Cannonballs blow holes through the midsections of the beasts, pulverizing bone as they dig furrows through the horde. Ballistae bolts fire through eye-slits, piercing crystal-encrusted brainpans. Explosive charges, finally planted by the infamous Captain and his subordinates, detonate amongst the trolls, sending hundreds of fragments of stone tearing through metal and beastflesh. Though the explosives are scattered and few in number, the sprays of high-velocity debris cut swathes through the ranks of the troll mob. By the time the first surviving Troll makes it to the wall, almost a third of the force attacking the Western Flank lies dead.

Then the flamethrowers open up.

Streams of fire flow from the wall and set flesh alight, crude iron plating glowing red as steam and the scent of burning flesh wafts towards the defenses, the trolls bellowing in agony as they start dropping like flies. A few trolls make it to wall, laying heavy blows against the stone barricade, some even trying to scale the hostile obstruction. None succeed in their task, burnt to a crisp before they can inflict any damage. Once again, Gabriella and her forces report that their section is secure, having taken no casualties.

(Troll Advance East: 35+10(Golem Recycling)+15(The Difference between a Boardgame and a Warzone)=60

Things do not go as well in the East. While the cannons and ballistae fire as quickly as they can, and Captain Karl's explosives kill multiple trolls, the ranged assets simply aren't as accurate or lethal as they need to be to stem the tide. The flamethrowers do their best to pick up the slack, but the sheer number of hostiles prevents them from stemming the onslaught, as the Trolls begin battering against the gate, some of the particularly energetic ones even managing to scale the walls and reach the battlements, attacking the defenders directly and crushing numerous Griffons with their cudgels.

(Dawnquill, Danger Close: 85)

Adrain Dawnquill and his Knights Panther leap into the fray in attempt to turn the tide, steel-tipped spears of Griffons-at-Arms piercing the crude iron armor of Sombra's shock troops. Knight lances gouge the eyes of the beasts as Squires hack away at their extremities with swords, the Grandmaster himself plunging a blade into the throats and necks of multiple trolls attempting to break down the fortified gate in the wall. After several frantic minutes, the last bewitched beast is felled, and a messenger from Dawnquill relays his message that the Eastern Flank remains secure...for the moment.

Finally, Sombra releases his bruisers against the center of your defensive line, the corpse of his pet Dragon still cooling.

(Troll Advance Center: 66+10(Golem Recycling)=76)

Cannonballs and ballistae bolts strike down dozens of Trolls. They keep coming. Flamethrowers set them alight, shambling torches in the midst of the blizzard. They keep coming. Archers fire volleys of thousands of arrows, hoping to score a lucky hit. Some do, but still the trolls come. By the time the first black-armored Troll crashes into the center wall, more than half its comrades have perished. But that still leaves dozens of the hulking monstrosities to threaten the integrity of the wall, which has already been weakened by the assault of the Dragon. Massive but crude warhammers slam against the fortification, bricks and stone blocks being pounded to dust. Thin cracks begin to appear in the wall, and the gate at its center begins to buckle.

(Hardbeak Carries the Empire: 80)

Konrad Hardbeak, hero of the Empire, draws his sword once again and literally jumps off the wall and onto the back of a rampaging Troll, his steel-tipped talons ripping away at the flesh and severing its massive spine before jumping onto the back of another. His Lions follow him into the fray, attacking from the air to cut down their larger opponents. And though several are swatted from the sky, the aerial counter-assault succeeds in preventing the trolls from breaking down the wall, though a messenger from Hardbeak warns that another attack like that might just break down his section of wall.

First Golems and Manticores, now Hydras, Dragons and Trolls. What else does Sombra have hidden in the snow? And where are his regulars?


The death of the final troll brings a brief lull in combat. Do you issue any new orders?

[ ] Write-In


Western Flank
Empress Gabriella Golden-Feather
Grandmaster Colombroni Pigeonio
28 Knights of the Inner Circle
215 Imperial Knights
98 Squires
378 Griffons-at-Arms
3950 Warriors
1965 Polearms
1940 Archers
8 Cannons
2 Ballistae
3 Flame Projectors


Center
Grandmaster Konrad Hardbeak, "The Kingslayer"
34 Knights of the Inner Circle
170 Imperial Knights
130 Squires
470 Griffons-at-Arms
3620 Warriors
1800 Polearms
1780 Archers
6 Cannons
4 Flame Projectors


Eastern Flank
Grandmaster Adrian Dawnquill
29 Knights of the Inner Circle
270 Imperial Knights
78 Squires
330 Griffons-at-Arms
3980 Warriors
1920 Polearms
1890 Archers
7 Cannons
2 Ballistae
3 Flame Projectors


Rapid Response Force
1500 Diamond Dogs


Hardbeak: "Ok, we get it, I'm awesome, now stop making me prove it!"

There will be a 10 hour moratorium to allow for discussion.
 
Last edited:
Sombra’s Revenge Part 4
You order the cracks in the damaged walls patched with whatever is available. Griffons on the Eastern, and especially the Central wall, hurriedly grab mortar and trowels, seeking to fill in the cracks and ensure the the structural integrity of their fortifications.

(Makeshift Repairs: 58)

Unfortunately, much of the damage is of such an extent that simply slapping some sealant on it isn't going to really fix it. The emergency repairs are certainly better than nothing, but they can't return the wall to the strength it was prior to the battle. More comprehensive repairs will have to be done after the battle...provided enough of the wall is still standing.

While you're at it, you also order a handful of dog scouts to go further afield, burrowing through the mountain rock to try and get some actionable intel on your enemy's remaining forces and movements.

(Dog Scouts: 70)

Results are better this time. For a start, you don't lose any of the scouts to enemy action. And, despite the bitter cold hardening the ground and making it more difficult to excavate tunnels, a couple of the dogs manage to get into a position where they can spot the movements of the enemy force.

There are indeed a very large number of enslaved Crystal Ponies yet to be sent against you. Tens of thousands of armored warriors, though not the hundreds of thousands as in the previous assault years ago. You're not sure whether this is due to the grievous casualties your enemy suffered, depriving him of a greater number of troops, or whether he simply assumed that the monstrosities he brought against you would be sufficient to knock down your walls and crush most of the resistance before him.

Regardless, it seems that the majority of the remaining enemy force is mobilizing for a charge against the very center of your line. This only cements your decision to deploy the entirety of the Diamond Dog reservists there to reinforce the battered defenses. Unfortunately, you can't send any more help their way just yet, as while the threat against the center is greater, the Eastern and Western Flanks are also about to come under attack from weaker but still threatening forces. They'll have to repel their own attackers before moving to assist.

The scouts are called back, and the final wave of enemies appears on the horizon. Tens of thousands of armored Crystal slaves, their armor black as night, their eye slits glowing.

The East and West Flanks face roughly twenty thousand each. The Center faces more than three times that. The observer charged with reporting on the status of Hardbeak's position reports that there is a black cloud hovering over the enemy force there...a cloud with glowing eyes. Sombra.

You are tempted to leave the command center and go to the front yourself, but you know you need to remain in order to respond to any new developments. That, plus the fact that your sudden departure would throw the command and communications network into chaos, and put yourself in danger. And so you sit in a bunker as over a hundred thousand Crystal slaves charge your lines in one final push, their dark master urging them forwards as he floats along with them.

(Artillery East: 85+5(Guncotton)=90)
(Artillery West: 81+5(Guncotton)=86)
(Artillery Center: 66+5(Guncotton)+20(Harder, Better, Faster, Stronger Omake)=91)

Ballistae bolts and cannonballs launch from the wall-mounted defenses and extract a deadly toll from the attackers, entire squads ripped apart or impaled by high-velocity projectiles, the survivors slowed as they must maneuver over and around the remains of their comrades. Volley after volley is fired, smoke and steam from the cannons building up to the point that their sight of the enemy is obscured. This does nothing to impact their lethality. So close and clustered together are their targets that there's almost no need to aim, every shot freeing multiple Crystal Ponies from the pain of their mental imprisonment. At the Center, the dark sorcerer's amorphous mass surges forwards, trying to block the incoming projectiles, but the iron roundshot is too heavy for him to stop, and the giant arrows too fast to intercept. His efforts at protecting his slaves from long-range attack are in vain.

(Archers East: 96)
(Flamethrowers East: 34+10(Feuer Frei)=44)

As the enemy closes further, the sky on the Eastern Flank is filled with a rain of arrows as thousands of archers let fly over and over as fast as they can, few bothering to aim in such a target rich environment. By some miraculous circumstance, more than half of such arrows fired blindly wind up scoring a hit against an enemy, entering through the unarmored joints or piercing eye-slits, an unprecedented accuracy rate as hundreds more of Sombra's slaves die in seconds.

Sadly, the Flamethrowers do not have similar success. A sudden equipment malfunction (reportedly jammed sprayer nozzles), results in half the firethrowers under Dawnquil's command failing to add their power to the defense. The others do their best to pick up the slack, incinerating hundreds more attackers, but the fire of their fellow machines is sorely missed on the line. Were it not for the amazing success of the archers fighting alongside them, it would have been a much more devastating setback.

(Archers West: 26+20(Snow Day Vacation)=46)
(Flamethrowers West: 100)

In the West, the exact opposite circumstance occurs. While the archers under Gabriella's command fire volley after volley of arrows, few of them seem to strike true, either bouncing off of armor plate or simply landing in the snow, despite your Wife's flying up and down the line screaming herself hoarse like a drill instructor.

Then, in a fit of frustration, Gabriella, hot-blooded warrior that she is, makes the questionable decision to commandeer one of the Flame Projectors to, as it would later be relayed to you, "show these idiots how to do it right!" Despite the feeble protests of the flamethrower's crew, your wife is not deterred, angling the device to fire a burst of flame...that misses the enemy column entirely by more than two hundred yards, melting nothing but snow and ice on the barren mountainside.

Thankfully, your Empress is spared embarrassment when the burst of flames inadvertently triggers an avalanche, a torrent of dozens of tons of frozen water sliding down the mountainside with a thunder that is audible even from your command post. The avalanche slams into the advancing enemy ranks, crushing and burying thousands. The scattered and disorganized survivors are quickly finished off by a charge from the wall lead by Pigeonio and his Knights Talon. And like that, the section of Sombra's army threatening the Western Flank is wiped out entirely.

Gabriella would swear up and down to her dying day that everything that occurred happened exactly as she'd intended. And while the rank and file bought the story, raising their already high opinion of their Empress, you and your Son would always suspect otherwise. Regardless, with the threat to their section conclusively defeated, Gabriella quickly shakes off her surprise and gathers up as many able-bodied flyers as she can to go assist Hardbeak, who is even now under siege by a numerically superior and magically enhanced force.

(Archers Center: 78)
(Flamethrowers Center: 99)

And Gabriella best hurry, otherwise Hardbeak might kill all of Sombra's troops before she gets there. At least, that's the comment you overhear from the lookout. With thousands of flaming arrows soaring through the sky, accompanied by massive streamers of fire pouring onto the advancing enemy lines, it's a scene straight out of Tartarus. A scene that the dark King and his slaves are forced to advance through, the gaseous form of Sombra recoiling at every lick of flame, to the point that he actually begins to take cover under the moving bodies of his slave, his dark mass blending in with their armor and shadows, jumping from body to body whenever his "host" is felled or incinerated. Despite their grievous casualties, as thousands of armored mind-controlled slaves are turned into shambling torches, as the smell of burning flesh reaches you far behind the line, the enemy continues to advance.


(Eastern Wall Defense: 71)

Meanwhile, back on the Eastern Flank, the first of the survivors of the arrow storm make it to the wall, a fraction of their former strength. As the archers from above continue to target them, now aided by soldiers on the walls tossing firebomb cocktails, the few hundred slave-soldiers begin climbing and clambering atop each other, forming a living ladder against the wall. Despite collapsing several times as ponies at points in the structure are killed by arrows or firebombs, the makeshift living framework manages to make it to the top of the wall, and a handful of Crystal Ponies engage Griffons in melee before being literally shoved back and over the precipice as their ladder collapses for a final time, archers and flamethrowers finishing off those that survive the collapse.

After a final airborne assault by Dawnquill's Knights to finish off the stragglers, the Eastern Flank is declared secured, and a portion of the forces there take flight to assist Hardbeak, who is now facing a similar situation of increased severity.

(Center Wall Defense: 89-20(Sombra's Siegeworks Spell)=69)

Hundreds of black-armored forms, some steaming, others actually on fire, charge towards Hardbeak's wall. Sombra makes his presence known, hovering close to the ground like a malevolent fog bank and emitting miniature lighting strikes of arcane power. Everywhere the sparks hit the ground, a pillar of dark crystal forms, the magically created minerals merging together to form an oversized staircase which hundreds, then thousands of his warriors charge up, assaulting the defenders directly.

Griffons and Dogs clash with the enemies being funneled their way. Polearms impale charging foes, warriors form shield walls and hack away at the swarm, archers fire on targets they could hit with a thrown rock, and the top of the wall becomes a whirling, chaotic melee as more and more hostiles push forward against the Empire's soldiers. So much blood is spilled that gore begins to drip down the walls like rain, staining the snow red.

(More Magic: 67)

As if the situation wasn't bad enough, Sombra adds to the chaos, frying clusters of soldiers with arcane lightening, wrenching weapons out of the grips of your troops with telekinetic force and obscuring the view of archers and artillerists with conjured smoke, worsening the situation as the defenders try in vain to strike back against his shapeless form, their weapons passing straight through him to no effect.

Then Sombra makes eye contact with Hardbeak, standing on the opposite end of the wall. Foe a split second, he stops moving entirely, his ever-shifting body going rigid before bursting into motion as he lets out an enraged roar and barrels towards the Griffon that took his horn and reduced him to his current state. Konrad, for his part, doesn't move, standing perfectly still as the sorcerer weaves and ducks past and through Griffons, Dogs and his own troops.

(Second Verse, Same as the First: 98)

Then, as Sombra is almost upon him, his whole gaseous body thrumming and glowing with arcane might, his jaws opened impossibly wide in a roar of rage, Hardbeak pulls out a torch and his sword...which he'd dipped in liquid fire.

With a burst of flames the sword ignites, just before the Grandmaster shoves the burning blade right between the startled apparition's eyes. For a split second, a hush falls over the battlefield as everything is still. Then, with an ethereal screech that you feel even all the way in your command center, Sombra...dissipates. That's the only word for it, as his "body" begins to disintegrate, evaporating until only a thin whisp of dark energy remains. A whisp that immediately takes off on a flight South, away from the Empire and your army. As it does, the remainder of the enemy army either throws themselves off the wall to their deaths below, or turn around and run back in the direction they came, disappearing back into the winter haze before anyone can think to give chase.

For a second time, you've beaten back Sombra's forces. For a second time, you've dealt a great blow against him. Now all that's left is to finish him off for good.

Sombra and his Army have been defeated and forced to retreat. Minimal damage to the Peregrine Line.


Western Flank

Empress Gabriella Golden-Feather
Grandmaster Colombroni Pigeonio
28 Knights of the Inner Circle
215 Imperial Knights
98 Squires
378 Griffons-at-Arms
3950 Warriors
1965 Polearms
1940 Archers
8 Cannons
2 Ballistae
3 Flame Projectors

Center
Grandmaster Konrad Hardbeak, "The Kingslayer"
29 Knights of the Inner Circle
155 Imperial Knights
110 Squires
425 Griffons-at-Arms
3210 Warriors
1660 Polearms
1630 Archers
6 Cannons
4 Flame Projectors

Eastern Flank
Grandmaster Adrian Dawnquill
28 Knights of the Inner Circle
250 Imperial Knights
65 Squires
295 Griffons-at-Arms
3850 Warriors
1890 Polearms
1875 Archers
7 Cannons
2 Ballistae
3 Flame Projectors

Rapid Response Force
1310 Diamond Dogs


Our first Nat 100! Gabriella accidentally saves the day, Sombra shows his obsession with stairs, and Hardbeak continues to be awesome. I'm probably going to have to flesh out his character a bit more at this point.

Again, Sombra is not dead. You're going to have to lay siege to his castle in order to beat him for good.
 
Turn 16 Rumor Mill
Another Win against Sombra: A feeling of relief and celebration washes over the people of the Empire at the news of an overwhelming victory against the Shadow King Sombra, the feelings not dampened by the relatively few casualties taken in comparison to the previous battle. The Neighponese and Yaks send messages congratulating you and your people on the victory, along with apologies for the lack of assistance from the Former, Kōryū giving his personal assurances to your ambassador that the full might of the Neighponese Army will be sent to assist with the future invasion of the Crystal Empire. Overall, spirits among the populace are high, as everyone anticipates an end to the war in the near future, a sentiment only reinforced by the end of the unnatural cold that has plagued the Empire for years. +800 Farming Income

Oh Pioneers: A social phenomenon referred to by many as the "pioneer spirit" has swept through the Empire as thousands of Griffons and Dogs migrate west to the newly constructed settlements, their population swelling from the influx of settlers seeking to claim a plot of land for themselves. The nearby Yak clans take the opportunity to open up regular trade with their new neighbors, a rare few of the younger generation even coming to live in and among the numerous boom towns springing up throughout the region.


The Era of Steel and Fire: With the increased role of technology, industry, and the military in the everyday lives of your subjects, some scholars and historians have already begun to consider the present a new era in history, untethered from the rules and limitations of the past. Most people on the street find it difficult to disagree, as new machines made of cheap steel make all manner of work easier for citizens across the Empire as cities begin to swell, signifying the beginning of what many speculate to be an enormous population boom fueled by abundant crop yields and improved healthcare. Combined with the increasingly militarized state of the nation as a result of the ongoing, long-running war against Sombra, many believe that the Empire is approaching or even surpassing the strength and power of the pre-Discordian Empire.
 
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