Turn 17: Flames of Hope
You wrap the ribbon connected to the medal around Hardbeak's neck as the crowd below applauds, the eternal flames burning brightly behind you. The steps of the Imperial War Memorial are crammed with recently promoted Knights of the Inner Circle and former Squires, and the surrounding green is covered by thousands of Griffons who have turned out to witness the ceremonies. In the interest of time and convenience, the medal awarding, promotion, and carving of names into the Memorial walls had all been combined into a singular event. These warriors still had a war to fight after all.

Hardbeak stands stoically as he is awarded the first ever Imperial Medal of Honor. You'd felt it necessary to create an entirely new order of military merit to honor the Grandmaster's actions in combat, despite his numerous objections that he was "merely doing his duty". After slaying Brochard and crippling Sombra twice, he's more than earned the recognition. He's not the only soldier being awarded a medal for bravery in combat this day, but he's the only one being given the highest military honor in the Empire. You know that, in time, others will be honored as he is. But for now, he stands alone as a paragon of Knights and an inspiration to citizens across the Empire.

You salute the Griffon who had once served as your bodyguard when you were but a novice King, a salute he returns with the ease of a true veteran. Shortly before the ceremony, the "Lion of the Empire" had told you that the true heroes had given their lives upon the battlefield, that they were no longer alive to receive such an honor. You couldn't disagree with him. A great many nameless heroes had died in this war. You suspected that a great many more would die before it ended. But you and all other Imperial citizens knew that it would end, and some dared to hope that it would end soon. Your second great victory against Sombra had raised spirits throughout the Empire and beyond, the news reaching even the most remote Yak Clan and most hidden village of Kitsune. With the combined might of three nations, you had faith in your ability to crush this most hated of foes once and for all, and restore tranquility to your nation.

Your children will know peace. You, and every parent in the Empire, swears it.


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)

[ ] 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.

[ ] Frontier Fortifications: The new towns and villages in your recently settled territory have followed the Griffin tradition of "fortifying the nest." However, these fortifications are little more than palisades, stockades, and other wooden barriers. Enough to discourage the local fauna or bands of raiders, but not sufficient to repel a determined attack by an organized foe. See about setting up some proper stone walls and weapons emplacements around the larger population centers in your newest province. Cost: 800. Time: One Year. Reward: Upgraded fortifications around Frontier Settlements.

[ ] Replacing Casualties: The Battle of the Peregrines was a great victory where your own forces took relatively few losses compared to Sombra's. Still, significant casualties were endured. Hundreds of names have been added to the walls of the Imperial War Memorial. You know that hundreds more will likely be added before this war can be brought to an end. Despite the many thousands of lives lost, there is no shortage of volunteers to fill in the gaps in the lines. Hold one last recruitment drive and get your army back up to full strength. Cost: 1000. Time: One Year. Reward: Army Returns to Full Strength

[ ] Stab at the Heart of Darkness: Sombra has been defeated and weakened twice. You have the assistance of the Yaks and the Neighponese. Your army is as ready as it ever will be. Gather supplies and march South. Put an end to this war once and for all. Cost: 0. Time: One Year. Reward: Invasion of Crystal Empire 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: 40%.

[ ] 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: 40%

[ ] 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 established. Chance of Success: 70%

[ ] Guilt Trip: While the Neighponese have pledged the bulk of their army to assist in the coming Invasion of the Crystal Empire, the Yaks have only promised a few hundred volunteers. Any assistance is welcomed and much appreciated of course, but you'd feel a lot better if you could get just a few more Yak Warriors involved in the war effort. As the bulk of Sombra's forces have been wiped out, it might be a good idea to try and convince the Yak leadership to contribute some more forces to the campaign now that the risks to their own soldiers have been minimized. Cost: 200. Time: One Year. Reward: Additional Yak Support. Chance of Success: 50%

[ ] Got Any Orichalcum?: Thus far, only you and a handful of trusted advisors know about the anti-magic capabilities of Orichalcum. But you can't keep it a secret forever, nor can you afford to remain ignorant of any potential sources of the rare mineral in allied territory. Meet with Kōryū and the leaders of the Yaks and inform them of the situation, and see if they know of any deposits of the material within their borders. They're your friends, you can trust them with such information. Cost: 200. Time: One Year. Reward: Yaks and Neighponese become aware of Orichalcum and it's Anti-Magic properties, potential to learn of Orichalcum Deposits in Yakyakistan and Neighpon.


Stewardship: Frida is particularly upbeat this year. The victory at the Peregrines is only part of the reason, as the establishment of the Western Frontier Settlements and the completion of the Imperial Irrigation Program has resulted in a significant amount of economic growth and new tax revenue, which is always good news. (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 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 Public Opinion. May lower Public Opinion. 50% chance of either outcome.

[ ] 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.

[ ] Western Prospectors: The Western Frontier has a number of mines already, but the majority of its mineral wealth remains untapped. Perform a mineral survey and construct additional mines to boost the productivity and profitability of the rapidly growing province. Cost: 800. Time: Two Years. Reward: New Mines established, Increased Mining Income.

[ ] Flax Seeding: Neighponese Silk has become a hot commodity amongst the nobility and the Nouveau riche, with garments made of the material becoming the standard at formal events. This popularity of foreign cloth has made you wonder if a demand for Griffon textiles could be generated beyond your borders. While you do not possess silk, you do possess fine linens that could potentially fetch a profit in foreign markets. Unfortunately, linen is made from flax, and with the growing demand for food to feed your growing population and Sombra's attempts to starve your people into submission, hardy food crops have taken priority over plants to make cloth. As a result, there's barely enough flax being grown to meet the existing domestic demand for linen, never mind a foreign market. If you're going to be a competitor in the textile trade, you're going to have to start with additional cultivation of flax. Subsidize the replanting of a few fields to support a revitalized domestic textile industry. Cost: 500. Time: One Year. Reward: Slight Increase to Agricultural Income, New Actions Unlocked.

[ ] Western Lumberjacks: The woods of the Western Frontier, while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.


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)

[ ] 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.

[ ] 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: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

[ ] 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.

[ ] Doing More with Less: Orichalcum is a supremely useful mineral with a wide range of applications. It is a pity that it's in such short supply. Archimedes has proposed mixing small amounts of molten Orichalcum with steel in an attempt to create an alloy, similar to how tin and copper can be combined to form bronze. Of course, you won't know whether or not this is actually feasible, or whether it will affect the potency of the Orichalcum and it's effectiveness, until you actually try it. Give Archimedes what he needs to run his experiment and see what comes of it. Cost: 300. Time: One Year. Reward: Orichalcum/Steel Alloy.

[ ] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.


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%

[ ] 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%

[ ] Useless Black Stones: Orichalcum is a very valuable and very rare material. So rare that you only know of the one deposit in all of the known world. But you and your advisors suspect there are other sources out there somewhere, beyond your borders. Have Ravenburg send some agents to ask innocuous questions and poke at the ground under the guise of a "geological survey" in Yakyakistan and Neighpon. They may be your allies, but you don't think you're quite ready to tell them about your new wonder material, especially if they might also have access to their own source of the stuff. If you should find an Orichalcum deposit in allied territory...well, you'll cross that bridge when you come to it. Cost: 200. Time: One Year. Reward: Intel on possible Orichalcum Deposits in Allied Nations. Chance of Success: 70%

[ ] The Great Escape: The suffering of Sombra's slaves is immeasurable. Killing him will hopefully free them, but until then they work themselves to death or serve as fodder in his armies. Not only do you have a moral responsibility to free as many as you can as quickly as possible, you can't take the chance that Sombra will try to kill them all in some final act of spite. Have Ravenburg send agents back into enemy territory with Orichalcum to free as many slaves as they can. Cost: 400. Time: One Year. Reward: More Crystal Slaves Freed.

[ ] Groundwork for Invasion: You've sabotaged Sombra's industry, mined the walls of his city, and gained valuable intel on his defenses. What else is there to do but have Ravenburg's agents scout out routes of travel and supply for the coming Invasion? Cost: 200. Time: One Year. Reward: Routes of Travel through Crystal Empire identified. Bonus to certain Campaign rolls.


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.

[ ] Son's Socialization: Gawain is brilliant, a fine young ruler in the making. He has excelled in his studies and conducts himself in a manner befitting the Crown Prince of the Empire. He also doesn't really have any friends his own age, outside of his sisters and the children of some of the castle staff, and the latter are more acquaintances than true friends. It might be time to look into introducing him to a peer group. Not only would it be good for him to make friends his own age, it might be advantageous for him to have trusted contacts in certain levels of Imperial society. Cost: 0. Time: One Year. Reward: Gawain makes some friends. Chance to develop future contacts.


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

Sorry about the delay in getting this out. Had a couple exams to take care of. Have also been rethinking a few things about the Quest (mostly the placement of yet-to-be discovered nations) as well as ways the mechanics might change at some point in the future. Please let me know if you guys have any input or suggestions in regards to the latter.

As an aside, I just saw the Trailer for MLP: FIM's final season, even though it's been online for weeks. I haven't really watched the show since the beginning of the seventh season (nothing to do with the show, just kind of stopped watching) but let me tell you, that trailer was a sucker punch to the feels. It is kind of amazing that it lasted as long as it did, and though I haven't watched it in a long time, I'm still saddened to see it about to end, the same way I was sad to see Adventure Time end. I mean, I was in Middle School when I first saw an episode of MLP: FIM. Now I'm a couple months away from graduating college with a Bachelors Degree.
 
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Ragnarok (April Fools Non-Canon Omake)
Emperor Gawain Golden-Feather looked out from the grand balcony of the Crystal Palace and beheld a scene of unimaginable carnage and chaos.

Below him, hundreds of thousands of Yaks, Qilin, Diamond Dogs, Ponies, Zebras, and many other races fought side by side against an unending tide of millions of ravenous undead summoned forth by the Necromancer Grogar, every casualty joining the ranks of the enemy and adding to their already impossibly vast numbers as the armies of the dread lord stretched to the horizon. In the sky, Griffons, Pegasi, Thestrals and Dragons launched from dozens of Airships as the wings of over a million airborne changelings produced a deafening, ever-present drone audible even over the hundreds of explosions ringing out across the field of battle, their Queen urging them forwards in a mad frenzy to acquire the Crystal Heart.

A great roiling cloud of dust and the occasional burst of flame in the distance was the only indication of the status of his Draconic Sister, locked in battle as she was with a fully-empowered Tirek, the two giants engaged in a duel to the death even as the Twin Princesses of Equestria attempted to subdue a reawakened Discord, the mad god's mere presence altering the laws of reality as the air around him turned to cotton candy while the bolts of magic sent against him bent and redirected themselves back at their casters, zigzagging through the sky.

The Emperor turned away from the view of slaughter, flying to the center of the former home of the long-dead Sombra. The battle outside was a mere delaying action, a desperate attempt to buy time while the finest minds and mages in the world raced to complete the ritual that was their only hope of victory, their only hope of survival. As he rushed past a bevy of Unicorn mages and Zebra shamans frantically running last minute checks on the rune matrix that covered every square foot of the massive crystalline structure, he prayed to any deity or cosmic force for a miracle. For what was what they were about to do but create a miracle of their own, and do something no one had ever done before?

As he flew through the door of the impromptu ritual chamber, his other Sister intercepted him, her eyes still shining with a fierce determination even as her body sagged from exhaustion, her armor dented and stained with the blood of the fallen.

"We're nearly ready Brother. We'll be able to start the process in a few seconds."

The two looked out upon what had once been the Shadow King's throne room. Now, every surface was covered in tens of thousands of runes that had been carved into the walls, floor and ceiling, the arcane symbols throbbing with barely contained power. At the very center of it all sat the Dragon Emperor Kōryū Ryuō, the Divine Dragon deep in meditation as he sought to focus and control the unimaginable magical might in his grasp. As the siblings watched, the thrumming and flashing of the unprecedented rune network reached a fever pitch as the centuries-old ruler grimaced with effort, struggling to direct the magic that, if released all at once, would produce an explosion powerful enough to send the entire region into orbit.

"It's time...do it quickly, I cannot hold it for long!"

The Imperial siblings rushed to their positions on the rune circle and began to chant in unison as the runes began to strobe brightly and violently.

"Sthgink noil sthgink noil, xis xis xis,
sthgink noil era tseb yeht era eht tseb redro, xis xis xis,
yeht era hcum erom laiceps naht yna rehto redro, xis xis xis
egassem sdrawkcab, egassem sdrawkcab, egassem sdrawkcab!"


And then, with an audible tearing of the fabric of space and time and a flash of light so great it was as if a piece of the sun had been teleported to Earth, a figure clad in shining golden armor appeared above the three.

"I have come to vanquish all foes of the Empire!"

The trio stared. There before them, in defiance of all logic and common sense, was Konrad Hardbeak, the long-thought-dead Hero of the Empire. While he had officially been listed as KIA, his father had told him of how, during the liberation of the Crystal Empire so many years ago, the legendary grandmaster had pursued the last fragment of the Shadow King Sombra into the Bifrost, a realm of pure magical energy, the realm from which all magic originated. Trapped in another realm of existence where time and space held no meaning, few held out hope that even one such as Hardbeak could survive there. And yet, as Sombra's curse was finally lifted from the Crystal Empire and his former slaves wept with relief as they felt his hold over them removed, they knew that he had indeed succeeded in his task. And in the years since, shamans and sages from across the world had spoken of a strange presence within the aether, an island of order in a sea of turbulent arcane tides.

Now, decades after his disappearance, the first grandmaster walked among the living, ready to serve his Empire once more. Gilda, ever the excitable hero-worshipper, was practically vibrating with excitement at the sight of her idol.

"Konrad Hardbeak...I knew you'd come!"

"You look like a feathered teapot!"

Gawain stared, confused, before he reminded himself that the Grandmaster had spent decades alone in a realm where no logic existed. That he wasn't a gibbering lunatic was a miracle in and of itself. A little eccentricity and a lack of verbal filter was nothing by comparison. Much as he would like to see his Sister gush over her childhood role model, there were greater things to attend to, something even she was forced to acknowledge as the entire palace shook as a massive explosion echoed from outside. He strode forward to request the aide of the Empire's first and greatest hero.

"Grandmaster...Our Empire has come under threat from an alliance of our greatest enemies. I beg you, as a ruler and as a Griffon and as the son of your former liege, please help us defeat them. You bested the hated Sombra on multiple occasions, surely you can-"

Hardbeak flickered, like a flame in a breeze.

"I've already defeated them!"

The three royals stared.

"Wha-what?"

To his shock, Gawain noticed the utter silence outside, a stark contrast to the din of battle that had been audible just a moment ago. The two Emperors and the Griffon Princess ran to the balcony and gaped at the sight before them.

Every undead creature, every zombie, skeleton and ghoul, had collapsed like a marionette with its strings cut. The Equestrian Princesses levitated a re-stoned Discord back to the ground as a confused Gwyndlyn stared blankly at the headless and rapidly shrinking body of Tirek. From the skies, hundreds of thousands of Changelings fell to Earth with sickening meaty thumps as the severed horn of their Queen impacted the ground before the Crystal Palace like a chitinous arrow.

Gawain Golden-Feather stared, gobsmacked.

"What?"

He turned, staring at the unmoving form of Konrad Hardbeak.

"How!?"

"A wizard never reveals his secrets!"

The son of Garrick groaned, holding his head in his talons.

"I'm so confused."

The radiant form of the Grandmaster abruptly extended his wings, his feathers glimmering in a nonexistent ray of sunshine.

"I must go. My planet needs meeeeeeeee..."

And then, after ascending vertically into the sky without moving his wings, the resurrected hero vanished in another great flash of light.

The three royals stared, unable to comprehend what they had just witnessed. Kōryū broke the silence.

"I suspect he was high on narcotics."



Obligatory April Fools post. Kudos to whoever gets the references.
 
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Turn 17 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.

-Replacing Casualties: The Battle of the Peregrines was a great victory where your own forces took relatively few losses compared to Sombra's. Still, significant casualties were endured. Hundreds of names have been added to the walls of the Imperial War Memorial. You know that hundreds more will likely be added before this war can be brought to an end. Despite the many thousands of lives lost, there is no shortage of volunteers to fill in the gaps in the lines. Hold one last recruitment drive and get your army back up to full strength. Cost: 1000. Time: One Year. Reward: Army Returns to Full Strength.

For what everyone hopes is the final time, the call goes out for volunteers to replenish the ranks of the army in this time of war. There are no promises of glory or riches, no patriotic slogans or heralds calling upon the masses to serve their Empire. The notices of recruitment drives go out, and hundreds of Griffons and Dogs somberly go to the town squares where their names are entered into the military roster.

Weeks later, after being trained, drilled and equipped with the standardized weaponry becoming so commonplace in this era of conflict, the recruits join their newfound comrades in the barracks and garrisons along the Southern Border, awaiting the word to march into enemy territory and bring an end to this great conflict. You dearly hope that the planned invasion goes smoothly. This is already the longest and bloodiest war in your people's history, and though everyone knows the impossibility of negotiation or surrender you can tell many are growing weary of the conflict that has claimed so many lives.
+1490 Warriors, 735 Polearms, 805 Archers, 190 Diamond Dogs


-Stab at the Heart of Darkness: Sombra has been defeated and weakened twice. You have the assistance of the Yaks and the Neighponese. Your army is as ready as it ever will be. Gather supplies and march South. Put an end to this war once and for all. Cost: 0. Time: One Year. Reward: Invasion of Crystal Empire Arc.

Your army is ready. The Yak Volunteers and Neighponese Expeditionary Force are set to link up with you at the Peregrines. A massive supply train of hundreds of wagons of food, firewood, and munitions has been assembled. The route to Sombra's fortress has been mapped and scouted. All preparations have been made. It's time to end this war...To be Continued in Crystal Empire Invasion


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.

-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 established. Chance of Success: 70%

Required: 30. Rolled: 22+18=40

Seeing as how warriors of both nations will soon be fighting alongside each other, it only makes sense to ensure that the leaders of the two are on good terms. You use the need to coordinate troop movements as an excuse to arrange a meeting between representatives of the Yak clans and the Neighponese, their diplomatic parties meeting in Griffonstone. The choice of location is as much practical as it is symbolic, being both the site of the War Memorial and roughly equidistant from Neighpon and Yakyakistan.

The meeting is somewhat awkward. Once the work of hammering out military matters is dealt with both sides struggle to find things to talk about, there being no real conflicts or concurrence of interests between the two. Eventually, with some prodding on your part, the two parties arrange for limited trade routes to be set up between their nations, and lines of diplomatic communication are established to ease future negotiations. The summit ends shortly afterwards, all parties walking away more or less satisfied. While not a historic feat of international statecraft, you've achieved your goal of ensuring at least cordial relations between your allies for the time being.
Diplomatic Relations between Yaks and Neighponese established


-Got Any Orichalcum?: Thus far, only you and a handful of trusted advisors know about the anti-magic capabilities of Orichalcum. But you can't keep it a secret forever, nor can you afford to remain ignorant of any potential sources of the rare mineral in allied territory. Meet with Kōryū and the leaders of the Yaks and inform them of the situation, and see if they know of any deposits of the material within their borders. They're your friends, you can trust them with such information. Cost: 200. Time: One Year. Reward: Yaks and Neighponese become aware of Orichalcum and it's Anti-Magic properties, potential to learn of Orichalcum Deposits in Yakyakistan and Neighpon.

Secret missives are dispatched to Kōryū and the leaders of the Yak Clans, containing information on the mineral your top researchers have dubbed Orichalcum, and asking them if they know of any such deposits within their territory. The Neighponese and most of the Yak Clans state that they are unaware of any deposits of such a material within their borders, though Kōryū does state in his reply that this could simply mean they haven't found such a deposit yet.
Interestingly, the River Walkers claim that a mountain regarded as "cursed" where shamans claimed to lose touch with their magic, might house a deposit of the magic-draining metal. However, the mountain in question is no longer part of the River Walkers' territory, having been given to the Broken Horns at the end of a war between the Clans nearly twenty years ago. The Broken Horns have denied any knowledge of Orichalcum deposits within their lands. Either they're simply ignorant of the mountain's nature, or one of the two clans is lying to you.
Yaks and Neighponese aware of Orichalcum and it's Anti-Magic properties, Gained intel on possible Orichalcum Deposit in Yakyakistan


Stewardship
: Frida is particularly upbeat this year. The victory at the Peregrines is only part of the reason, as the establishment of the Western Frontier Settlements and the completion of the Imperial Irrigation Program has resulted in a significant amount of economic growth and new tax revenue, which is always good news.

-Western Prospectors: The Western Frontier has a number of mines already, but the majority of its mineral wealth remains untapped. Perform a mineral survey and construct additional mines to boost the productivity and profitability of the rapidly growing province. Cost: 800. Time: Two Years. Reward: New Mines established, Increased Mining Income.

A geological survey of the frontier is conducted, Griffons and Diamond Dogs alike using their natural gifts to complete the task. Results are promising. While not as rich as the Imperial heartland, the Western territories are home to numerous veins of iron, copper, lead, and even the rare bit of silver and gold. Spots for excavation are identified, and work begins on the clearing of land to allow for digging. Frida states that you can expect the first shipments of ore of the west by the end of next year. Will Finish Next Turn.

-Flax Seeding: Neighponese Silk has become a hot commodity amongst the nobility and the nouveau riche, with garments made of the material becoming the standard at formal events. This popularity of foreign cloth has made you wonder if a demand for Griffon textiles could be generated beyond your borders. While you do not possess silk, you do possess fine linens that could potentially fetch a profit in foreign markets. Unfortunately, linen is made from flax, and with the growing demand for food to feed your growing population and Sombra's attempts to starve your people into submission, hardy food crops have taken priority over plants to make cloth. As a result, there's barely enough flax being grown to meet the existing domestic demand for linen, never mind a foreign market. If you're going to be a competitor in the textile trade, you're going to have to start with additional cultivation of flax. Subsidize the replanting of a few fields to support a revitalized domestic textile industry. Cost: 500. Time: One Year. Reward: Slight Increase to Agricultural Income, New Actions Unlocked.

With the increasing amount of produce per acre thanks to Archimedes' selective breeding experiments and the new lands added by the western settlement and land drainage, there's more than enough agricultural output to grow more than just food. A percentage of farmers are paid to plant flax in place of grain, and by the end of the year there's actually enough of the crop to supply a small cottage industry of Linen production. But a cottage industry isn't going to be able to compete with the mass sericulture of Silk in Neighpon. You're going to need to invest some more time and effort in order to rival the silk-merchants. +100 Farming Income, New Actions Unlocked.


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.

-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.

The Qilin pyromancer is ecstatic at being given the opportunity to inspect the "Iron Dragons" he's heard so much about, being walked through the assembly and function of the devices by Archimedes himself. After becoming intimately familiar with the inner workings of the device and the nature of its ammunition, Kaji begins making slight adjustments to the design of the machine and liquid fire production process. The changes are relatively minor; a slight shift in the placement of the spray nozzle, a change in the shape of the fuel tank, the addition of coal tar to the fuel mixture, and the the inscription of a few small, heat-powered runes along the length of the barrel. And yet these changes result in a significant increase in the accuracy, range and reliability of the incendiary devices. You commend Kaji for his work and ensure that the improvements become standard in all flamethrowers, both new and old.
+5 to all Flamethrower/Liquid Fire Rolls

-Doing More with Less: Orichalcum is a supremely useful mineral with a wide range of applications. It is a pity that it's in such short supply. Archimedes has proposed mixing small amounts of molten Orichalcum with steel in an attempt to create an alloy, similar to how tin and copper can be combined to form bronze. Of course, you won't know whether or not this is actually feasible, or whether it will affect the potency of the Orichalcum and it's effectiveness, until you actually try it. Give Archimedes what he needs to run his experiment and see what comes of it. Cost: 300. Time: One Year. Reward: Orichalcum/Steel Alloy.

Your senior science advisor spends much of the year puzzling over how to best combine Steel and Orichalcum, the two metals being similar in some ways and different in others. The varying melting temperatures alone makes it a complicated and difficult endeavor, but Archimedes has solved more difficult problems in his time. After a great deal of experimentation and failed prototypes, Archimedes succeeds in blending the two metals into a stable alloy. Such an accomplishment is not without its drawbacks however. While the alloy is stronger than steel, it still pales in comparison to pure Orichalcum. In addition, the strength of the anti-magic effect has been slightly but significantly diluted, having less of an impact in tests than its more pure form.

Regardless, you can now get more serviceable material out of the existing deposit of Orichalcum than you could before. You can already think of a few ways to leverage this advantage.
Gain Orichalcum/Steel Alloy, 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.

-The Great Escape: The suffering of Sombra's slaves is immeasurable. Killing him will hopefully free them, but until then they work themselves to death or serve as fodder in his armies. Not only do you have a moral responsibility to free as many as you can as quickly as possible, you can't take the chance that Sombra will try to kill them all in some final act of spite. Have Ravenburg send agents back into enemy territory with Orichalcum to free as many slaves as they can. Cost: 400. Time: One Year. Reward: More Crystal Slaves Freed.

By now the infiltration of Sombra's territory has become almost routine, and with his weakening at the Battle of the Peregrines it's become even easier. Patrols are scarce and easily avoided, and the few that your infiltrators do encounter are swiftly liberated with the proper application of Orichalcum. Sombra must sense that the final battle is near, as reports indicate columns of slaves traveling away from the mines and outlying areas and towards his citadel. These columns are quickly set upon by the liberation teams, hundreds of slaves being plucked off the ground by airborne Griffons or lured into pit traps dug by Diamond Dogs before being tapped with a chunk of Orichalcum and taken to dedicated camps for them to rest and receive medical treatment before being escorted to friendly territory.

As the days turn to months and more and more Crystal Ponies are freed from Sombra's mind control, the operation is expanded. Small rest camps become tent-cities staffed by hundreds of volunteers, some freed slaves themselves. Trails are cut through the wilderness by great trains of wagons, carrying food and medical supplies to the relief camps and bringing those slaves not fit to walk out of the Crystal Empire. Your citizens along the Southern border make you proud by taking some of the refugees into their own homes, or volunteering their time, energy and money to construct dedicated housing for them as the number of Crystal Ponies living within your nation reaches the thousands. None question the decision to take in so many mouths to feed, not once they see the haunted eyes and nearly skeletal bodies of those who suffered under Sombra's rule. And those are the live ones.

Tragically, despite Sombra's seeming inability to halt your actions or kill his slaves before they can be freed, and despite the best efforts of countless healers and aid workers, not all who are freed survive long enough to reach your Empire, either taking their own lives in grief or dying as a result of their already existing wounds or ailments. More than a few die as a result of overeating, their emaciated bodies unable to cope with the sudden influx of nutrients after years of starvation, a phenomenon Genevieve dubs "refeeding syndrome".

Eventually, those slaves not fortunate enough to be rescued enter the "safety" of Sombra's citadel, and the rescue operation draws to a close. The last wagonload of freed slaves enters Griffon territory as the relief camps are dismantled and the volunteers return home. But their work is not yet done. Over four thousand Crystal Ponies now live within the Empire. Four thousand malnourished, mentally scarred, unskilled laborers with little familiarity with your language. Four thousand people who will have to be fed, housed, educated, and eventually integrated into society. The right choice is not the easy one it seems.
Thousands of Crystal Ponies Freed, -200 Gold per Turn to Support Refugees


-Groundwork for Invasion: You've sabotaged Sombra's industry, mined the walls of his city, and gained valuable intel on his defenses. What else is there to do but have Ravenburg's agents scout out routes of travel and supply for the coming Invasion? Cost: 200. Time: One Year. Reward: Routes of Travel through Crystal Empire identified. Bonus to certain Campaign rolls.

Carried out at the same time as the rescue operation, the mission to scout out routes for the invasion force is practically a training exercise by comparison. Teams of Griffons survey the lands, marking natural hazards, defensible points and navigational landmarks. Detailed maps are drawn up, ideal routes of travel are identified, and potential encampment sites are marked off with ropes and wooden posts amid the ice and snow. This should simplify at least one part of the coming invasion.
Routes of Travel through Crystal Empire identified. Bonus to certain Campaign rolls


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

-Overtime: Groundwork for Invasion

-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.

After almost two decades in your service, you've decided you could use a new blade. Gabriella's been begging you for a "midnight sword", Gawain is getting to the age where he should learn how to wield a weapon, you don't want your daughters to be left out, and the Knightly Grandmasters could always use an advantage in their constant battle against the Empire's enemies. It is with all these things in mind that you gather some of the finest smiths in the known world, some coming from as far away as Neighpon to get a chance to work with the new wonder material as they do their best to craft the finest swords in the world.

Numerous potential designs are considered and rejected before all the smiths agree on a series of blades for their numerous clients. For your daughters, a pair of Orichalcum Daggers, their tips sharp enough to pierce steel. Small, but effective, and more than sufficient for them.

For you, your wife, your son, and two of the three grandmasters, a classically steeled sword with a cross-guard. Simple, but effective nonetheless. You look forward to instructing your son in its use. Or rather, watching Gabriella instruct him in its use.

Hardbeak's blade is different. He'd requested a unique weapon, something to serve as a mark of his office, something distinctive. The Neighponese smiths had been all too happy to oblige his request. The origin of the blade is made obvious by its shape, the curved length and intricate etching along the hilt marking it as a masterpiece Katana. Hardbeak was quite pleased with the result, and proved the blade's effectiveness by carving through several wooden mannequins with terrifying speed and efficiency.

The "Black Blades", as some have already begun to call them, are truly amazing weapons. You commend the smiths and metalworkers on their efforts, and compensate them appropriately. Now you have a weapon to combat even the greatest foes of the Empire. Orichalcum blades for you, your family, and the Grandmasters


Any suggestions for names for the new Orichalcum/Steel Alloy or the Western Frontier Province? I'd like an actual name for them so I don't just keep calling them by their bland titles.
 
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The Crystal Invasion, Part 1
You lower your cup with a satisfied sigh, looking across the table to the Qilin awaiting your response.

"You were right, magically fueled flames do enhance the flavor."

Minamoto Tadakatsu nods, as if acknowledging an obvious statement of fact, before pouring himself a cup. The commander of the Neighponese expeditionary force had noticed your appreciation of tea, and had taken it upon himself to educate you in how to properly prepare and consume it as your respective forces mobilized and gathered at the border in preparation for the invasion. You had welcomed the chance to learn more about the elder Qilin Samurai, and you had passed the time swapping stories of your respective experiences under Discord's rule and the aftermath of his disappearance.

Much like you, Tadakatsu had risen from humble beginnings, born a peasant farmer before becoming a Samurai and working his way up to the position of Shogun, commander of all the armed forces of Neighpon. At over a hundred years old, he's one of the most experienced warriors alive, and yet he's willing to defer command to you for the duration of this war in the interest of a clear chain of command. He states that it is only right, seeing as how you and your people have contributed more to the war effort than he and his. Still, as you look out upon the hundreds of Qilin and dozens of Oni, Tanuki and Kitsune milling about the massive tent city below alongside their Griffon and Diamond Dog comrades, you can't help but express your gratitude for the assistance of your allies in this, the largest military operation in the recorded histories of any of your peoples.

Tomorrow, the last groups of Yak Volunteers will arrive, and the march South into enemy territory will finally begin in earnest. Despite the challenge before them, spirits are high, as every veteran of the war is eager to finally strike into the heart of enemy territory and put an end to this conflict. These spirits are somewhat dampened by the stories being passed around regarding the condition of the slaves recently freed from Sombra's control, all of which are receiving what care your Empire can provide them. A handful of the more "mentally sound" of the freed Crystal Ponies will accompanying the supply train at their own insistence, to act as guides, interpreters, and familiar faces for any other slaves that your forces can manage to liberate. They have told you and every soldier they have met that, while every one of their kind freed is a blessing that they are eternally grateful for, death is a great mercy in comparison to serving under Sombra. They therefore plead with you and yours to prioritize the defeat of Sombra over all else, even at the expense of their enslaved brethren. In their eyes, bringing an end to his reign of terror is the first and only goal.

You take another sip of tea and try to clear your mind of such thoughts. One thing at a time. You return your attention to the numerous maps and charts laid out before you and the Shogun as you deliberate your plan of attack against Sombra's fortress.



[ ] Classic Siege: The simplest and most straightforward option. Your forces will surround the Crystal City, bombarding it with Artillery from afar over a period of several days before detonating the explosive charges buried beneath the walls and storming the rubble to finish off Sombra's forces.

[ ] Shock and Awe: Then again, you're dealing with a magic user of great power, and while he's been weakened twice over now he still has the home field advantage. Why give him time to pull out some magic trick to ruin your plans? Have the Neighponese contingent use their illusion magic to conceal your army's approach until you're right outside the gates, then blow the demolition charges and storm his fortress in a rapid assault.

[ ] Within and Without: Captain Karl actually raised this idea, and with some refinement it might be workable. The freed slaves have provided you and your forces with detailed layouts of the city, and knowledge of lesser-used entrances and pathways that Sombra's forces may neglect to patrol. Exploit this information by having the Diamond Dogs tunnel under the walls and into the center of the city itself, catching the defenders between attacks from their front and their rear.

[ ] Wait Them Out: Then again, why do you need to storm Sombra's fortress? Why not simply park yourselves outside the walls and bombard the city until Sombra is forced to sally forth and face you outside the safety of his fortifications? You're used to fighting on the defensive after all.

[ ] Write-In



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

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
35 Knights of the Inner Circle
200 Imperial Knights
80 Squires
450 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
30 Knights of the Inner Circle
225 Imperial Knights
100 Squires
400 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
35 Knights of the Inner Circle
250 Imperial Knights
75 Squires
350 Griffons-at-Arms

Neighponese Expeditionary Force
1400 Qilin Fire Warriors
15 Pyro-Masters
25 Armored Oni
150 Oni Brawlers
35 Kitsune Illusionaries
25 Tanuki Tricksters
10 Cannons
5 Fire Mangonels

Yak Volunteers
800 Yak Chargers

There will be a twelve hour moratorium to allow for discussion and plan-building. Feel free to ask any questions.
 
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The Crystal Invasion, Part 2
An army on the march should be a dramatic sight. Banners and flags waving, songs being sung, tens of thousands of soldiers marching in lockstep or flying in formation, their numbers so great that their footfalls shake the earth and their wingbeats form storms. You've learned that such a vision is a fantasy, a scene described by artists and poets long after the mundane minutiae of war has faded from collective memory.

For an army of a size such as this, marching is not so much a state as a process. Only the armies of Sombra go straight from resting to marching along the road; your armies, as well as the armies of the Yaks and Neighponese, march on their stomachs, and arranging a meal for tens of thousands is a daunting task under ideal circumstances, let alone on the road through enemy territory. Entire wagonloads of foodstuffs are transported from storehouses in Lanner and other Border Settlements only to be consumed in a matter of hours. Then tents need to be struck and wagons loaded and units assembled to check that everyone is accounted for, and by the time the army is ready to start marching, the sun is already high in the sky.

Then they travel, some by foot, others by wing, across the barren, frozen landscape of the Crystal Empire, through freezing winds and blinding snow. And then, after several hours of that, the soldiers at the head of the column halt their advance and begin erecting tents and igniting bonfires at a predetermined location marked by your scouts, and yet more wagonloads of food are consumed as the remainder of the army catches up and joins them in setting up camp for the night with the knowledge that the whole process will repeat the next day.

On a simple map, Gryphus and the Crystal Empire are practically next door, and while a single Gryphon courier could likely make the journey between your capital and Sombra's Citadel in only a few days in good weather, it takes your army almost three weeks to get from the Peregrines to the outskirts of the Crystal City, and considering the weather and landscape they had to journey through to do so that is an astounding feat of logistics.

(Winter Attrition: 54+20(Scouted Routes)=74)

Indeed, you're patting yourself on the back for your decision to have Ravenburg's infiltrators scout out and mark safe routes of travel prior to the invasion, as the terrain has proven to be just as deadly as feared. Solid ground abruptly gives way to gaping crevasses and sudden pitfalls, icicles with the size and sharpness of spears fall without warning, and the ever-present blizzard chills soldiers to the bone, the unnatural cold affecting even the hardy and heavily-furred Yaks. Despite it all, apart from a few cases of Frostbite forcing some soldiers to be sent back North for treatment and a pair of cannons collapsing an ice bridge under their weight and falling into one of said crevasses where they could not be recovered, almost no casualties are taken as a result of such a hostile environment. All things considered you'd call that a decent outcome.

After all that, your forces finally arrive at the predetermined staging area, hidden just out of sight of Sombra or his defenses behind a line of hills. After a final discrete surveying of the enemy defenses (slave-soldiers on the walls and Windigoes still circling his Palace, no surprises there), units are assigned to specific tasks to be carried out during the coming assault. Commanders are briefed into the night on their assignments before catching the last bit of sleep they will receive before risking their lives in combat. You spend that final night before the battle curled up with your wife, struggling to sleep as your mind conjures up all the ways tomorrow could go wrong. The army awakes at Dawn, and the encampment is quieter than it usually is. Not only is noise discipline being practiced to prevent Sombra's forces from detecting you (if they haven't already) as well as practice for the coming "surprise" attack, but the mood is tense as the warriors of three nations and seven races gather for a final meal before battle. Barrels of liquor are rolled out, small rations of "liquid courage" being distributed to those who request them.

Finally, one last equipment inspection is carried out as "Captain Kaboom" goes to check his pre-planted explosives one final time, digging a tunnel from the outskirts of the encampment to the tunnels linking his charges. Captains brief sergeants who brief the rank and file on their assignments as the Kitsune and Tanuki prepare themselves to cast the largest and most important illusion of their lives. Cannons, ballistae and mangonels are loaded as they await the word to move out of cover and into firing positions, Qilin mutter prayers to the Divine Dragons as Griffons and Dogs alike nervously stretch their appendages, the Yaks shuffling their hooves in preparation for a charge. Even the eternally inebriated Oni are uncharacteristically quiet. The Knights of the Empire stand unmoving and silent, their Grandmasters brandishing their Orichalcum swords as you nervously run a talon along the hilt of your own, an armored Gabriella standing alongside you in her capacity as a warrior, wife and Empress.

A visibly excited Karl reports that the charges planted so long ago remain undisturbed and have been fitted with fuses. You keep your promise to the captain and give him the honor of igniting the wax-coated length of black powder that snakes along the length of the tunnel between your encampment and the explosives buried beneath the enemy's defenses. With a puff of smoke and the acrid smell of burnt powder, a burst of flame races down the dark tunnel, which is quickly sealed up as a precaution. A hush falls over the battlefield as all await the signal to attack, the illusion mages standing by with their spells. An anxious Karl quietly counts down the seconds to ignition, where the burning fuse will contact small powder charges to ignite the blasting jelly. The tense silence seems to stretch on forever, the wind itself seeming to die down in anticipation of what is to come.

(The Other Kind of Mine: 93)

It begins with a barely detectable tremor through the Earth, a tremor that builds in intensity as a dull roar becomes audible, growing louder as the soil beneath the crystal fortifications bulges upwards as hundreds of tons of dirt, rock and crystal are displaced by the pressure wave generated by over a hundred barrels of blasting jelly igniting simultaneously. Then, with an ear-splitting boom, the great mound of soil erupts, dirt, masonry and bodies sent flying in all directions as the shockwave rips apart the main gates of the Crystal City, boulder-sized chunks of crystal propelled high into the air before falling back to earth with great rumbles as dirt comes down like rain, the sheer force of the explosion knocking a few of your own troops off their feet even as they stand braced behind cover a fair distance from the blast zone.

In retrospect, you are very glad you had your army shelter in place for this.

As the last of the debris falls to Earth, the Kitsune and Tanuki cast their spells. A cloud of unusually thick and dense smoke erupts from the outstretched appendages of the magic casters, rushing forwards on an arcane wind and blanketing the space between the encampment and the remains of Sombra's defenses, cutting visibility for the defenders even as they try to dig themselves out of the rubble, the smoke remaining unnaturally still even as the freezing wind howls about you. With a wave of your sword and a wordless command, Griffons, Yaks, Qilin and Oni jump to their feet and march in near-silence, the only sound the rumble of feet, hooves and talons beating the ground as your soldiers seek to maintain any semblance of the element of surprise for as long as possible. The Illusionists had stated that the smoke cloud would prevent Sombra from using his magic to sense your army, and even block sound from escaping it...somehow...but you and your officers weren't willing to take chances, and had ordered strict noise discipline until stealth became completely impossible. Meanwhile, the Diamond Dog contingent, backed up by a handful of Crystal Pony volunteers and the Knights Lion themselves, begin excavating tunnels for a subterranean assault into the very heart of Sombra's Fortress.

(Smokescreen: 61+20(Other Kind of Mine Nat Crit)=81)

From where you stand upon the hill, overseeing the placement and loading of the artillery as you await the cacophony of metal on metal, you are struck by how eerily calm things seem. There are no shouted orders, no yells of pain or warning to indicate a counterattack by Sombra or his forces, not even the odd noises that signal a spell being cast. The only sound is the shifting of masonry and the grinding of broken crystal under hooves as Sombra's forces attempt to reorganize their defenses, helpless to impede the advance of your army even without the smokescreen clouding their vision. You can't see your forces, obscured as they are within the cloud of concealment. The one downside to its use: while those within the smoke can see through it perfectly, those outside of it cannot perceive what occurs in it.

Finally, as the last cannon is loaded and the last ballistae bolt locked in, a half-dozen war cries ring out through the cold air. The now thoroughly exhausted Tanuki and Kitsune allow their illusion to drop, the smoke dissipating just in time for you to witness the vanguard of the main assault force charge forward and slam into the scattered and disorganized Crystal slaves still struggling to regroup and dig themselves out of the rubble. But the enslaved Crystal Ponies are only the first line of defenders. Beyond the ruins of the gate stand a handful of Crystal Golems and a few dozen trolls. The latter are unarmored, and appear even more misshapen and unsightly than those you have previously encountered in service of the Shadow King. Sombra must really be scraping the bottom of the barrel at this point.



(Clash: 56+20(Other Kind of Mine Nat Crit)=76)

With a great crash of armor and flesh, the armies meet. Blades pierce armor and bodies as your warriors surge forward. Yaks charge, crushing all opposition and obstacles under their great weight as Oni use their cudgels to smash through stone and metal alike, some actually trying to wrestle trolls to the ground barehanded, a feat most succeed at, to your surprise. Qilin lash out with blasts of fire and flame-wreathed blades, burning through all opposition as they cut an ash-laden path through the enemy line. Griffons advance, shield walls pressing against the crush of starved, emaciated bodies before them, the Knightly orders pushing deeper into the city more quickly than any other unit. You cover your ears as the cannons and ballistae let loose with a precision salvo, blasting apart golems and punching through trolls as the Qilin Mangonels send jars of liquid fire flying into the enemy lines, shattering and sending splashes of burning fuel over the closely packed formations of slave-soldiers.

(Push Forward: 48+10(Process of Elimination)=58)

But as the battle continues and your forces continue to press forward, advancing down the streets of their enemy's capital, more Crystal slaves rush towards them, bearing down upon the foreign presence within their city. Hundreds, then thousands of equines emerge from houses and alleys and throw themselves against your soldiers, slowing the push into the city streets to a crawl. Another group of trolls come lumbering out from the city center, bellowing and waving their clubs as they charge. Most are cut down by another volley from the Artillery before they can reach your forces, but the handful of survivors reap a significant toll upon the first ranks of your troops before they can be cut down.

The advance has not been halted, but it has been greatly slowed, turning into a bloody slog. The streets of the crystal city run red with blood, most of it belonging to its defenders, but more than a fair share of it shed by your attackers. No matter how many suicidal slaves are cut down, more continue to stream in from across the city, their numbers seemingly inexhaustible.

Griffons are knocked from the sky by thrown spears, the chill of the Windigoes preventing them from climbing out of range. A squadron of Qilin are ambushed by a troll hiding behind a building and are crushed before they can light a spark. More than one Yak or Oni is literally buried under a tide of slaves. The Artillery fires as fast as it can, but there are too many targets, and they dare not risk hitting their comrades. Archers on both sides fire as fast as they can draw their bowstrings, their projectiles occasionally glancing against or even impacting each other in midair. The Qilin begin to restrict the use of their pyromancy after more than one flaming Equine tackles one of their less-fireproof allies, eliciting screams of panic and agony as fur and feathers catch and burn. Corpses begin to pile up, mounds of broken flesh and wrecked armor forming macabre barricades that your own forces must clamber over, some of their bodies being added to the piles in the process. Throughout it all, the Knights Talon and Knights Panther are an island of order in a sea of chaos, their orderly formations slowly but surely pushing forward despite the occasional casualty and the constant press of black-armored forms trying to stop them.

Once again, the Imperial Army finds itself stuck in a battle of attrition against a foe that knows no fear and does not tire. Truthfully, you don't know if your army will prevail in such a contest. Thankfully, it doesn't have to.

As you observe the whirling melee from a distance, the din of battle occasionally drowned out by the roar of cannon whenever the crews can get a clear shot, a Diamond Dog messenger runs up to you, his fur dusted with soil. He states that an assault tunnel leading under the Crystal Palace is nearly complete, and that, according to the testimony of the freed Crystal Ponies, it should open up into the catacombs below Sombra's throne room. You nod wordlessly, checking your sword and glancing to your wife and the three grandmasters clustered around you. The Diamond Dog contingent, the Knights Lion and a handful of elite Qilin will accompany the bearers of the Black Blades into the depths to end this war once and for all. But who to send?


[ ] Everyone? Everyone!: All hands on deck. You, Gabriella, and all three of the Knightly Grandmasters. The Shogun Tadakatsu can take overall command in your absence. While this will give you an advantage and full control over the assault on Sombra's command center, it will leave you unaware of any developments in the larger battle.

[ ] Everyone but You: It may seem cowardly, but this option will allow you to react to developments in the main assault, at the cost of giving you little control or knowledge of what is happening inside Sombra's castle.

[ ] The all Grandmaster Party: Maybe you don't want to send you Wife off on what might very well be a suicide mission into enemy territory. Maybe you want her out here so that you have another Black Blade besides your own outside of Sombra's castle. Maybe you just think that this job is better left to the Knights. Regardless, you and Gabriella will remain on the battlefield while the Knight commanders lead the charge into the heart of Darkness.

[ ] Write-In:


Sorry this took so long to get out. Had three exams over the past week, so I've been pretty busy. I tried to incorporate what aspects of the plan you guys voted for that I thought made sense given the situation and the dice rolls. Apologies if this feels oddly paced, I wanted to make the journey to the Crystal Empire and the first stage of the battle one post to make the update seem worth the wait.

There will be a ten hour moratorium to allow for discussion and plan-building. Feel free to ask questions.




The Imperial Army of Gryphus
11,680 Warriors
5830 Polearms
6115 Archers
1485 Diamond Dogs
4 Mobile Ballistae
19 Cannons
10 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
35 Knights of the Inner Circle
200 Imperial Knights
80 Squires
450 Griffons-at-Arms

The Knights Talon
1 Grandmaster Colombroni Pigeonio
27 Knights of the Inner Circle
212 Imperial Knights
89 Squires
376 Griffons-at-Arms

The Knights Panther
1 Grandmaster Adrian Dawnquill
32 Knights of the Inner Circle
217 Imperial Knights
66 Squires
292 Griffons-at-Arms

Neighponese Expeditionary Force
1315 Qilin Fire Warriors
14 Pyro-Masters
22 Armored Oni
126 Oni Brawlers
35 Kitsune Illusionaries
25 Tanuki Tricksters
10 Cannons
5 Fire Mangonels

Yak Volunteers
742 Yak Chargers
 
The Crystal Invasion, Part 3


You march forwards through the cramped, hastily excavated tunnel, just barely big enough to accommodate the hundreds of fighters forced to squeeze themselves through the tight space, shrouded in complete darkness barring the rare lantern or flicker of flame summoned forth by the Qilin. But most of those are at the head of the column that composes this subterranean strike force, far from your squinting eyes at the rear. Though the Grandmasters could not object to you accompanying them, you had reluctantly agreed to their suggestion that you be among the last to enter the tunnel and exit into the catacombs beneath Sombra's fortress. This way, if something went wrong, you'd be in the best position to escape and continue to lead the Empire. If there's something waiting for you at the end of this tunnel, the Grandmasters will be the first to face it.

Gabriella walks beside you, one of her wings or taloned hands occasionally extending a bit to make contact with you. Whether this is to reassure you or her, you don't know, but it brings you comfort to know that the one you love is by your side. Just in front of the two of you, the clip-clop of their hooves serving as a constant reminder of their presence, the three Crystal Ponies who had volunteered to serve as guides through the castle walk towards the home of their oppressor. You have to commend them for their bravery. Most Crystal Ponies can't even say Sombra's name without flinching, and yet here these three were, returning to their former home with an army on their side, intent on bringing an end to the Shadow King's reign and freeing their fellow Equines from his control...one way or the other.

You don't know how the battle raging above is going. The only indication of the status of the rest of your army is the occasional vibration or rain of dust whenever a cannonball strikes the ground above you. You trust in the Shogun and every other warrior on the field of battle to hold Sombra's attention while your smaller force moves to stab at the heart of the beast. You only hope they can manage to hold their own.

(Infiltration: 88)

After what feels like an hour but is in reality only a few minutes, you finally reach the end of the tunnel, the other members of the strike force assembled beyond it already taking up defensive positions in front of you and their escape route. True to the word of your Crystal companions, the tunnel has led straight into the heart of the catacombs beneath Sombra's castle.



You're honestly surprised at how spacious it is. Even though it's undeniably a basement, it's still recognizable as the basement of a palace. In fact it's so well done you could easily mistake it for the palace of some subterranean king all its own. Tall, vaulted ceilings, wide open rooms with equally wide halls connecting them, numerous glowing crystals growing out of the ceiling or walls providing illumination without fire...you can already see a few Diamond Dogs scattered about the chamber you're in thinking about how they might imitate such an architectural style. Underground cities...something to think about...later.

By a stroke of luck, the chamber you've entered is both unoccupied and massive, large enough to accommodate most of your forces, the remainder taking up positions in the three hallways leading out to the rest of the catacombs below the Crystal Palace: one leading South, one leading West, and one leading East.

Your Crystal guides take a quick look around the room and shake their heads, apologizing for their ignorance and telling you that they've never seen this part of the catacombs, theorizing that you are in the deepest reaches of the underground labyrinth that only Sombra himself frequented. The few Crystal Ponies that did venture into this part of the underground on his orders never returned to the surface. They insist that, once you reach more recognizable sections of the catacombs, they can lead you straight to the Throne room or wherever else you may wish to go.

You nod, pondering the situation for a moment as the leaders of the strike force gather around you for orders.



You are in the lowest reaches of the Crystal Catacombs. Sombra does not seem to be aware of your presence. The battle still rages outside, but you have no way of knowing how it is proceeding. There are three unbarred paths before you. What orders will you give?

[ ] Write In


Strike Force Composition
Garrick Golden-Feather, Emperor of Gryphus
Gabriella Golden-Feather, Empress of Gryphus
Grandmaster Colombroni Pigeonio
Grandmaster Adrian Dawnquill
Grandmaster Konrad Hardbeak, "The Kingslayer"
35 Knights of the Inner Circle
200 Imperial Knights
80 Squires
450 Griffons-at-Arms
5 Qilin Pyro-Masters
200 Qilin Fire Warriors
1485 Diamond Dogs



Had to use a flowchart app to create a dungeon Map from scratch that wasn't randomly generated. Not ideal, but better than trusting my mouse with MS Paint. It tells you what you need to know at least. There will be a six hour moratorium to allow for discussion and plan construction. Feel free to ask questions if you have them.

I promise I'll be a bit faster getting these updates out, seeing as how they're not that big.
 
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The Crystal Invasion, Part 4
The Strike Force is divided into three groups of roughly equal size, each one sent down one of the three paths open to you, coils of rope unwinding behind them to act as a guide back in the event Sombra has any magical tricks or disorienting traps hidden away down here. Gabriella accompanies The Kingslayer in his journey North, the other Grandmasters splitting up to take the Eastern and Western paths. It pains you to see her go on without you, and you know she feels the same, but she's a ferocious fighter that will be sorely needed in any engagement, and you need to stay behind to coordinate the actions of all three groups.

At the insistence of your subordinates, a handful of fighters stay behind to act as your bodyguard. You personally wonder if it's really necessary, but you aren't ashamed of admitting that you don't want to be left alone in the entrance hall. You think it's just your imagination but you swear you can see the shadows flicker out of the corner of your eye. The free Crystal volunteers split up to accompany the exploration parties, taking up the rear for safety's sake, promising to point out any familiar routes or locations that might lead to the surface.



Despite all attempts at stealth, none can stop the ground from shaking as hundreds of feet march off down the unusually wide and tall hallways, their footfalls echoing loudly off the stone. The vast size of these catacombs worries you the more you think about it. Aesthetics were one thing, but one did not carve such vast pathways through the Earth for the sake of appearances alone. Especially not someone like Sombra. What could necessitate such oversized tunnels?

Not long after the groups depart, the sound of their footsteps just barely audible, shouts and bestial roars echoing through the catacombs herald an answer to your question. A messenger from the Eastern Path brings news even as the cacophony of combat grows louder.

The chamber to the East is a massive Troll Den, housing dozens of the beasts. And your soldiers had just marched right into the middle of it.

This at least solves the mystery of where Sombra has been getting his latest shock troops: he's been breeding them. Treating the dangerous beasts like livestock, destined for the frontline rather than the chopping block, using his magic to keep them pliant and submissive to his will. If his creations weren't currently trying to crush your troops for trespassing on their territory you'd almost be impressed by the sheer audacity of the whole thing. As it is your troops are having difficulty combatting the behemoths in such tight quarters, their maneuverability advantage negated by the lack of room to dodge the charges of the enraged beasts.

(East Path Combat: 74-10(Defending their Den)+10(Garrison Artillerygriff's day Omake)=74)

Thankfully, by some small miracle it seems that almost all of the Trolls that would otherwise be in their den are outside fighting off the main assault, leaving the Den's defenses severely depleted. Only a single bull, a talon-full of females and a few dozen juveniles are present. But this does little to make the task of the Eastern Force any easier. Even a juvenile troll is large and strong enough to pose a significant threat, and the berserker rage brought on by an invasion of their home prompts them to fight with a ferocity that no amount of Sombra's magic could hope to replicate.



They crash into the lines of armored troops with tremendous fury, pummeling away at Qilin, Dogs and Griffons alike, disregarding the stinging cuts and weeping wounds delivered by the lances, swords and axes of their diminutive prey as their monstrous strength shatters bones, pulps flesh and crumples armor. But for every soldier they crush underfoot or swat from the air, three more swiftly take their place, as reinforcements continue to stream in through the entrance to the chamber.

Ironically, or perhaps logically, the Bull goes down first, Grandmaster Dawnquil flying like a bolt from a ballista to bury his sword up to the hilt in its forehead before flying along the length of its skull, dragging his blade along with him as he carves a furrow through its brain matter. By the time he breaks away, his Orichalcum sword dripping with ichor, the monstrous creature's brainpan has been neatly bisected down the middle, the beast collapsing with a groan as it crushes several of its offspring under its bulk.

The females are slightly smaller than the bull, but they are greater in number, and fighting to defend their young. But between dozens of Fire Warriors and a pair of Legendary Pyro-Masters, your soldiers swiftly learn that not even their berserker rage can overcome their instinctual fear of fire, nor their panicked reactions to being set alight. Their shrieks are clearly audible from your distant post, and their panicked flailing kills yet more of their young. Finally, the bellows of pain and panic die down as the crisped monsters finally die...leaving only the juveniles behind.

Even a juvenile troll can kill. As strong and durable as bears with few flight instincts and a thirst for blood, dozens of the creatures throw themselves against the armored bulwark of the Diamond Dogs and Knights Lion. There is no strategy, no coordination in their attacks, merely the blind, panicked berserker rage of threatened beasts with nothing left to lose. And though more than a few of your own are brought down by their determined assault, the beasts stand no chance against the steel of your army.

Shortly after the last troll falls to the ground dead, the chamber is declared clear. The bodies of the dead are ferried back to the entrance chamber alongside those too injured to carry on, and after a brief rest period Dawnquil's party continues onwards.

(North Path Combat: 83-10(Eldritch Foe)=73)

Meanwhile, to your North, Gabriella and Hardbeak are also engaged in a pitched battle, this time against a particularly large and aggressive example of Sombra's Shadow Beasts.



What had at first appeared to be a pool of dark liquid in a basin carved into the floor had suddenly and violently surged upwards, sprouting countless eyes, mouths and tendrils, lashing out at those that dared to intrude upon its domain. Sharp tendrils pierce armor like pikes, grasping hands swat airborne Griffons from the air, gaping jaws filled with hundreds of needle-like teeth abruptly take chunks out of those that get too close, and the otherworldly shrieks of the arcane abomination send even the most hardened of veterans into a panic as their mundane weapons pass through the creature as if they were striking at empty air.

Thankfully, Hardbeak and Gabriella, possibly the two people in the Empire most qualified and best equipped for the task, are there to fight it. With their Orichalcum blades, they hack away at the abominations many limbs, the severed appendages falling to the stone floor and melting into puddles of goo, the Shadow beast now shrieking in pain as it's very essence comes under attack. The beast withdraws, drawing back in on itself as it assumes a more defensive posture...then the Qilin unleash coordinated blasts of fire.

Even as far away from the fight as you are, the blood-curdling scream of the beast hurts even your ears.

Gradually, the abomination's death throes begin to die down, and its remains sink into the very pool it emerged from. The survivors press onwards, giving the pool some suspicious glances and wide berths as they continue on to the next chamber. Hardbeak stations some Qilin behind to "make sure it stays dead."

Meanwhile, things initially go much more peacefully on the Western approach. The first chamber Pigeonio's group enters contains nothing more than beakers, flasks, books and blackboards filled with mysterious substances and arcane scribbles. You assume this to be a laboratory for Sombra's personal use.



The brain birds back home would have a field day with this...but that will have to wait until after the battle is won. After thoroughly checking the room for hidden traps, Pigeonio leads his group further into the catacombs.

At first glance, the next room appears to merely be a continuation of the first: blackboards, magical instruments and desks weighed down with piles of crystals adorn the space. Thus lulled into a false sense of security, the exploration party is caught off guard when several lumps of stone levitate off the desks and begin flying through the air, meeting in the center of the room and merging into a golem!



This golem is very unlike any you or yours have encountered before. Bipedal, compact, almost draconic in appearance...and in function, as it's first act upon being "activated" is to open its maw and unleash a stream of magically produced flames, incinerating an entire squadron of unfortunate Diamond Dogs.

(West Path Combat: 60-10(Magic Attacks)+15(Where Water, Drink and Love Flows Omake)=65)

What follows is several minutes of panic, chaos and confusion as your soldiers try to avoid the attacks of the crystalline combat construct as it proceeds to set fire to every bit of wood in the room, using its flames to full effect. The dogs fall back as the Knights form a shield wall, the metal glowing from the heat as the Qilin pop their heads out of cover to launch fire blasts of their own, more than one of them being burned alive for his trouble as their flames seem to splash off the stone skin of their opponent.

This stalemate is broken when Grandmaster Pigeonio, in a fit of desperation, chucks his sword like a javelin into the golem's "mouth"...causing it to explode like a fire cocktail, it's inner workings disrupted by the Orichalcum blade. As the Knights beat their wings to clear the smoke, the Grandmaster retrieves his sword and proceeds to stab each and every chunk of minerals in the room, be it the remains of the golem or a simple stone sitting on a desk.

As he does so, a Squire notices a small hatch in the far wall with a mound of Crystals beneath it: a mineral delivery chute leading up. None of the Knights or Qilin could hope to fit through it...but a few of the smaller dogs might be able to...if they ditched their armor. The Crystal Pony accompanying the group states that he thinks he knows where the chute ends up above: a maitenance room, not far from the throne room.

As a messenger relays this info to you, another two arrive bearing news from Hardbeak and Dawnquill.

The Northern contingent have stumbled across a very large and imposing door that practically screams "Sombra's Vault".



They're experiencing difficulties getting into it though. The flames of the Qilin fail to even heat the stone, the Dogs can't dig underneath it, and while the Orichalcum swords have suppressed any magical traps by their mere presence, they aren't enough to force it to open. Curiously, there doesn't seem to be a keyhole...and there's something seriously off about the gargoyle above the door...as evidenced by the fact that when their Crystal Guide looked at it he started screaming in primal terror, to the point that he had to be restrained and dragged out of the room before he regained his senses. He claims to have no recollection of even seeing the door. Perhaps the lock is magical in nature, and can't be opened when Orichalcum is present?

On the other wing, the Eastern Contingent, after picking their way through a room filled wall to wall with bones...bones with teeth marks and distinctive Equine features...they find a stairwell, which their Crystal Guide states leads to the upper levels of the catacombs, just below the ground floor of the castle.

Your forces have explored the lower catacombs and pacified any resistance. Sombra is likely now aware of your presence. What do you do now?

[ ] Safe-Cracking: Whatever is in that vault is valuable to Sombra, and thus valuable to you. Have your troops assume defensive positions while you try and figure out a way to get it open.

[ ] Press Forward: You can try to crack open the Vault later. Right now you've got a Mad King to kill. Gather up your soldiers and head up the stairs before Sombra can rally a defense.

[ ] Write-In


There will be a 10-hour moratorium to allow for discussion and plan building. Feel free to ask questions.


Entrance Hall
Garrick Golden-Feather, Emperor of Gryphus
50 Griffons-at-Arms
85 Diamond Dogs

Northern Path
Grandmaster Konrad Hardbeak, "The Kingslayer"
Gabriella Golden-Feather, Empress of Gryphus
1 Qilin Pyro-Master
10 Knights of the Inner Circle
67 Imperial Knights
28 Squires
129 Griffons-at-Arms
68 Qilin Fire Warriors
459 Diamond Dogs

Western Path
Grandmaster Colombroni Pigeonio
2 Qilin Pyro-Masters
12 Knights of the Inner Circle
63 Imperial Knights
22 Squires
123 Griffons-at-Arms
59 Qilin Fire Warriors
427 Diamond Dogs

Eastern Path
Grandmaster Adrian Dawnquill
2 Qilin Pyro-Masters
11 Knights of the Inner Circle
58 Imperial Knights
21 Squires
126 Griffons-at-Arms
61 Qilin Fire Warriors
431 Diamond Dogs


 
The Crystal Invasion, Part 5
You send the messengers back with new orders: prepare to defend. Pigeonio and his forces move to link up with Dawnquil, who is doing what he can to fortify his position at the bottom of the stairwell. Diamond Dogs try to be respectful of the bones of the dead, gently shifting the remains of the long-deceased Crystal Ponies as they hastily erect an earthen berm to serve as a barricade, the Knights and Qilin taking cover behind it. You head deeper into the catacombs, gingerly stepping around the dark pool of ominous liquid, still guarded by several Qilin, as Hardbeak and most of his troops rush past you to add their own strength to the defense.

After forcing your way through against the flow of armored warriors (a act made easier both by your status as Emperor and the fact you're built like a brick) you make your way into the chamber containing the entrance to the Vault, Gabriella and a few remaining soldiers waiting there for you. Your wife gives the briefest flicker of a smile (amused or relieved, you're not sure. Perhaps both) before schooling her features and gesturing to the almost comically grandiose and menacing door.

"Well beloved, any ideas? I've picked a few locks in my day but this thing doesn't even have a key hole."

She gives the gargoyle a wary look.

"And I think there might be some extra security on top of that. I swear that thing keeps giving me looks."

Sure enough, the stone sculpture appears to almost move in the flickering light out of the corner of one's eye. You give it and the door a good once-over as you walk closer to your wife. This whole place is...off. You feel anxious, on-edge. More-so than you'd expect to feel in such a situation. Part of the magic defenses? No matter, just another obstacle to overcome.

You tear your eyes off of the door and turn to your wife, unsheathing your sword and handing it to her hilt-first. You take a breath, trying to put on your most serious face as you brace yourself for an argument.

"I have an idea for how to get the door open...but I'm going to need the Orichalcum swords out of the chamber. If the locking mechanism is magic I'll have to let it play out."

Gabriella takes the sword with a raised eye ridge.

"Alright, fair enough. I'll leave our swords with the Knights and we..."

You cut her off.

"No. Just me."

You sigh at your wife's incredulous look.

"There's no telling what will happen once the swords are no longer suppressing the magic. If I'm wrong and this sets off a death trap of some kind, a trap I might not be able to escape from..."

You put a taloned-hand on your wife's shoulder, staring her in the face as you speak with conviction.

"At least one of us needs to walk out of here alive. The army and the Empire can't be left leaderless...and our children can't be left orphans."

Gabriella stares at you silently, and you brace yourself for a verbal tirade. But it doesn't come. Instead she suddenly grabs you by the breastplate of your armor and pulls you into an embrace. As she speaks, though she tries to be stoic, she can't hide the undercurrent of uncertainty in her tone.

"I am not happy about this. But I know better than to argue with you."

She pulls away, one of her taloned hands grasping yours as she gives you one of the most intense gazes of your marriage.

"You stay alive...you hear me? I'm not ruling the Empire or raising our children alone. I'll drag you back from the afterlife if I have to."

Despite the circumstances, you can't help but smile. It was times like these that reminded you why you'd married her. You nod, reluctantly letting go of her talons as she turns and leads your bodyguards out of the chamber. Once the room is empty save you, you walk to the door...and look back up at the Gargoyle.

There is a paradoxical flash of darkness, and everything goes black.

You can't see, hear, move or speak. A paralyzation spell? Did Sombra put a cockatrice's eyes in the Gargoyle's sockets? No...you can still sense your heartbeat, you haven't been turned to stone...so what is happening?


..................


Suddenly, the effect fades. Your vision and control of your body returns. You shiver and stretch your limbs, cautiously peering back up at the gargoyle out of the corner of your eye. Nothing happens. Nothing's changed. The door is still closed.

You sigh. Now what?

As you ponder your next step, you realize that, though your hearing has returned, you don't hear anything from elsewhere in the catacombs. No echoes of metal on metal, no shouted orders, no footfalls on the stone floor, not even the slightest whisper.

Something is wrong. There are hundreds of soldiers in these catacombs, it should not be this silent.

You turn and fly back down the hall, back to the entrance tunnel. You pass the Black Pit, empty and unguarded. You arrive in the massive central chamber to find it equally empty. Now in a near-panic, you fly through the rest of the catacombs. Nothing. No soldiers, no trolls, no bones, not even scuff marks on the damn floors! And it's unnervingly, oppressively silent, the only noise being the beating of your wings and the creaking of your armor joints.

Thoroughly freaked out by this point, you rush back down the entrance tunnel you'd entered the catacombs through. Perhaps Gabriella and the Knights had fallen back? But then where were the bodies? Why had they left you? What was going on?

Then you emerge from the tunnel...and behold a nightmare.

Corpses. Mountains of them. Griffons, Qilin, Yaks, Dogs, Crystal Ponies...every race is counted among the dead, tens of thousands piled atop each other to the horizon, their spilled blood intermixing into a sea of red. You stare uncomprehendingly. What had happened?

Your heart nearly stops as you realize most of the dead have no armor...no uniforms...civilians. What were they doing here? How did...

You freeze. There, atop the largest mound of bodies, is Gabriella. You are by her side in an instant.

"Gabriella!"

She doesn't respond. She can't. The blood-soaked hole in her breastplate, large enough for you to shove your fist through, shows why.

For the first time since the death of your parents, you break down and weep.

Through your tears and sobs, you spy a sword, twisted out of shape.

It will have to do.

With a trembling grip, you reach out to take hold of it...

(Snap Out of It!: 81)

And suddenly find your head tilted, a stinging pain in your cheek and a ringing in your ears.

"Wake up damnit, you're freaking me out!"

You blink, struggling to get your wits about you as you realize that Gabriella is A: alive and B: shaking you violently. You also notice that you're sprawled out on the ground in front of the vault door, clutching a sharp-edged shard of crystal...sharp enough to pierce flesh.

Once you've gotten over the rush of conflicting emotions (relief and joy at your wife being alive followed shortly thereafter by unyielding rage as you realize what just happened), and once Gabriella is sure you're not going to kill yourself or lapse back into a magically-induced daze, you take notice of the echoing din of battle elsewhere in the catacombs. It seems the shadow king has finally taken notice of your presence.

(Fighting in the Underdark: 73+5(Defensive Position)=78)

Gabriella fills you in. Though you'd only been under Sombra's spell for a few minutes, that had been enough time for a mob of crystal slaves to come pouring down the stairwell and slam against the Knights, Dogs and Qilin and their defensive line in the "bone pit". The battle still raged as you spoke, but from what Gabriella could tell you, while your forces were holding, they were taking some casualties. They couldn't hold out forever. So intense was the fighting there that she had dispatched nearly all of the soldiers in the catacombs to the site of the battle, leaving the two of you to try and open the vault yourselves.

Before you can respond to this news, the vault door begins to emit an ominous groaning noise as it ever so slowly begins to open. You exchange a confused look with your wife and shrug. You weren't about to question a stroke of good fortune...though you were of course wary of a trap...especially given what had just nearly happened to you.

And so, with blades drawn (regular steel, Gabriella having left the Orichalcum blades outside the chamber in accordance with your instructions) an Emperor and Empress enter the innermost sanctum of Sombra's Palace.

At first, you're confused. There are no mounds of gold, no piles of gemstones, no imprisoned royalty. All that's visible is what appears to be some kind of altar, carved of dark, almost light-absorbing rock, strange and indecipherable symbols carved and etched into its surface. Upon it rests nothing but a single tome, it's binding a patchwork of different materials and worn with age.

You're hesitant to approach it. You'd already triggered one nearly-fatal trap, you weren't about to go and set off another.

Gabriella has no such compunctions, marching right up and flipping open the book, revealing pages filled with odd symbols and words written in a language neither of you have ever seen before.

Despite your concerns, no traps are triggered.

You feel disappointed. Is this it? An old spell book that you can't even use? This is what you nearly died for? You sigh, glancing up towards the ceiling...and spot the heart-shaped hunk of crystal suspended in mid-air by chains that practically radiate dark magic.

You blink. Well...that's more like it.

As you and your wife take flight to inspect the object more closely, you begin to notice even more odd details about the thing. For starters, while it's wreathed in dark magic emanating from the chains surrounding it, it's center faintly pulses with a just-barely perceptible white light, briefly pushing back the darkness around it before it is obscured again. Was this what the Crystal Ponies had told you about? The power that Sombra feared?

As if in answer to your question, a menacing hiss from above heralds the Dark King's arrival, his amorphous form phasing through the ceiling in a dark cloud, red eyes blazing with fury.

"̢͓G̡̙̳͈e̱̮̳̗t̹̥͓̘͇̫̰ ͖̱̰̲a̯̜͉w͉̰ͅa̱̦̲͖y͉͈͖͚ ̙̹̥͚̬̗f̠̻͇̭r͡ǫ̫̤̹̘͙͈̝m̧̰ ͕̝̤͙͍̺̩t͖h̤a͓̠͘t҉̜̣̣͖̞̫̘!̻̻̦͉̗͇̮"̡̼̯̥͓̗̖̝



(The Power of Love: 81+20(Maxed out Spousal Relationship)=101)

As the Shadow Sorcerer descends upon you, a look of rage on his face, the heart suddenly pulses with light, bright enough to pierce through the cloak of dark magic strangling it. Sombra halts, eyes wide with fear. An emotion you're starting to feel a little of, as the chains binding the crystal artifact suddenly disintegrate, leaving it floating suspended in mid air as it begins rapidly pulsing with energy. Sombra actually turns to flee when the heart starts spinning like a top, it's luminescence now almost blinding in its intensity. You and Gabriella lock hands. You had no idea what was happening, but whatever happened you'd face it together.

Then, an explosion and a massive flash of light.


................


You awake to a paw on your shoulder roughly shaking you awake.

"Boss! Alpha! Wake up!"

You eyes blearily take in the concerned visage of a Diamond Dog, one of the few specifically designated as messengers. Eyes wide, you turn your head...and sigh in relief at the sight of your Wife laying next to you. Despite having apparently fallen from a great height, neither of you appear to be injured in any way. The dog draws your attention back to him.

"Boss, Knights say that all the ponies have stopped fighting! What we do now?"

As you whirl your head back around to face the giver of this odd piece of news, you catch sight of a Crystal Pony, who you recognize as one of your guides, out of the corner of your eye, and are dumbstruck by his appearance. Namely, the fact that his fur coat seems to have become crystalline. He's smiling, something you don't think you've ever seen a Crystal Pony do before, tears running down his face as he stares up at the Crystal Heart, still floating in the center of the chamber and glowing with magic.



"It's over. We're free. Everypony is free."

You could hear the cheers erupting from thousands of throats, both within the catacombs and even from those on the surface, their volume seeming to shake the earth itself.

It would be hours before things could be explained to you by some of the more "in-the-know" former slaves. They would tell you of the nature of the Crystal Heart, the destruction of Sombra and all of his crystal creations, the sudden retreat of the Windigoes, and the simultaneous liberation of every living Crystal Pony.

But right now you don't know any of that. You just know that the battle has been won, and that your Wife is ok and by your side. And as you take her talon in yours as she begins to stir, that's all that really matters.


Crystal Invasion: Victory! All Crystal Ponies Freed, Crystal Heart and Mysterious Tome Acquired, Crystal Empire Liberated.

Imperial Army of Gryphus

9,873 Warriors
4975 Polearms
5987 Archers
1286 Diamond Dogs
4 Mobile Ballistae
19 Cannons
10 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
29 Knights of the Inner Circle
171 Imperial Knights
66 Squires
387 Griffons-at-Arms

The Knights Talon
1 Grandmaster Colombroni Pigeonio
22 Knights of the Inner Circle
189 Imperial Knights
76 Squires
323 Griffons-at-Arms

The Knights Panther
1 Grandmaster Adrian Dawnquill
27 Knights of the Inner Circle
190 Imperial Knights
49 Squires
239 Griffons-at-Arms

Neighponese Expeditionary Force
12 Qilin Pyromasters
1162 Qilin Fire Warriors
16 Armored Oni
97 Oni Brawlers
35 Kitsune Illusionaries
25 Tanuki Tricksters
10 Cannons
5 Fire Mangonels

Yak Volunteers
684 Yak Chargers



I've realized why I made this a CK2 Quest: I'm terrible at writing scenes like this. I really don't think I did this whole thing justice, which was part of the reason this segment took so long, but I wanted to finish it up so we could get back to regular turns.

A Rumor Mill will be out soon detailing the aftermath of the victory in further detail.

In the meantime, here's some info to explain what just happened:
The locking mechanism on the door to the vault was a spell designed to place anyone trying to open it in an illusion that would make the target believe their worst nightmare had become reality, to the point that the only thing that they could conceive of doing was to take their own life. Garrick escaped it due to the timely intervention of Gabriella with some unknowing help from the Crystal Heart. Everyone who tries to enter the vault has to go through the illusion. Yes, even Sombra. He's already faced his worst nightmare...that was the day he realized he wasn't a pony.

Which brings me to the Crystal macguffin. I wasn't planning on it being the "instant win" device it was in Canon, but then you rolled high and had a great relationship with your spouse, so it became OP. As to why the Crystal Heart defeated Sombra now and not earlier...well, with Sombra's activities leaving it incapable of harnessing the power of love from the Crystal Ponies, it couldn't. Not until an army with a love of country and a couple with an unshakeable bond showed up right outside its door. That gave it all the power it needed to take down the greatly weakened Sombra.

As for Sombra himself...you found a dark stain on the wall he'd been trying to phase through when the shockwave hit him, and every spell he'd cast or been maintaining ceased to be when the "Heart-Wave" enveloped the Crystal City. Everything that could have contained a fragment of his essence was either purged or outright destroyed. You're pretty sure he's dead, but since you technically don't have a body to bury you can't be completely certain.

The Crystal Heart only defeated Sombra and freed his slaves, it didn't magically revitalize the land or remove the years of mental trauma. That's something you're going to have to take care of yourself. Magic macguffins can only take you so far.

Please let me know of any edits that could be made to improve the quality of this post. I promise I'll get back my writing back up to snuff once we return to regular turns.
 
Turn 17 Rumor Mill
End of a Dark Age: Celebrations break out across the known world, from the steppes of Yakyakistan to the Cities of the Empire to the shores of Neighpon, peoples of every race, class and creed rejoice at the news of Sombra's final defeat and the liberation of the Crystal Empire. Already stories of the battles of Redstone, the Peregrines, and the Crystal Keep are passing into legend, growing ever more mythical and exaggerated with each retelling. You are certain that the war will be an event talked about for generations, a defining moment for the Empire and its neighbors.

Konrad Hardbeak is being hailed as the war's greatest hero, much to his consternation and despite his protests that he wasn't really responsible for the "final death" of Sombra. This does nothing to stop him from being idolized by the public. You personally think it's because "thus the hero Hardbeak slayed the Shadow King three times over" sounds a lot better than "and so the Scary Pony was vaporized by a shiny rock he'd been hiding in his basement." Indeed, while the Crystal Heart and its role in ending the war is publicly known, most choose to focus upon the heroic efforts of the tens of thousands of sapients who fought and bled to lay low a tyrant. You are of course not spared from such adoration, though your role in the stories is more that of a steady hand of leadership or a stoic commanding presence rather than a legendary fighter. You're more than ok with that.


The Crystal Conundrum: Of course, though Sombra is gone, the mess he left behind still remains. Though the Windigos have been banished, the lands of the Crystal Empire remain barren and infertile. It's limited infrastructure has been ravaged by war, its population deeply traumatized and scarred by Sombra's reign. After decades as slaves and prisoners in their own bodies, none are capable of stepping forward to lead their people. Once the joy of freedom has passed, a universal feeling of uncertainty grips the former servants of the Shadow King. Most now look to their liberators for guidance and assistance as thousands of Crystal Ponies are forced to relocate to the Griffonlands or Neighpon to avoid starvation, their homeland incapable of supporting even their greatly reduced population, those who remain behind relying primarily upon food exports from the North as they struggle to re-establish their meagre agricultural base.

Already there is much debate within the halls of power as to how the situation should be resolved. Should the Crystal Empire be reformed into a new nation? If so, what sort of nation should it be? What will it's relationship to its neighbors be? What of the thousands of Refugees who already call the Griffonlands home? Should the Empire simply annex its newly pacified neighbor, or leave it to fend for itself? And not least of all, what is to be done with the Crystal Heart? There is no consensus among the public or the Imperial Leadership, nor a clear right or wrong answer.


Forged in the Fires of War: There is no question that the Winter War has had a great impact upon its participants. Every race, every nation and clan and class was affected by the conflict. The Yaks learned the horrors of true war, and became aware that the world beyond their homeland was both very big and very dangerous. The varied races of Neighpon were forced to reevaluate their differences and rivalries in the face of a mutual threat to their freedom and existence. And Gryphus? The nation that fought and bled and suffered the most at the dark hoof of Sombra, the nation that served as a bulwark against his cruel ambitions?

The Empire of Gryphus went from a collection of fiefdoms loosely affiliated by virtue of a shared history to a unified nation under a centralized authority. It's people, once divided along cultural, economic or racial lines, are now united in the face of a dangerous outside world. The demand for material to fuel the Imperial War Machine has led to a massive increase in agricultural and industrial output and the creation and spread of numerous revolutionary innovations. Though countless lives have been lost, some dare to say that the Empire has emerged from the war stronger than it was before.

This has not gone unnoticed by its allies. The Yak reformists point to the victory, growth and continued prosperity of their western neighbors as further proof that their nomadic lifestyle is unsustainable, and the Neighponese who fought and bled alongside Griffons and Dogs have come to respect and be interested in these mainlanders. Already the Dragon Emperor Kōryū Ryuō has expressed an interest in forming a more formal alliance between the twin empires, hoping for a reliable ally against unknown foes yet to be encountered. Regardless of its consequences and aftermath, the Winter War will surely be remembered as a defining moment in the History of the Empire of Gryphus.

 
Turn 18: A Post-War World
You slowly but deliberately place a comforting talon upon the back of the Crystal Pony, curled up into a fetal position and shivering. The Equine flinches instinctively, cringing inwards on himself as he screws his eyes shut. You rub his back in what you hope is a comforting manner, and he relaxes almost infinitesimally, though his shakes do not cease. It's not much, but it's a start.

You'd made the decision to visit one of the "mental care facilities" established to take care of the most traumatized of Sombra's former slaves, it's inhabitants so scarred by their experiences under the Shadow King that they aren't capable of functioning independently. Though these are the most extreme cases, almost all of the refugees within your lands are suffering some form of mental or emotional trauma. One last curse from the mad sorcerer that no amount of Orichalcum can remove. This is the biggest hurdle facing them, more difficult than even rebuilding their homeland. You have of course pledged support and funding for facilities such as these, and already your advisors have been throwing around some ideas as to how to resolve the situation and provide mental care to the thousands of refugees now living within your borders. But at this point it's all theoretical.

You sigh, glancing to your son Gawain, who stands watching from the doorway of the patient's room. Were he not your son, you would mistake his face for a mask of stony indifference. Years of chess and games of strategy have made him a master of concealing his emotions. But his eyes betray him. He is shaken by what he's seen today.

You had brought him here as part of your ongoing efforts to educate him on the duties of an Emperor, to help him understand the gravity and importance of every decision that a person with your authority is expected to make. You didn't want him to think that rulership was all gilded thrones and glorious battles. These ponies, though they were not Griffons or even necessarily Imperial Citizens, were under your authority, and thus their well-being was your responsibility. The war may be won, but the fight isn't over.

You silently gesture your son forward, urging him to join you. He does so, his calm facade cracking as he takes in the numerous scars on the freed slave's body. By the time he joins you at the patient's side you can see beads of wetness in his eyes. You say nothing, but you're glad to see he's not as stoic and jaded as he often pretends to be. You hold out the mug of water the nurse had supplied you with, and Gawain takes hold of it, offering it to the Crystal Pony.

As the shaking Equine takes a reluctant sip, you move your other talon to your son's shoulder and give a reassuring squeeze. He makes you proud every day. You know that, when the time comes, you'll be leaving the Empire in good hands.



Martial: Gustav Kingfeather, the "Old Troll Hunter" has upheld his oath to see the end of Sombra. But despite the war's end, he isn't the Griff he used to be. His joints ache, his feathers grey. There's little doubt that, despite his assurances to the contrary, he's entering his twilight years. Regardless, he is resolved to serve for as long as you need him. (Two Actions per Turn)

[ ] 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.

[ ] Licking Wounds: The War is over. After years of war, peace has finally been achieved. But there are still threats to the Empire and it's people, both the known threats within and unknown threats without. The army must stay strong if it is to continue to be the protector of the realm and its inhabitants. Hold one last recruitment drive to replace the losses sustained during the invasion. Cost: 1313 Time: One Year. Reward: Army returned to pre-Invasion Strength.

[ ] Mothball the Peregrine Line: With the defeat of Sombra, some have begun to wonder at the necessity of maintaining and garrisoning the Southern Border. There is no longer any threat of an invasion by Sombra, and any foe approaching from the South would have to pass through the Crystal Empire, which is itself a strategic obstacle due to its terrain. The costs of maintaining such an impressive series of fortifications in peacetime could prove burdensome. Some have raised the possibility of removing the garrison. It's not like the fortresses will crumble overnight. The battlements can always be repaired and re-occupied when needed. Cost: 0. Time: One Year. Reward: Peregrine Line mothballed and will no longer require upkeep. May be reactivated at a later date.

[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is. Though the war against Sombra has depleted both the fighting age population and the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.

[ ] The Great Hunt: While the greatest external threat to the Empire (that you know of) has been dealt with, the internal threats still remain. Trolls, Manticores, Hydras, Chimeras, Cockatrices, Feral Diamond Dogs and common bandits infest the lands of your Empire, and their numbers have only been growing while you have been occupied with Sombra. Local militias and the Knightly orders are enough to protect settlements, but few are comfortable with the fact that roughly half the land within your borders is dangerously infested with monsters. You have no shortage of veterans willing to get their talons dirty. Gather the full might of the Empire and purge the land of these dangerous beasts. Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%

[ ] We are the Imperial Navy!: First Brochard, then Sombra. Your people have fought two great threats to a standstill in the air and on the ground...but you've yet to face an enemy upon the sea. Your current fleet of ships, while sufficient for patrolling your waters, is woefully inadequate for the task of projecting power beyond your own shores. The Neighponese have a navy of over a hundred ships for crying out loud! You could rely upon your Eastern ally to protect you on the seas...but wouldn't it be better to stand on your own? Start construction on a fleet of ships worthy of the Imperial Banner. Time: Two Years. Cost: 800. Reward: +20 Warships (Cogs) added to Imperial Navy.

[ ] The New Guard: Gustav Kingfeather, your Marshall for nearly two decades, is considering retirement. He's certainly earned it, after guiding you and the nation through two wars and forging the Imperial Army into what it is today. His replacement will have big shoes to fill, but after the Winter War there's no shortage of experienced officers. Time: One Year. Cost: 0. Reward: New Martial Advisor, New Actions Unlocked.

[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.

[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.

—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.

—[ ] Far East: On rare occasions, wreckage of ships unknown to the Qilin will wash up on the shores of Neighpon, evidence of lands and peoples beyond their own. Koryū has been pondering sending out a scouting party of his own in the near future. You're sure he wouldn't mind if some of your vessels accompanied his.

—[ ] South West: Neither the Yaks nor the Crystal Ponies know anything about the territory between them, save a few frustratingly vague prophecies from the Yak Shamans about a "land of lakes". Only one way to see if the seers are accurate.

—[ ] Far South: None of the Crystal Ponies can provide information on what lies to their South. Whether they really don't know or simply don't remember is up for debate, but it's clear that you're only going to learn by sending scouts down South. Maybe you can finally find some lands that aren't so damned cold.


Diplomacy: The end of the war and the liberation of the Crystal Ponies has left Elva with another nation to negotiate with, in addition to the Yak Clans and the Neighponese, who are still coming to grips with the post-war world. (Two Actions Per Turn)

[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from 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%

[ ] A Guiding Talon: The Yak elder councils, at the behest of the increasingly vocal Modernists, have begun to slowly adopt a more sedentary lifestyle, exchanging cloth yurts for more permanent stone and wood dwellings, erecting permanent settlements on the little arable land present in the Northern Steppes. But they have little experience with sustained agriculture or advanced metalworking, and you're sure they would appreciate some advice and assistance. Such a project would strengthen the bonds between the Clans and the Empire, and bring you a step closer towards having a strong neighbor to guard the West from any potential foe. They haven't technically asked for help, but you're sure offering can't hurt. Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%

[ ] The Gryphus-Neighpon Mutual Defense Pact: Your soldiers fought and bled alongside the Neighponese in the Invasion of the Crystal Empire. Victory over Sombra, while possible without them, would have been much more difficult. You know that the Qilin have come to the same conclusion. And you both know that another great threat may be waiting for you out in the unexplored world. It only makes sense for your Empires to sign a treaty of mutual defense, pledging to come to each other's aid when faced with foreign aggression. Time: One Year. Cost: 150. Reward: Mutual Defense Treaty with the Kingdom of Neighpon. Chance of Success: 70%

[ ] The Crystal Conundrum: The War has been won, and Sombra is finally, completely dead. But the consequences of his crimes are still felt. The Crystal Empire lies in destitute ruins, a shadow of its former self. Tens of thousands of Crystal Ponies live either on the brink of famine in the ruins of the Crystal City, or as displaced refugees within your own borders, all suffering from the mental and emotional trauma brought about by years under Sombra's rule. Clearly they cannot be simply left to struggle on their own. But what exactly should be done? Should the Crystal Empire be annexed? Re-established as a vassal or protectorate of Gryphus? Or should it be treated as simply another nation? And what of the Crystal Ponies already living within your cities? What of the Crystal Heart, an object that is both a magical superweapon and an almost holy cultural artifact to the Crystal Ponies? A great many questions need to be answered before you can begin rebuilding that which Sombra destroyed. Time: One Year. Cost:0 Reward: Resolve the ambiguous status of the Crystal Empire and the Crystal Ponies, New Actions Unlocked.


Stewardship: Frida, while as happy about the end of the war as everyone else, is too busy seeing to the housing, care and feeding of the thousands of Crystal Refugees to celebrate with her usual enthusiasm. Still, she retains her upbeat demeanor, something that you're sure brings some comfort to the former slaves. (Two Actions per Turn) One Action Locked

-Western Prospectors: The Western Frontier has a number of mines already, but the majority of its mineral wealth remains untapped. Perform a mineral survey and construct additional mines to boost the productivity and profitability of the rapidly growing province. Cost: 800. Time: Two Years. Reward: New Mines established, Increased Mining 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.

[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.

[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Time: One Year. Cost: 500. Reward: Industrial Linen Production achieved, Increased Tax Income.

[ ] Adopt a Pony Program: Thousands of Crystal Ponies inhabit hastily erected tent-cities, having been freed from Sombra before his defeat or fled the frost-blasted wasteland their homeland has been reduced to in order to escape the threat of famine. They are unsuitable for long-term habitation, and consuming vast amounts of resources for maitenance. Before anything else, these camps need to be emptied. Ideas have been passed around of a sort of "adopt a pony" program, where the Citizens of the Empire will open up their homes to these former victims of Sombra in exchange for a sizable tax cut, providing them with the care and sense of community they require while simultaneously assisting their integration into the wider Empire of Gryphus. Some Griffons and Dogs have already begun to do this on a small scale individually, but many feel that this should become an official government policy. This will of course be a significant undertaking that will require a massive bureaucracy and boatloads of funding, but it is both necessary and worth it to help those who have already suffered so much. Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Chance of Success: 65%

[ ] Refugee Relocation Program: Alternatively, there is the more conventional option of simply building lots of cheap housing and having the Crystal Ponies move into it. Its simpler and cheaper, but it won't help them integrate into the Empire or provide them with the care that the adoption program would. Still, it could serve as a good short-term solution to the refugee crisis. Time: One Year. Cost: 800. Reward: Crystal Refugee Upkeep greatly reduced.


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)

[ ] 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.

[ ] 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: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

[ ] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.

[ ] The Book: That ominous book you found in the catacombs beneath Sombra's castle is locked away in the secured archives, stored in a specially made Orichalcum lined safe. A few of the Crystal Ponies that got a look at it claim that the language used in it is one completely unknown to them, and since it was at ground zero of the "heartsplosion" it shouldn't contain any lingering traces of Sombra's magic. Despite yourself you can't help but have some lingering curiosity about it. The magic experts from Neighpon have volunteered to have a look at it, and if they exercise caution...well, who knows what they might find? Time: One Year. Cost: 100. Reward: Info on the Mysterious Book


Intrigue: Ravenburg, while happy that the war is over, sees no reason for him to relax, remaining as busy as ever. "The enemies of the Empire never rest, and neither can I." You respect his dedication if nothing else. (One Action Per Turn)

[ ] Sleeping Dragons: Koryū is a nice guy, or at least he seems to be, and the Neighponese have been steadfast allies thus far. Still, the old saying goes "trust but verify". Aside from what your fellow Emperor and your ambassador have 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: 55%

[ ] The Cursed Mountain: The River Walkers Clan has informed you of a potential site of a sizable Orichalcum deposit: a mountain recently absorbed into the territory of the rival Broken Horns Clan. The Broken Horns, for their part, claim that no deposits of Orichalcum are present within their territory. Either they're simply unaware of the existence of the deposit...or one of the Clans is attempting to deceive you. Dispatch Ravenburg' Spies to investigate. Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%

[ ] Clan Politics: With all the hubbub surrounding Sombra and the Crystal Empire, you haven't had too much opportunity to look into how the growing modernist movement has been shaking up Yak Society and the balance between the Clans. Have Ravenburg's agents investigate the political landscape of Yakyakistan, and see if there are ways you can influence it to your advantage. Cost: 200. Time: One Year. Reward: Information on Yak Politics/the Modernist Movement, New Intrigue Options. Chance of Success: 70%


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.

[ ] Son's Socialization: Gawain is brilliant, a fine young ruler in the making. He has excelled in his studies and conducts himself in a manner befitting the Crown Prince of the Empire. He also doesn't really have any friends his own age, outside of his sisters and the children of some of the castle staff, and the latter are more acquaintances than true friends. It might be time to look into introducing him to a peer group. Not only would it be good for him to make friends his own age, it might be advantageous for him to have trusted contacts in certain levels of Imperial society. Cost: 0. Time: One Year. Reward: Gawain makes some friends. Chance to develop future contacts.

[ ] Draconic Past-Time: Gwyndlyn, like her brother before her, is getting to the age where simple playing isn't enough to keep her attention. A hobby to take her interest and teach her some new skills would be a good thing to introduce her to at this point. Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.

[ ] Setting an Example: A wise Griffon once said that a leader should not ask his people to do what he himself is not willing to. Another said that a King (or Emperor, in this case) should lead by example. You're about to ask your subjects to accept the Crystal Ponies into their homes and care for them as they would fellow Griffons or Dogs. It would be hypocritical not to do so yourself. And there are an awful lot of orphaned foals...well, you've already adopted a Dragon, a Pony shouldn't be too big a deal. It may raise a few eyebrows among the nobility but you're the Emperor, you can do what you want. Time: One Year. Cost: 0. Reward: Crystal Pony Adopted.


There will be a twelve hour moratorium to allow for discussion and plan building.
 
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