Turn 18 Results
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.

-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.

Though peace is finally more than a dream, and many veterans return to their homes and waiting families, the Empire still has need of able-bodied soldiers to defend the realm and its people. The possibility of there being another Sombra somewhere else in the unknown world is a worry on the minds of many, and the beasts and brigands of the dark forests are a constant concern. As such, there's no shortage of volunteers seeking to live up to the example set by the countless deceased heroes of the Winter War. By the end of the year, your army has returned to full strength, thousands of new recruits joining the grizzled veterans already in the line of duty, each one equipped with the now standardized and state-bought equipment. +2627 Warriors, 1275 Polearms, 263 Archers, 214 Diamond Dogs. Army returned to full strength.

-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.

Kingfeather seemed almost embarrassed when he reluctantly admitted to you that he no longer feels capable of effectively managing the Imperial Military in his old age. You tell him, very matter of factly, that he's done more in his years of service than any one Griffon could reasonably be expected to do. You task Frida with throwing together a retirement celebration fit for his years of loyal service while you begin going over a list of candidates to act as his replacement. In the end, three choices stand out to you, each of which could bring a unique outlook to their post.

[ ] Gabriella Golden-Feather: While some may accuse you of nepotism, none can question your wife's qualifications. Having been the head of a mercenary company for years and assuming a leading roll in both wars, she is an obvious potential pick for your new Military Advisor.

[ ] Manfred Redbeak: While you had once considered Hardbeak an ideal candidate for your Martial advisor, it's now clear that he's far better suited to leading his Knights from the front. The Grandmaster has however recommended one of his Knights of the Inner Circle with a head for logistics and strategy, one Manfred Redbeak. Having lost an eye in the Crystal Invasion, the Veteran Knight is no longer in peak fighting shape, but is still eager to serve the Empire by applying his hard-earned experience to an advisory role. He is by all accounts the very model of a modern Knight, as virtuous as he is deadly and as knowledgeable as he is disciplined.

[ ] Sebastion Vauban: With the construction of the Peregrine Line, the rise of Artillery, the advent of practical military explosives, and Griffons' seemingly instinctual desire to fortify their settlements, it should come as no surprise that "Military Engineering" has become a field of growing importance and prestige. And one of the greatest names in this field is Sebastion Vauban. He started his career building castles for the late Brochard, and has showcased his skills as one of the lead architects of the Peregrine Line while simultaneously authoring numerous treatises on new methods of fortification and the employment of explosive weapons. He seems like a prominent candidate for Martial Advisor.


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.

-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%

Required: 30. Rolled: 60+18=78

Kōryū and his court are nothing if not receptive to your proposals, and by the end of the year the terms of a proper treaty are hammered out by Elva and her Neighponese equivalent. A grand ceremony is held in Aukland Bay, the very spot where your peoples first met each other, and where you met your fellow Emperor. As the ink of your signature dries alongside Kōryū's, you both have little doubt that this is the start of a wonderful partnership between your nations.
Gryphus now has a mutual Defense Pact with the Kingdom of Neighpon. +.5 to Neighpon Relations.

-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.

To be Continued in "The Crystal Summit"


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 will bring some comfort to the former slaves.

-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.

After two years of non-stop work, the Frontier Mining project is finally completed. Over a dozen mineshafts have been excavated and smelting operations established across the province, shipments of coal, iron, copper and even the rare bit of gold or silver now making their way out of the ground and into the great blast furnace of the Imperial Economy. Such developments have led to an even greater influx of prospectors, miners and entrepreneurs into the rapidly growing settlements of the West, boosting the local economy as much as the national economic growth rate. New mines established across the Frontier. +300 Yearly Mining 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%

Required: 35. Rolled: 75+18++15(A Visit to Griffonstone Omake)+5(Setting an Example)=113 Art Crit!

You'd instructed Frida to establish a vast bureaucracy capable of matching up refugees with host families, keeping track of who was with who, and distributing tax breaks and aid appropriately. By the end of the year, not only has she overseen the creation of a streamlined and effective office staffed by hundreds of hard-working Griffons and Dogs, but she's already begun the process of emptying out the refugee camps, months ahead of schedule.

Once again, your people surprise you with their willingness to accept outsiders into their communities. In a matter of weeks, thousands of Crystal Ponies have found homes. Measures are taken not to split up families (those that can claim to have them), and orphaned foals in particular are given special care and attention, your subjects inspired by your example of adopting one into the Imperial family. The Diamond Dogs in particular, remembering how they were accepted into the Empire, seek to pay it forward, taking in refugees by the dozen and making them "part of the pack".

Despite your worst fears, abuses of the system and incidents of refugee exploitation are few and far between and quickly hunted down, Frida's bureaucrats ever vigilant in their work to identify those seeking to take advantage of the tax breaks or "cheap labor" that the Ponies represent. Those few that dare to shame the Empire in such a manner are tried equally harshly in the courts of law and public opinion, serving as a warning to all those who would dare to consider such actions.

Frida informs you that, at the current rate, the refugee camps will be emptied completely by the end of next year, and that, though their mental scars are still present, many Crystal Ponies have begun to show signs of recovery, their overall moods brightening ever so slightly as they are accepted into the greater Empire and bond with their adoptive families. Your Steward goes so far as to state that the program may be completed sooner than previously thought, potentially ending a whole year earlier than initially assumed.

Refugee camps are emptying at a rapid rate. Action will now take two years instead of three. Will finish next Turn.


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.

-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.

The top scholars in the Empire get to work, gathering together a team of engineers and a hoard of materials to aid in their experimentation. The sounds of metal on metal, shifting gears and whistling steam form a cacophony emanating from Archimedes famous workshop, occasionally interrupted by shouted requests or bursts of colorful language from the Griffons inside. A series of rejected designs and annotated blueprints make their way across your desk, each seemingly a marvel of technology, each deemed "inefficient", "high-maitenance", "too expensive", or "unreliable". Genevieve informs you that Archimedes is convinced that this one invention will be his greatest and most influential, the foundation of his legacy. As such, he's determined to ensure that it is as perfect as he can make it. Fair enough you suppose. Will finish next Turn.

-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

An Orichalcum lined room with a reinforced door is prepared, and magic-resistant protective gear is made to ensure that Sombra's tome does not have any adverse effects upon those interacting with it. A mixed group of Griffons and Neighponese experts are selected to investigate the books contents and nature. Work is conducted slowly and carefully, an abundance of caution being deemed preferable to recklessness when it comes to anything related to Sombra. After several weeks of work, the trio of Neighponese magic experts in your employ deliver a summary of what information they've been able to gather.

For starters, the Orichalcum protections are redundant, as there is absolutely no magic or enchantments whatsoever present within the book. It seems the Crystal Heart did its job well. From a purely arcane perspective, the book is no more dangerous than any other. That is not to say it is a normal book, far from it. Close examination has revealed that the cover, binding and even a few of the pages are made from the flesh of numerous creatures, from Trolls to Chimera, along with more than a few skin samples belonging to unknown or undiscovered creatures that none can identify. As for the actual contents of the pages...the news is mixed.

At least three different distinct languages have been identified within the pages of the book, none of which are known. As such, most of what's written is untranslatable. It appears that the book was not written all at once but over the course of many years, changing hands between multiple authors of multiple cultures, each adding to the body of the overall work. The diagrams within appear to describe everything from the movements of stars and planets to recipes for potions to the physics and theory behind the building blocks of magic.

One of the only things your scholars tell you that they are certain of is what they believe to be the name of the original author of the book: Sendak.

Perhaps you'll learn more of the contents of the book in time. For now, it is little more than a curiosity. Info on the "Sendak Manuscript" gained. Potential to learn more in the future.


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.

-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%

Required: 30. Rolled: 51+13=64

The Yakyakistan political scene is rapidly growing more complicated. A few years ago all one had to worry about were the elder councils of the four major clans and their competing interests, but after their sudden and dramatic introduction to the wider world some of the younger generation of Yaks began to argue that their ancient and nomadic lifestyle was no longer viable. This so called "modernist" movement has grown in strength, and counts many veterans of the Winter War among its most vocal supporters.

In the beginning the Yak elders were keen to dismiss the movement as little more than a fad, the radical objections of the young and inexperienced. They had upheld their traditions for thousands of years and survived the reign of Discord. Why should they abandon all that they knew at the first sign of difficulties? But after the grievous losses at the battle of Redstone, the meteoric (in their eyes at least) rise of the Empire of Gryphus, and the increasing number of Yaks adopting more sedentary lifestyles on their own, they couldn't ignore the changing winds of public opinion.

As such, the Elder councils of all four clans have agreed to some reforms, establishing several permanent or semi-permanent settlements, cultivating what arable land they possess and mining the earth for ore to smelt into metals, to be shaped into tools or traded with Griffon Merchants. While the fruits of such endeavors are pitiful in comparison to the output of your Empire, its a marked economic improvement over their previous nomadic lifestyle. Still, while the protests of some are soothed by these actions, the more ambitious and radical leaders of the modernist movement are not satisfied with this. They seek to turn Yakyakistan into a land on par with its neighbors in both strength and prosperity.

As for how they should go about this...that is where opinions begin to diverge. Some call for closer ties with Gryphus or Neighpon to "learn the secrets of civilization". Others seek to follow your example in a different fashion: uniting the numerous clans into a single nation. Either through diplomacy, or by force. As of now these ideas are only discussed in hushed tones, for fear of inviting the wrath of others who might violently disagree, but such thoughts are on the minds of more than a few Yaks. Ravenburg is already coming up with some ideas of how you can use this situation to your advantage. New Intrigue Options Unlocked.


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

-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.

Despite Gawain's objections to the contrary, he needs friends his own age. Thankfully there's no shortage of peer groups, and you're sure there are plenty of potential companions to be found in some of the youth social organizations that have become popular throughout the Empire in recent years. The only question is: which such organization should you enroll him in?

[ ] The Silver Talon Society: A social club for the children of nobility with a history reaching back to the first founding of the Empire, the Society is a place where the counts and dukes of tomorrow gather to make contacts with fellow noble scions, establishing a foundation upon which they will build their future social circle. Activities include hunts, chess tournaments, mock-duels and frequent balls and galas.

[ ] The Squires of Gryphus: Originally founded by the children of Knights, the Squires have grown over the past several years into a nationwide organization dedicated to preparing its young members for a life of martial service to the Empire, be it as a great Knight or a humble soldier. From fencing to jousting to wilderness survival and first aid, young Squires will have the chance to learn valuable skills that will serve them well regardless of their eventual career path.

[ ] The Archimedes Institute: While your chief scholar is far too busy to actually run the organization bearing his name, he is more than willing to dedicate a portion of his sizable fortune to "create a welcoming and nurturing environment for young minds destined for greatness" (or so the sales pitch written in the informational pamphlets states). Aspiring inventors, scientists, engineers and doctors from throughout the Empire gather regularly to exchange ideas, discuss the latest breakthroughs and innovations, or just spend time with their intellectual equals. Seeing as how Gawain had Archimedes as his personal tutor for much of his life up to this point, you're confident he's smart enough to be comfortable amidst such scholarly youngsters.

[ ] The Foundation for Interspecies Camaraderie: The most recent addition to the list of recognized Youth Organizations, the Foundation lives up to its name by facilitating social and charity events for the benefit of all races, from Diamond Dogs to Crystal Ponies and everything in between. While none of the other organizations discriminate on the basis of race, this is the only one that was explicitly created for the benefit of Non-Griffons. Much of this organization's renown has been gained through high-profile charity events for the benefit of Crystal Refugees.


-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.

Oddly enough, it was Gawain and Gabriella who first raised the idea of adopting a Crystal Pony into the family. Both felt an obligation to care for one of the countless parentless foals huddled in the refugee camps, and once Gilda and Gwyndlyn got wind of it they were on board too, albeit for different reasons ("new sibling, yay!"). As such, when you travel to one of the "Crystal Orphanages" hastily established in the aftermath of the Winter War as a family, it is an observant Gawain who points out a white-coated filly huddled by herself in a corner, away from the other foals.

No sooner has your son pointed out a child in need of emotional assistance than your wife and daughters have approached her with a gentle smile and enthusiastic gestures of affection. A few short hours later, you find yourself the legal guardian of Gleaming Pearl (or "just Pearl", as she squeaks through tears of joy). Though somewhat shell-shocked by her sudden adoption by the royal family, the Filly begins to come out of her shell in time, her new sisters coaxing genuine smiles and laughter as you and your wife seek to make her feel as safe and comfortable as you can.

After her second month in the palace, she starts calling you dad.

You now have four children, and you wouldn't give them up for anything.

Crystal Pony Adopted: Gleaming Pearl.



Hazard/Random Event Rolls:

61(Pass)
19(Bare Failure, to be Continued in Rumor Mill)
17(Failure, to be Continued in Rumor Mill)



Again, sorry for the delay with this update. I'm only a few weeks from graduation so I'm pretty busy. Term papers, job interviews, etc. Still, I'm committed to giving you guys reliable updates on a regular basis. I'm enjoying this Quest as much as you guys are.
 
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The Crystal Summit

The Crystal City is an...interesting place. At first glance, it is a place of ruin. Despite the efforts of its inhabitants and the assistance of Griffons and Dogs alike, many buildings still bear the scars of war. Piles of rubble, shards of shattered architecture, buildings with missing walls or great voids where a cannonball or rampaging troll carved a path of destruction through them. But upon closer inspection, it is clear that progress is being made. The piles of rubble are a result of the ongoing clean-up efforts, hundreds of Crystal Ponies laboring around the clock in an attempt to return their home to a semblance of its former glory, shifting debris piece by piece into large piles to be collected and removed in bulk by the numerous carts making their way through the cratered streets. While the city isn't pretty right now, it's a great deal better than it was just after Sombra's defeat.

At least the bodies have all been cleared away. The funeral pyres had burned for weeks and needed countless shipments of wood from Gryphus to fuel them, but none dared question the necessity of giving the dead a proper cremation. Never again would a Crystal Pony be dumped by the roadside to be claimed by the snow and frost. With how many died under Sombra, they'll probably be digging up corpses for years to come. But at least no others will join them. There have been murmurs of the construction of a memorial for the dead, in their memory. Only murmurs though. There is still much work to be done before the city can be considered functional again, and such a project practically considered. But it will be rebuilt, of that there is no question.

For despite their scars, the Crystal Ponies are possessed of a determined energy to emerge from the shadow of Sombra, to not allow his actions to diminish them or prevent them from moving forward. They will never again be slaves, not to Sombra or his memory or anyone else. You can't help but feel inspired by their attitude, their drive to carry on. They remind you of your own people, in a way.

You turn away from the balcony, walking back through the empty halls of the Crystal Palace. You were not here to sight-see, though you had made a point of "showing the flag" as it were, visiting the clean-up crews or talking to the Imperial volunteers present in the city. You were here to decide the fate of the Crystal Ponies. An entire race of people with their fate in your talons. Its times like this that you feel the full weight of your crown upon you, the burden of duty resting squarely upon your shoulders.

The Knights assigned as your bodyguard for this journey beyond the Empire's "official" borders open the door to the "council chambers", a disused room within the palace hastily repurposed to act as a meeting place for this historic event. Within sits a collection of some of the most powerful and influential people in the known world, barring yourself, all of whom stand and salute or bow before you wave off their gestures of respect. Having people bowing to you at every turn got old a few weeks after you became king, you've long since gotten sick of it.

You take your seat at the head of the oblong table, the Griffonian wood standing in stark contrast to the crystalline architecture. You make eye contact with each of the other beings at the table, thanking each of them for attending. As if they'd have something more important to do.

To your right sits Toshikazu Kase, the Qilin representative for the Kingdom of Neighpon. Despite his stated desire to be present at such a momentous event, Kōryū could not make the journey himself. Apparently, one of the heavenly dragons had awoken briefly, necessitating your fellow Emperor's presence. That, combined with a sudden storm in the seas off the coast, had made it impossible for him to reach the Crystal City in time. As such, one of his trusted courtiers, who had already been present in Gryphus to oversee trade between your nations, was made to serve as his delegate.
To your left sits the wizened yet quietly imposing form of Elva von Cleef, your indispensable head Diplomat. Though her talons have dulled and her feathers have begun to fall out from age, she retains her sharp mind and even sharper tongue. She had been the one to arrange this meeting in the first place, so it was only natural that she be present.

Finally, directly across from you, seated upon his haunches with only a threadbare mat to separate his fur from the floor, is Ivory Rook, the de-facto Mayor of the Crystal City, and the closest thing the Crystal Ponies have to a ruler at present. One of the first slaves to be liberated, he'd naturally assumed a leadership role amongst the other escapees, eventually assisting with the liberation of others and acting as one of your advisors and guides during the final battle against Sombra. His fellow equines had subsequently elected him their leader and spokespony in a hasty and largely informal vote, though you suspect he only accepted because nopony else was really in the running.

Introductions and pleasantries dealt with, you cut to the chase.

"We're gathered here today to decide the future of the Crystal Empire. It's territory, it's people, it's very existence as a state, all will be determined here today."

You give a steel-eyed glance to everyone in the room.

"I expect all of us to treat these proceedings with the appropriate respect and decorum befitting such a momentous decision."

Your piece said, you allow yourself to relax a tiny amount, officially declaring the meeting begun and allowing the three others to speak.

What follows is several hours of discussion, proposals and negotiations. The Crystal Ponies want Imperial assistance in rebuilding their homeland, but also want to exercise a modicum of independence. If they have to choose between independence and assistance, they'll choose the latter, but it's clear that Ivory Rook doesn't want to have to be the one to make that choice and make his people subordinate to another powerful monarch. They know they can't survive without foreign aid, but a high price for such aid will likely breed resentment amongst them.

The Neighponese have their own interests and desires as well. While they had joined the war effort without any expectation of a reward or prize, that doesn't mean they wouldn't like something for their trouble. Though the lands of the Crystal Empire are not ideal for colonization in the wake of the Windigoes' effects on the land, everyone fully expects this state of affairs to change over time, and the Neighponese leadership have been discussing "outward expansion" to provide resources and living space for their slowly growing population. Giving them a portion of the currently unoccupied crystal territory would go a long way towards pleasing them. Alternatively, if such a desire is too burdensome to be met, they would also appreciate a naval base on the Eastern Coast. The sea is a big place, and if they're going to exert control over it (as their defense policy dictates) they're going to need such bases to expand their navy's influence and control. But while it's true that much of the land outside the Crystal City is uninhabited, the Crystal Ponies may be hesitant to simply give up parts of their official territory.

Then there's Elva. Though she doesn't say anything about it in the meeting itself, she had counseled you that the Imperial nobility, as well as some segments of the general public, were expecting to get something significant out of these negotiations. They had sacrificed much to win the war, sacrifices measured in both lives and treasure, and many wanted a "return on their investment" (though almost none would dare to phrase it in such a callous manner). In an ideal world, the destruction of a great evil and the liberation of a whole race of people would be enough. But this is not an ideal world. If you don't walk out of this meeting with something significant, more than a few Griffons are going to be upset with you.

And of course, hanging over all your heads (both literally and figuratively, the object in question having somehow relocated itself to the spot the Windigoes had once occupied near the peak of the Crystal Palace tower) was the matter of the Crystal Heart. An object of great cultural and historic significance to the Crystal Ponies while simultaneously a massively powerful arcane artifact, it's future status is also up for debate.

A number of proposals, plans and compromises are presented over the course of the hours-long meeting. As the sun begins to dip below the horizon and the arguments begin to wind down, all eyes turn to you. In the end, you have the final say. The Crystal Ponies are in no place to make demands, and neither are the Neighponese. They'll accept whatever decision you make, though they may be displeased with such choices.


The Question of Crystal Statehood

[ ] Full Independence: Aid will be provided with no strings attached. The Crystal Empire will remain a fully independent nation with full autonomy. While the Crystal Ponies themselves will be more than happy with this decision, your own population may not be. A trade partner and ally, while better than a hostile neighbor, won't enrich the Empire and its people as much as the wealth of lands and resources you would gain as a result of the other choices.

[ ] Protectorate: Aid will be provided on the condition of the Crystal Empire becoming a Protectorate of Gryphus. While the Crystal Ponies will be allowed a degree of autonomy over their own affairs, they will be considered a part of the Empire. A portion of their tax revenue will be paid to you, and they will be protected from outside aggression by the might of the Imperial Military. The vast majority of Crystal Ponies would be content with this, not believing themselves capable of standing on their own hooves so soon after their liberation from Sombra, and seeing the assistance gained as being well worth the price of some of their autonomy. And while some of the particularly ambitious members of your nobility may grumble a bit, most of your own people will likely see this arrangement as beneficial. Though it should be noted that the attitudes of the Crystal Ponies may change with time, either seeking independence or further integration into the Empire itself. Something to think about at any rate.

[ ] Partial Annexation: One of the compromises that was formed and discussed at the meeting itself. The Crystal Empire will be annexed by Gryphus, but not necessarily in perpetuity. In 20 years, a referendum will be held amongst the residents of the Crystal Empire to determine whether they wish to remain subjects of the Empire, or become their own sovereign state. Both the Crystal Ponies and the Griffons of the Empire are likely to be content with this...for the foreseeable future. Elva warns you that this plan is basically "kicking the can down the road" and delaying a decision that it might be better to make now. While she won't be there to witness it, she can easily foresee such a vote being a dramatic and contentious thing that may divide the Crystal Ponies and lead to political conflict. Still, it may be the best way to ensure everyone gets what they want, even if temporarily.

[ ] Full Annexation: The simplest option. The Crystal Empire and all of its lands will be absorbed into the Empire of Gryphus. All Crystal Ponies will become Imperial citizens, and their lands will be administered as just another province of the Empire. While this will earn you much goodwill and approval amongst your own people, the Crystal Ponies themselves will likely not take such a decision well. Should you prove to be a benevolent ruler, you're sure you can win most of them over in time, but it may be an uphill battle, and some locals will always be opposed to "foreign imperialism".


The Neighponese Reward

[ ] Victory is Reward Enough: If they wanted a reward for their participation in the war then they should have said so beforehand. Their only goal in the war was to see the destruction of a hostile neighbor which would have come to threaten them in time. They succeeded in their quest and achieved their goal, they should be content with that rather than getting greedy once they realized they could profit from such a conflict. While Kōryū will accept this, some of his people might not be so understanding.

[ ] Naval Base: A plot of land along the Eastern Coast will be "leased" to the Neighponese for the next century. While the Crystal Empire will retain ultimate sovereignty over the land, the Kingdom of Neighpon will exercise complete control and jurisdiction over the land itself. The land will be used solely for military purposes, and will not engage in resource extraction or serve as a civilian settlement. While neither party will be particularly happy with this compromise, neither will particularly disapprove. Some few Crystal Ponies actually like the idea of having a foreign military base nearby to serve as a deterrent to any foreign aggression.

[ ] Neighponese Colonization: The lands that the Neighponese are eyeing for colonization have no population, no infrastructure, nothing but a line on a map to show that it is a part of the Crystal Empire. You see no reason they shouldn't have the opportunity to make use of the land. While this will greatly please Kōryū and his people, the Crystal Ponies might not be so happy about their territory being seized by a foreign power, regardless of the fact that they aren't using it.

[ ] Passing the Buck: This is not your decision to make. Let the Crystal Ponies and Neighponese negotiate an arrangement between themselves. This won't upset anyone, but it won't get you into anyone's good graces either. (May only be chosen with Full Independence).


The Crystal Heart

[ ] In the care of the Crystal Ponies: The Crystal Heart belongs to the Crystal Ponies. It's as simple as that. This won't prevent you from studying or even potentially making use of the heart yourself, but you won't be able to do anything without the Crystal Ponies' permission.

[ ] Joint Custody: While the Heart will remain within the Crystal Empire, it will be under the shared control of the Crystal Empire and the Empire of Gryphus. This will allow you to study and make use of the Heart more or less freely, though the Crystal Ponies reserve the right to protest a particular course of action if they feel it threatens the Heart itself. Most Crystal Ponies would be perfectly fine with such an arrangement. So long as the Crystal Heart remains in the Crystal City and continues to serve as the guardian of its inhabitants, they are fine with whatever experiments you may decide to run on it.

[ ] Relocation to Gryphus: The Crystal Heart shall be relocated to the Imperial heartland, and it shall be regarded as the sole property of the Empire of Gryphus as a valuable strategic asset and unique magical artifact. Rook tells you point-blank that this course of action will almost certainly result in a massive riot, seeing as how you're basically stealing the single most valuable object in the Crystal Empire that is practically worshipped by many of its inhabitants. Still, it's not like they can actually stop you from taking it...



(There will be a two hour moratorium to allow for discussion.)
 
Turn 18 Rumor Mill

The Crystal Protectorate
: Scattered and subdued celebrations break out in settlements from North to South as Crystal Ponies in both Gryphus and the Crystal City receive word of their newfound Protectorate status. Capable of forging a future for themselves, but also benefiting from the protection and resources of their neighbor and liberator, the vast majority of Crystal Ponies are content with the outcome of the now famous "Crystal Summit". A hoofful of Crystal Ponies grumble over the exact terms of the treaty leading to their protectorate status, particularly the "lease" of land to the Kingdom of Neighpon for the construction of a naval base at the newly christened Nishiriku Bay, or the fact that the Crystal Heart is no longer considered the sole property of the inhabitants of the Crystal City, but such concerns are overshadowed by the prospect of increased aid from their Griffon and Diamond Dog neighbors and the scramble to assemble a government of their own.

The stallion known as Ivory Rook, already a figure of renown and authority in the Crystal City, is almost unanimously elected to the newly created office of Consul, a title taken from the Empire's history. While the original consuls acted as advisors and administrators for the Crystal Royalty, Ivory Rook now holds more political power than any other Crystal Pony, his authority only held in check by the Crystal Assembly, a body of elected representatives. Given the Crystal City's current population (or lack thereof), the assembly is composed of a mere hooful of ponies, but this is expected to change over time as the former Empire rebuilds. Already the Consul and Assembly have begun to coordinate clean-up and rebuilding efforts, seeking to return their homeland to the glory it once possessed, hopeful that aid from their newfound benefactors will allow them to achieve this goal.


The newly created Flag of the Crystal Protectorate


Featherpox Outbreak in Kestrella
: Grim news from the Westernmost province of the Empire as a sudden outbreak of Featherpox infected scores of Griffons in the newly established mining communities, killing dozens. Thankfully, swift action on the part of the Office of Disease Control managed to prevent the virus from spreading beyond the few affected towns, containing the effects of the pathogen via strict quarantines as the almost-plague burns itself out, though this has resulted in significant disruption of the local economy, to say nothing of the dozens of lives lost. -600 Gold


A Griffon Plague Mask, worn to prevent the spread of Disease


Ghost Ships
: Citizens of Neighpon and Gryphus are in a great state of concern, as several trade vessels that had plied the waves between the two Empires have been found floating adrift in open sea or washed ashore with all crew and cargo missing. Officials of both governments are perplexed, as all the ships involved have shown no signs of a struggle or damage to indicate the cause of their deserted state. Such events have caused trade between the two nations to wither, as ship captains become increasingly unwilling to risk their lives and livelihoods on the dangerous open sea. -300 Trade Income


An artist's depiction of a possible explanation for the missing crews. The Imperial Military wishes to remind the public that no credible evidence of so-called "sea monsters" has ever been found.
 
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Turn 19: Never a Dull Moment
You reach out to shake Gustav's hand, and are not surprised when he grabs it before leaning in for a quick brotherly hug, unhampered by his missing appendages. Though you know he would never admit to it, you think you can see the beginnings of tears in his eyes. Even here, on the palace balcony, hidden away from the many eyes of the Griffons, Dogs, Ponies and Yaks attending his retirement party (organized by Frida, naturally) he doesn't let his carefully crafted image of the grizzled old troll hunter slip.

"It has been the greatest of honors, my liege."

You smile.

"You've more than earned your retirement my friend. You've done more for this Empire than any one Griffon could have been expected to. I was lucky to have you as my advisor in such trying times."

You reach behind you, pulling out a velvet box, opening it to reveal the glimmering bronze of an Imperial Cross: the highest honor a civilian can receive. Gustav stares, beak agape.

"I wanted it to be a surprise. And I know you're not big on ceremonies so..."

Now Kingfeather can't hold back anymore. As the tears drip from his eyes and he takes the box from you with a trembling talon, he chokes out a laugh.

"When...when I lost my wing...I thought my life was over. That I'd never do anything worth mentioning again. I couldn't fight, I couldn't work...I thought I'd be a burden on my family. I'd stand on a cliff and just..."

Now you're the one to give him a hug. The old hunter wipes his eyes with a shaking talon.

"Thank you. Just...thank you...for letting me make a difference."

You pat his shoulder reassuringly as he recomposes himself. After a moment, you take a step back.

"So...what are you going to do now?"

Kingfeather smiles.

"A lot of Griffs lost limbs in the wars...I reckon they could use the advice of someone who knows how it feels to live with scars."

You wrap a talon around his shoulder and start leading him back to the party.

"A noble goal for a noble Griffon. May you find success in such a worthy endeavor."

You're going to miss Kingfeather...but you're glad you got to work with such an...interesting character.

You only hope his replacement will be as competent as his predecessor was.


Martial: Having just recently replaced the respected and long-serving Gustav Kingfeather, Manfred Redbeak is eager to prove himself and assure you that you made the right choice in a military advisor. He's thrown himself into his work with an energy his predecessor hadn't possessed in years, working to improve the overall status of the Imperial Military. (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.

[ ] 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 now. 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.

[ ] Logistics Reform: Your army learned many lessons on the long road from Gryphus to the Crystal City. The dangers of terrain, the need for scouts and reliable means of navigation, and the importance of robust supply lines and logistical networks. Manfred Redbeak has a few ideas when it comes to the latter, from the establishment of permanent supply depots to the creation of dedicated logistical companies within larger units. While expensive in the short term, these reforms are expected to result in a net decrease in Army upkeep costs in the long-term. Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.

[ ] 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.

[ ] 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.

[ ] We got ourselves a Convoy: The disappearances of ship crews off your coasts have disrupted the economy and raised concerns about the safety of vessels traveling from Gryphus to Neighpon. You don't have enough ships to scour the oceans for whatever is causing it, but having your navy escort trade vessels is well within your capabilities. Set up a system of "oceanic caravans" to aid in the protection of vulnerable shipping. With any luck this should be enough to reassure the public and get goods flowing again. Cost: 200. Time: One Year. Reward: Convoy system established, Shipping lanes guarded, Chance to encounter the source of missing ships.

[ ] 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 there yourself. Maybe you can finally find some lands that aren't so damned cold.


Diplomacy: Elva remains busy this year, coordinating diplomatic actions and communications between the Empire, its newest protectorate, and its neighbors. (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%

[ ] Could You Check That Out For Me?: The disappearance of multiple ship crews over the previous year have sailors spooked. Few are the ship captains now willing to go beyond sight of the shores, and this has had a serious effect upon international trade, impacting the economies of both Gryphus and Neighpon. Unfortunately, while your military might is great, your navy is relatively weak, especially when compared to the Kingdom of Neighpon and its vast armada. While your nation is ill-suited to investigating this maritime mystery, your ally is well equipped for the task. Kōryū is already contemplating dispatching his navy to scour the sea for clues, perhaps applying some diplomatic pressure could cement such a decision? Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%

[ ] Crystal Hearts and Minds: You have made the Crystal Empire a protectorate of Gryphus, something that has gone over surprisingly well with most its inhabitants. Still, not all of your new subjects are very enthused with their loss of independence, marginal as it may be, and while such "Crystal Nationalists" are in the minority at present, it may be a good idea to paint yourself as a benevolent ruler while your people are still in the "honeymoon phase". In addition to her usual diplomatic skills, Elva is also a bit of an expert when it comes to public relations. Have her organize a PR campaign to supplement the material aid destined for the Crystal City. Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%

[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.


Stewardship: Frida is very busy this year, dealing with one crisis after another, from overseeing the resolution of the Crystal Refugee crisis to the outbreak of Featherpox in Kestrella and the drying up of oceanic trade as a result of the "ghost ship" scares. As always, she still miraculously maintains an upbeat demeanor, though even this has begun to fray at the edges as the work wears her down. (Two Actions per Turn) One Action Locked

[ ] 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.

[ ] The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, 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. Will Finish this Turn.


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

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

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

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

[ ] 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. Will Finish This Turn

[ ] 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.

[ ] Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Time: Two Years. Cost: 800. Reward: Increased Tax Income, Decreased Army Recruitment Costs.


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: 60%

[ ] 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%

[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%

[ ] Fanning the Flames: The Yak Modernist movement has grown increasingly influential in recent years, but it is still considered a political minority, albeit a extremely visible and vocal one. Ravenburg has a plan to change that through the distribution of pro-Modernist propaganda throughout Yakyakistan, using merchant caravans as a means of spreading the message covertly. This should increase the influence of the Modernist movement and bring Yakyakistan closer to becoming a modern kingdom. Cost: 500. Time: One Year. Reward: Increased Modernist Influence. Chance of Success: 65%


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.

[ ] 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.

[ ] Gleaming Pearl gets Schooled: Another child, another education to arrange. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.

[ ] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%


There will be a twelve hour moratorium to allow for discussion and plan-building.
 
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Turn 19 Results
Martial: Having just recently replaced the respected and long-serving Gustav Kingfeather, Manfred Redbeak is eager to prove himself and assure you that you made the right choice in a military advisor. He's thrown himself into his work with an energy his predecessor hadn't possessed in years, working to improve the overall status of the Imperial Military.

-Logistics Reform: Your army learned many lessons on the long road from Gryphus to the Crystal City. The dangers of terrain, the need for scouts and reliable means of navigation, and the importance of robust supply lines and logistical networks. Manfred Redbeak has a few ideas when it comes to the latter, from the establishment of permanent supply depots to the creation of dedicated logistical companies within larger units. While expensive in the short term, these reforms are expected to result in a net decrease in Army upkeep costs in the long-term. Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.

Redbeak goes to work, purchasing supplies and equipment in bulk to stock the numerous and permanent depots and magazines that are established across the Empire in strategic locations. Organic, dedicated logistics companies are attached to each large-scale administrative unit to ease supply burdens and simplify supply lines. Redbeak even goes so far as to work out a mathematical formula for calculating the amount of food an army of any given size may require when on the march. All of these reforms have resulted in a significant reduction in the overall upkeep costs of your army, which will make it easier to expand it should you find yourself in another massive war. Army Upkeep reduced from 200 to 150 per Ten Thousand Soldiers.

-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%

Required: 30. Rolled: 60+14=74

Though Sombra lies dead and the Winter War is long over, there still exist threats to the Empire. Trolls, Bandits, and other monsters all call the lands within your borders home. They have been a constant threat to your people, an ever-present danger that the two recent wars have distracted you from. But no longer. So many years after assuming the title of Emperor, you intend to finally purge your lands of the lawless beasts living within it. But such an ambitious goal is not so easily attained. It will require coordination of troops on an unprecedented scale as battalions fan out and sweep across the length and breadth of the Empire, purging all bandit camps, troll dens and wandering beasts they encounter. Difficult...but not impossible.

The first few months are taken up by great preparations as the Empire is divided into numerous sectors to be swept clean individually, individual battalions assigned a series of areas to purge in a pre-determined sequence. Soldiers, trained in large unit warfare, familiarize themselves with skirmish and encirclement tactics designed to prevent their prey from escaping. Veterans used to fighting swarms of suicidal foes now prepare themselves to chase down enemies uninterested in facing them. It is a much different kind of war, if it can even be called that. Still, your troops are the Empire's finest, and adapt well to their altered mission parameters.

Halfway through the year, after much preparation, the hunt begins in earnest. Thousands of armed and armored Griffons take to the skies across the Empire to seek out and hunt down the beasts of the great forests, their Diamond Dog allies assisting on the ground as their keen noses complement the sharp vision of their sky-bound comrades. Hydras are skewered with arrows, cockatrices are beheaded, manticores and chimera are run through with spears, bandit camps are burned and troll warrens are collapsed via generous application of liquid fire. By the end of the year, multiple sectors have been cleared. The first step on the road to a safe Imperial Heartland has been taken. Will Finish in Two Turns.


Diplomacy: Elva remains busy this year, coordinating diplomatic actions and communications between the Empire, its newest protectorate, and its neighbors.

-Could You Check That Out For Me?: The disappearance of multiple ship crews over the previous year have sailors spooked. Few are the ship captains now willing to go beyond sight of the shores, and this has had a serious effect upon international trade, impacting the economies of both Gryphus and Neighpon. Unfortunately, while your military might is great, your navy is relatively weak, especially when compared to the Kingdom of Neighpon and its vast armada. While your nation is ill-suited to investigating this maritime mystery, your ally is well equipped for the task. Kōryū is already contemplating dispatching his navy to scour the sea for clues, perhaps applying some diplomatic pressure could cement such a decision? Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%

Required: 20. Rolled: 40+18=58

Your ambassador passes on your concerns for the situation to Kōryū and his court. This seems to have been the tipping point to get the Dragon Emperor to dispatch the bulk of his sizable navy to comb the ocean for whatever may be threatening the shipping lanes between your nations. Though they have yet to find anything of significance, their presence has reassured many, and previously reluctant merchant captains return to sea now that the vessels of the Neighponese Navy watch over the trade routes. Unfortunately, the good news came to an end when the Neighponese reported back on what they'd found. +200 Trade Income. To be continued in Rumor Mill.

-Crystal Hearts and Minds: You have made the Crystal Empire a protectorate of Gryphus, something that has gone over surprisingly well with most its inhabitants. Still, not all of your new subjects are very enthused with their loss of independence, marginal as it may be, and while such "Crystal Nationalists" are in the minority at present, it may be a good idea to paint yourself as a benevolent ruler while your people are still in the "honeymoon phase". In addition to her usual diplomatic skills, Elva is also a bit of an expert when it comes to public relations. Have her organize a PR campaign to supplement the material aid destined for the Crystal City. Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%

Required: 25. Rolled: 88+18+15(Good Intentions Omake)=121 Art Crit!

The Crystal Ponies love you. That's not an exaggeration. After Elva started printing out posters, having select Griffons and Diamond Dogs give rallying speeches to select crowds of Crystal Ponies, and drawing attention to the numerous acts of charity you and your government have been responsible for, your popularity amongst the inhabitants of the Crystal Empire, which was already fairly high, goes through the roof. While this likely also has something to do with the massive amount of funding you've been tossing at them this year, Elva's work has certainly made quite an impact on the hearts and minds of the Crystal Ponies. So much so that some have reportedly started erecting statues of you and other Griffons as "Guardians of the Crystal Ponies".

Needless to say, while the Crystal Nationalists still exist, they have next to no influence, and are even more of a minority than they before. Their neighbors simply love you too much to think about striking out on their own as an independent nation now. Crystal Nationalists marginalized, Crystal Ponies practically worship you.


Stewardship
: Frida is very busy this year, dealing with one crisis after another, from overseeing the resolution of the Crystal Refugee crisis to the outbreak of Featherpox in Kestrella and the drying up of oceanic trade as a result of the "ghost ship" scares. As always, she still miraculously maintains an upbeat demeanor, though even this has begun to fray at the edges as the work wears her down.

-The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.

The carrying out of the so-called "Bronzeclaw Plan" as the public has popularly dubbed it, is both complex and simple. Complex in that it involves the raising, transfer and expenditure of obscene amounts of wealth, but simple in that all Frida's really doing with it is throwing it at the Crystal Ponies, who then use those funds to hire workers, purchase materials and tools, and acquire skilled laborers and other experts from within your Empire. While concerns have been raised regarding the possibility of graft and corruption that this plan entails, Frida has cooperated with Ravenburg and the Crystal Government to set up a system of records and accountability to ensure that, if any funds do go missing, they'll know exactly who was responsible for swiping them. And while a couple of administrators are caught red-hoofed and publicly shamed for their crimes, the vast majority of Crystal Ponies are eager to put the funds they've been given to their intended use: making the Crystal Kingdom great again. Scaffolding goes up across the Crystal City as dozens of new buildings are constructed at a rapid pace, laborers working around the clock to finish their assigned project only to move onto the next at blistering speeds.

Roads are laid down, fields are plowed, lands are surveyed for mineral deposits, and the former slaves of Sombra begin to take pride and joy in their labor once again. It will be some time before they can hope to rival even the least productive Imperial Province, but they are on the way towards exporting as much as they import. Will Finish Next Turn.

-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. Will Finish this Turn.

The initial success of the program last year continues, as thousands of Crystal Ponies are matched up with host families to care for them and help them integrate into Imperial society. By now, many of the former refugees have begun to show signs of recovery from the mental tortures of Sombra, and some have even been seeking out jobs or engaging in community service in attempt to "pay back" the charity and kindness of their Griffon and Dog hosts. Many host families go so far as to officially and legally adopt the refugees in their care into their families, and more than a few romantic relationships between Griffons and Crystal Ponies are rumored to have been formed in recent days.

By the end of the year, each and every refugee camp has been emptied in its entirety, and the crisis that the national adoption program was created to solve is declared at an end. Support for host families and the Crystal Ponies will continue in a limited capacity for years to come, but the hard part is over. Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society.


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.

-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.

A team of engineers and shipwrights are gathered together to draw up a new kind of naval combat vessel, one capable of carrying and utilizing black powder artillery to fight other ships on the high seas. After much debate, discussion and brainstorming, the panel of experts puts forward a final design: the "Carrack".

While a unique class of vessel in its own right, it has clearly drawn some inspiration from the smaller, unarmed Caravels usually reserved for naval exploration. Surprisingly, despite the weight of the cannon, it is predicted that, under the correct circumstances, these vessels may be capable of moving faster than their Cog predecessors! All that's left to do is build the ships and see. Even if they're slower than expected, they'll certainly be better armed than the ships you already use. New Ship Class Designed.

-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. Will Finish This Turn

After many months of painstaking work, Archimedes finally unveils his "masterpiece", what he calls a "rotative beam steam engine". Based on the already well-known steam pump, the engine incorporates a device known as a flywheel, which allows it to store and expend mechanical energy in a much wider variety of ways than the previous iteration. If it's anything like his previous innovations, this machine will have a significant positive effect on national productivity and economic growth.

You commend Archimedes for all his hard work. You're sure this device will most definitely earn him a place in the history books...as if he hadn't already earned a spot there. First Steam Engine Developed, New Actions Unlocked.


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.

-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%

Required: 30. Rolled: 73+13=86

Griffon Trade caravans are a common sight upon the steppes of Yakyakistan, traveling across the landscape to ply their wares amongst the Yak communities. These caravans occupy a unique position in Yak society, capable of crossing borders and interacting with different clans with impunity. And the fact that, despite their recent attempts at modernization, many Yak communities remain somewhat nomadic, means that the caravans often change their routes to accommodate the wandering desires and changing locations of their customers. All of these qualities make them ideal for concealing Ravenburg's spies, who accompany a caravan traveling close to the so-called "cursed mountain".

Their investigations bear fruit, as the mountain in question does indeed prove to house a significant deposit of Orichalcum, the only such deposit known to exist outside of the one already being exploited within your borders. To complicate matters, it seems that, while the average Yak may be unaware of this, the leadership of the Broken Horns Clan is certainly aware of the nature of the "cursed mountain", and the value of its mineral bounty. While they are at present incapable of mining and shaping the Orichalcum within their borders, the simple fact that they have possession of it gives them a great bargaining chip to be used in any negotiations with you, Neighpon and their fellow Yak clans. A complex situation to be sure.
Yak-Owned Orichalcum Deposit Identified, New Options Unlocked.


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

-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.

Gwyndlyn is growing up, and becoming more restless as she does so. Her lessons no longer consume all of her attention, and you can tell she desires something to occupy her time with beyond simple childish play. Now seems like a good a time as any to introduce her to a hobby. But which subject shall you introduce her to?

[ ] Board Games: She shall follow her elder brother's example, and will learn patience, strategy, and how to read people by playing numerous board and card games with you and members of the Imperial court.

[ ] Hunting: She shall be taught how to hunt, something her draconic ancestry lends itself well to. This will be somewhat difficult seeing as how most of her potential prey is being killed off by the great hunt, but not all wildlife is being purged, and what creatures your soldiers inevitably miss can be hunted down by your draconic daughter.

[ ] Gardening: Gwyndlyn has always loved the outdoors, and has spent a great deal of time walking amidst the trees and flowers of the Palace Gardens. You're sure she'd love a chance to care for the plants and learn all there is to know about them.


-Gleaming Pearl gets Schooled: Another child, another education to arrange. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.

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

[ ] Like Mother like Daughter: She shall spend time amongst knights, soldiers, and officers who shall mold her into the legendary warrior the realm needs to defend it. Maker knows the Ponies could use some warriors of their own. +Martial, +Intrigue, -Learning

[ ] Pearls of Wisdom: She shall follow in her brother's footsteps, spending her days amidst the tomes and scrolls of the Royal library, familiarizing herself with the sciences and the arts, and imbuing her with a head for numbers. +Learning, +Stewardship, -Intrigue

[ ] Gleaming Golden Pearl: Your daughter shall learn the intricate and complicated laws of the market, tutored by bankers, burghers, merchants, and other industrious fortune-builders in the art of accumulating wealth. +Diplomacy, +Stewardship, -Martial


Hazard/Random Event Roll:
80 (Pass)
18 (To be Continued in Rumor Mill)



Voting on the two personal actions is open now, no need to wait.
 
Turn 19 Rumor Mill
Crystal Ponies, Griffon Culture: A curious trend has become apparent throughout Gryphus and its protectorate. Namely, that the Crystal Ponies seem to be adopting more and more Griffon customs and cultural practices. From wearing weapons and clothing in everyday life to using Griffon slang, it seems that the wider Empire has begun to rub off on its protectorate. Gryphonese is rapidly becoming a popular second language among the Crystal Ponies, and many Crystal foals play games of knights and bandits both with each other and, in the case of those outside the Crystal City, with Griffon chicks and Diamond Dog pups. Griffon made products have begun to corner their respective markets in the Crystal City, and the Crystal Ponies seem to be content with this. A few have made the observation that, while it retains its autonomy, the Crystal Protectorate is almost culturally identical to the larger Empire of Gryphus in many ways.

Rumblings from the Steppe: Troubling events are unfolding in Yakyakistan. With the growing Modernist factions within each clan gaining more power and influence, several ambitious leaders have emerged and begun to openly discuss the possibility of unifying all Yaks under a singular banner, despite opposition from most established leaders. These charismatic Yaks have begun to amass followers from across the steppes, and some have already come to blows with their rivals for power, though these have been limited to isolated brawls between hardcore fanatics. Some fear the possibility of another great clan war, while others see such a conflict as an inevitable outcome and the only way to unite Yakyakistan into a single nation.

A More United Neighpon: The varied races of Neighpon have quarreled with each other since time immemorial. It is only within living memory that the four (five if you count the Heavenly Dragons) races of the Island Nation resolved to put aside their differences and unite against an unknown and potentially hostile outside world. Still, this peace was fragile at best, an alliance of convenience rather than commitment as many waited for the other shoe to drop. But no longer. The new generation of Neighponese youth, having only known a world where all of their neighbors live under the same banner, have begun to put a past of segregation and mutual distrust behind them. The case of the Griffons and the Diamond Dogs has shown the inhabitants of the Sunrise Kingdom that inter-species cooperation is not only possible but beneficial. While racial discrimination between Qilin, Tanuki, Kitsune and Oni is far from over, some progressive Neighponese, the Dragon Emperor among them, dare to dream of a time in the future where such attitudes are things of the past.

A Mystery Solved: The mystery surrounding the so-called "Ghost Ships" has been dispelled by news from the Neighponese fleet regarding their investigation into the cause. A Qilin naval patrol intercepted a vessel of unknown make in the vicinity of a major sea lane: a pirate vessel. The ensuing boarding of the ship and the interrogation of the surviving crew revealed a great deal of information, and little of it bodes well.

The vessel was crewed by Equines, but not the Crystal Ponies that your people have already become familiar with. These ponies were possessed of multiple sub races, from standard Earth Ponies to winged Pegasi to a few examples of the magic-wielding Unicorns. An inspection of their holds resulted in the boarding party finding products manufactured in Neighpon and Gryphus, proof of their acts of Piracy. As for the people who had gone missing aboard the ghost ships...

The pirates had taken the crews of the trade ships they had plundered prisoner as "exotic goods". They had been sold into slavery.

Specifically, they had been auctioned off in the ports of a vast Kingdom known as Maretonia, which, according to the maps recovered from the pirate vessel, was just South of the Crystal Protectorate.

The captured pirates could provide little information beyond that. They had sold the slaves in bulk to a third party "broker" and had no knowledge of where the crews may have ended up. They also have shockingly little knowledge of the culture, laws and government of Maretonia itself. As pirates, they lived on the fringes of society. While Maretonia is clearly a kingdom where slavery is at least tolerated, little beyond that is known at this point.

Of secondary interest is another location detailed in the Pirate vessel's navigational charts: an Island labeled "Libertalia". Further questioning revealed the island to be a sort of haven for pirates, smugglers, fugitives and other outcasts. A place without a government where gold and steel are the only laws. It had apparently been the pirate's main port of call.

The public, and you, are having trouble processing all this information. One thing is certain: something has to be done to get your people back.


Sorry about the lagging to get this update out. In the middle of final exams right now so...yeah. Not too sure with how this one turned out. Let me know if it feels incomplete or is missing something.
 
Turn 20: No Rest for the Weary
You are Garrick Golden-Feather, Emperor of Gryphus. At forty six years old, you have experienced a great deal in your lifetime. You have witnessed the madness and chaos of Discord, the hot-blooded anger of Brochard, the cold rage of Sombra, and the primal fury of blood-crazed beasts.

None of that can compare to the simmering cauldron of righteous indignation that is your throne room at this very moment.

The Qilin emissary lowers the parchment he'd been reading from and takes a step back. There is no murmur of voices, no shouts of outrage, no great outcry for justice. The chamber is dead silent.

Slaves. Your people had been made slaves. Captured by pirates and forced into bondage in a foreign land. This...would not stand.

As all eyes turn from the Emissary to you, the Knights and Nobility of the Empire instinctively looking to you for your response, you stand and address the assembled leaders. Your voice is calm and steady, but there is a detectable undercurrent of anger, an anger shared by all those who hear you.

"A great wrong has been committed against us. It will be set right. One way or the other."

You look to your Privy Council, the Grandmasters, the Representatives of every fief and township in your Empire. They all return your steely gaze with their own.

"We will ensure the safe return of our people. I swear this upon my crown, my throne, and my honor. We shall pay any cost and bear any burden necessary to see them brought home."

There are no cheers, no shouts of agreement. But there is not a hint of dissent or disapproval. Merely grim nods and stoic salutes all around as your people steel themselves for what may be another costly war against another slave kingdom.

You thank the Emissary for delivering the information before dismissing all those present. By the end of the day, the news will have reached the furthest corners of the Empire. Gryphus' people had been stolen from her, and it was prepared to do whatever it took to get them back.

For you are Garrick Golden-Feather, Emperor of Gryphus. And you will not rest until every Griffon, Dog, and Qilin is returned home.


Martial: The dual revelations of Maretonia and Libertalia have whipped Redbeak into a frenzy of activity as he draws up plans for military actions both offensive and defensive in nature. Unfortunately, most of your defensive assets are tied up in the massive purge of your territory's internal threats, leaving you presently incapable of acting on these plans. (Two Actions per Turn) One Action Locked

-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 your 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 Actions Unlocked. Will Finish Next 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.

[ ] 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. (Does not cost an Action)

[ ] The Crystal Line-Watchtowers: Another slave state has been found to your South. Another potential threat to your people. Perhaps another line of defenses is in order? It won't be as easy as the Peregrine Line. The land South of the Crystal City is devoid of mountains, being little more than rolling plains that stretch to the horizon, interrupted only by the rare hill. Establishing a solid system of defenses will be difficult...but not impossible. You can start with a series of watchtowers and signal posts to provide a deterrent to any raiding parties and a warning in the event of a large-scale assault. You can figure out the rest later. Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.

[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted 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.

[ ] 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.

[ ] Dog Knights: The idea of inducting Diamond Dogs into the Imperial Knightly Orders is not a new one, but it is only recently, after tales of the bravery of canine volunteers during the Winter War began to spread throughout the Empire, that the idea has begun to be seriously considered at the highest echelons of power. It is not a simple thing to do. Specialized equipment will have to be provided, unique tactics will have to be developed, and several Knight Citadels will require modifications to accommodate the differing physiology of the Dogs. Still, it may be worth it to have a larger pool of recruits to draw new Knights from. Cost: 600. Time: One Year. Reward: Diamond Dog Knights.

[ ] Crystal Knights: The recent revelations regarding a slave-holding state just South of the Crystal Protectorate's borders have led to a marked upswing in the militancy of its inhabitants. Several prominent Crystal Ponies have begun to call for the establishment of a formal military of their own, in addition to the already existing militias. Several members of the Crystal Assembly have signed a petition forwarded to you, requesting the resources and expertise required to establish a homegrown Knightly Order to serve as the protectors of their lands. As with the establishment of any Knightly Order, such an endeavor will be expensive, but worth it to ensure the protection of your latest group of subjects. Cost: 400. Time: Two Years. Reward: Establishment of Crystal Knightly Order.

[ ] Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

[ ] 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.


Diplomacy: Elva is busy as she's ever been, going over old first contact protocols and reports from the Neighponese to formulate a plan to establish diplomatic contact with the newly discovered kingdom to your South. Her first priority is the recovery of citizens taken in the Pirate raids that were subsequently sold into slavery. All else is secondary. (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%

[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.

[ ] Calling the Old Yaks Out: The Broken Horns are sitting on a large deposit of Orichalcum, one that they've repeatedly denied all knowledge of. Despite their inability to make use of it themselves, they seem determined to hold onto it. You don't know what their game is, but you know that the other Yak clans are unlikely to approve of their behavior. Confronting the Broken Horns and their rival clans with evidence of their misdirection is the first move in a diplomatic game with the Orichalcum as the prize. This plan will of course have the downside of letting everyone know about the valuable mineral lying basically unguarded, and there's no guarantee the Yaks will respond as you hope they will. You did send spies into their country to get such evidence after all. Cost: 300. Time: One Year. Reward: Broken Horns publicly confronted with evidence of their deception, other Yak Clans alerted to potential power-play. Further Diplomatic Actions Available. Chance of Success: 55%

[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.

[ ] You Stop That!: Libertalia is, by all accounts, a den of scum and villainy, a haven for every outlaw, pirate and smuggler this side of the Ocean. Some of it's inhabitants have already raided your trade routes, kidnapped your people and sold them into slavery. You'd be well within your rights to raze the entire island to ashes. But such an endeavor would be as expensive as it would be dangerous. Pirates may be vicious, but they aren't stupid. They know they can't stand against a large, organized navy. Perhaps they can be...persuaded to stop raiding your ships? Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.

[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%


Stewardship: With most of the crises facing you being in the realm of Foreign Policy, Frida is much more relaxed than she was the previous year. She's still busy mind you, but she's not about to tear her feathers out over her workload anymore. (Two Actions per Turn) One Action Locked

-The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax 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: 600. Reward: Industrial Linen Production achieved, Increased Tax Income.

[ ] From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.


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

[ ] 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.

[ ] 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.

[ ] Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.

[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.

[ ] Movement through Steam: Archimedes and Genevieve have raised the idea of a new form of transportation powered by the new steam engines. The idea is simple: an engine powers the movement of wheels attached to a carriage which will run along tracks much like those of a mine cart. Simple in theory, but they might need some time and funding to work out the flaws in the design and make sure it's actually suitable for real-life use. Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.


Intrigue: Ravenburg is busy this year. Between the recently discovered Maretonia, the Den of criminality that is Libertalia, the troubles in Yakyakistan and the constant need to keep an eye on things at home, he has no shortage of work to do and assets to coordinate. (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: 65%

[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be made aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%

[ ] Putting Out Feelers: The Broken Horns are sitting on a literal mountain of Orichalcum, one they've denied any knowledge of. While they lack the capacity to mine and smelt it, you don't like the idea of such a strategically important resource being in the possession of a Clan with mysterious motivations. Truthfully, you just don't like the fact that you don't have access to it. You could wait for the Yaks to unify themselves and then negotiate with the new leadership, but that's a risk you might not want to take. Ravenburg has raised a potential solution to this problem: organize a coup. Surely there is an ambitious young Yak within the Broken Horns willing to overthrow the clan's Elder Council...several such individuals are known to exist within the local group of modernists. Such a aspiring leader would likely be amicable to allowing Imperial access to the Orichalcum deposits in exchange for support and recognition. Of course, you'll have to find such a Yak before you can even think of going through with this, provided you do actually want to go through with this. Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.

[ ] How Do You Do Fellow Pirates?: Libertalia is a hub of criminal activity. Pirate vessels, smuggler's boats and slave barges come and go on an almost daily basis. It has no government or central authority, an anarchic territory divided amongst numerous gangs and criminal syndicates. It is the place where every outlaw goes when they need to disappear, where anything can be bought and sold for the right price. In other words, it's the perfect place for infiltration. Ravenburg is practically salivating at the thought of how much information could be gathered in such an environment, as well as other covert activities that could be carried out there. It should be child's play to slip a few Diamond Dogs ashore to gather information and report back on what they find. Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%

[ ] South of the Brand New Border: You know next to nothing about Maretonia, and that's a problem. Its government, culture, inhabitants, economic and military strength are all things you need to know about if you're going to have any chance of dealing with them...in either sense of the word. Ravenburg's agents have proven adept at infiltrating hostile territory, and until you know otherwise that's what Maretonia is. Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%


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

[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.

[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.

[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%

[ ] Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

[ ] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 75%



There will be a twelve hour moratorium to allow for discussion and plan building.
 
Turn 20 Results
Martial: The dual revelations of Maretonia and Libertalia have whipped Redbeak into a frenzy of activity as he draws up plans for military actions both offensive and defensive in nature. Unfortunately, most of your defensive assets are tied up in the massive purge of your territory's internal threats, leaving you presently incapable of acting on these plans. (Two Actions per Turn) One Action Locked

-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 your 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 Actions Unlocked. Will Finish Next Turn

The military sweep of your heartland continues. Army battalions coordinate with local militias and elements of the three Knightly Orders to go over every inch of soil within their assigned sectors, smoking Trolls and Manticores out of their burrows and caves while special teams of blindfolded Diamond Dogs use their superior sense of smell to hunt cockatrices without risk of making eye contact while their Griffon comrades deal with any pockets of feral Dogs. The rare groups of bandits and brigands try to hide or flee, but all are cut down by the superior numbers, equipment and discipline of the Imperial Army, their camps burning like beacons in the night.

The butchers of the Empire find themselves nearly overwhelmed, and the price of meat nosedives as the corpses of dozens of Hydras, Chimeras, Manticores and other creatures are disassembled and sold to the public, some even finding its way onto ships for export to Neighpon. By the end of the year, nearly two-thirds of the Griffonlands have been scoured of monsters and outlaws, the army moving into the final stages of the purge as the higher ups draw up plans for a potential war with the land of Maretonia. Though all are eager to finish the hunt as quickly as possible, all are equally committed to doing the job right and not letting any patch of ground go unchecked. If your Empire is to fight a war, the land within its borders must be secured first. Will Finish Next Turn.


-Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

The newest class of ships, designed only last year, goes into production, over a dozen slipways and drydocks playing host to hundreds of laborers as keels are laid down and sails stitched together. The foundries of the Empire go to work, smelting down ore and pouring the molten iron and steel into cannon molds, dozens of the tubular black-powder weapons taking shape in the forges as the ships they are destined to serve aboard are gradually assembled. Captains are scouted from amongst the mariner community, sailors trained in all the activities needed to keep a ship of war functional. By the end of next year, you shall have a whole new weapon in your naval arsenal. Will Finish Next Turn


Diplomacy
: Elva is busy as she's ever been, going over old first contact protocols and reports from the Neighponese to formulate a plan to establish diplomatic contact with the newly discovered kingdom to your South. Her first priority is the recovery of citizens taken in the Pirate raids that were subsequently sold into slavery. All else is secondary. (Two Actions per Turn)

-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%

Required: 30. Rolled: 32+18=50

The Yak Elder Councils, stubborn and proud as they are, prove hesitant to accept your offers of assistance, but they soon change their tune when their people begin to very loudly demand that they accept your generous offer. Funds, materials and experts pour into Yakyakistan as Gryphus begins to invest heavily in the development of it's Western neighbor. Griffons host classes on metallurgy and agriculture in the centers of brand-new villages, teaching the inhabitants how to best make use of their limited resources. Diamond Dogs dig mines and irrigation ditches as teams of hired Yaks pound the ground flat along pre-determined routes, preparing the foundations of roads. Imperial advisors oversee Yak laborers as they plow fields, fell trees, and construct their first mills and smelters. Every clan receives the same amount of assistance, with no favoritism or regard for political allegiance. Such an egalitarian attitude engenders a measure of trust amongst the Yak communities as they work to build a new nation with your people's assistance. While much work still needs to be done to properly improve Yakyakistan's infrastructure, a great deal has already been done. Will Finish Next Turn.

-Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.

To be Continued in "Awkward First Encounters"

-International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

Required: 30. Rolled: 50+18=68

Kōryū is just as upset about the loss and enslavement of his people as you are of yours. He is therefore quite open to the idea of merging your fleets and coordinating naval action to ensure such things do not happen again. Admirals of both nations meet to discuss strategy, deployment plans, supply distribution, convoy escort schedules, and how to best coordinate naval operations. Between the combined fleets of your two kingdoms, a vast armada now stands ready to wipe out any and all pirates that sail the waves. Guarantee of Neighponese Assistance in Anti-Piracy Operations Acquired.


Stewardship
: With most of the crises facing you being in the realm of Foreign Policy, Frida is much more relaxed than she was the previous year. She's still busy mind you, but she's not about to tear her feathers out over her workload anymore. (Two Actions per Turn) One Action Locked

-The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn

After massive amounts of spending and much hard work on the part of the Crystal Ponies and their Imperial Sponsors, the Crystal City and the surrounding lands have been brought up to a level of development similar to pre-unification Griffonia. That may not sound like much, especially given the resources it took to make it happen, but considering the state of the Crystal Empire immediately after its liberation from Sombra, it is nothing short of a miracle that such a level of economic development was reached so quickly. Further improvements will no doubt be made in the future, as your Protectorate's economy becomes further integrated into the wider Empire and further investments are made in its infrastructure. But at least now the Crystal Ponies have an actual economy of their own, one that is fairly productive for its size.

While it's status as a Protectorate limits its tax obligations to the wider Empire, the Crystal Ponies are such ardent supporters of you and Gryphus that they voluntarily give you more tax revenue than they are required to under the terms of the Crystal Treaty. This is still less than what you would have received via an out-and-out annexation of the territory, but it is still a significant windfall. +200 Tax Income

-From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

As has become the norm in your Empire, the crown sets aside funds to subsidize the purchase of new technologies, an investment in the national economy. Dozens of mills replace their water-wheels with Archimedes' new steam engines, significantly increasing productivity and overall efficiency.

While the coal industry is momentarily disrupted by the sudden upswing in demand for fuel for these iron beasts, the rapid exploitation of new deposits allows the market to return to normal, leaving the national economy in a better place than before. Many Imperial citizens have begun to take notice of the benefits of these new devices, and are taking an interest in their use and implementation, further encouraging widespread adoption of this new technology. +200 Tax Income


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

-Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.

Genevieve goes to work, overseeing the improvements to the blast furnaces she designed what seems like so very long ago. The changes are relatively small, in the scheme of things, but the results are predicted to be quite dramatic: a large overall increase in output, and an even greater availability of steel, something that will doubtless prove useful in the future.

After spending several months observing the effects of the modifications on the first furnace, Genevieve has confirmation of her theory, and begins applying the changes en masse to steelmaking facilities across the Empire. It will be some time before the upgrades are finished, but the results will be more than worth the wait. Will Finish Next Turn.

-Movement through Steam: Archimedes and Genevieve have raised the idea of a new form of transportation powered by the new steam engines. The idea is simple: an engine powers the movement of wheels attached to a carriage which will run along tracks much like those of a mine cart. Simple in theory, but they might need some time and funding to work out the flaws in the design and make sure it's actually suitable for real-life use. Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.

Archimedes supervises the construction of a "testing range" in an isolated stretch of the wilderness, laying down a series of tracks of varying materials and size. Over the next few months, these tracks play host to a series of metallic monstrosities of different shapes and sizes, prototypes for the new "locomotive", many of which are deconstructed after Archimedes derides them as "inefficient" or "too complex". But, after many months of work, the grey-feathered scholar finally settles on a final design.

It's an...unusual looking thing. It clearly wasn't built with aesthetics in mind. It's also not very fast. You're fairly certain any able-bodied Griffon could outfly the thing with ease. Still, as you watch the steam-belching engine chug along the test track, you can't help but feel that this machine, and others like it, will have a profound effect on your nation and people. First Locomotive Invented.


Intrigue
: Ravenburg is busy this year. Between the recently discovered Maretonia, the Den of criminality that is Libertalia, the troubles in Yakyakistan and the constant need to keep an eye on things at home, he has no shortage of work to do and assets to coordinate. (One Action per Turn)

-South of the Brand New Border: You know next to nothing about Maretonia, and that's a problem. Its government, culture, inhabitants, economic and military strength are all things you need to know about if you're going to have any chance of dealing with them...in either sense of the word. Ravenburg's agents have proven adept at infiltrating hostile territory, and until you know otherwise that's what Maretonia is. Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%

Required: 45. Rolled: 95+13+10(Crystal Protectorate Anthem Omake)+15(Steel Night Omake)=133 (Super Crit)

To be Continued in "Awkward First Encounters"


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

-Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

To be Continued in "At the Gala"


-Overtime-International Anti-Piracy Force.


Hazard/Random Event Rolls
3 (To be Continued...)
82 (Passed)



Sorry for the delay. Final exams plus the graduation ceremonies have kept me busy, but I'm back and focused on writing up new content.
 
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Awkward First Encounters
You disdainfully eye the Maretonian emissary as he gives a curtsy, his golden regalia chiming against itself with every movement, his horn briefly pointing directly at you before he rights himself. His deliberate failure to fully bow is not lost on you, nor the rest of your court. Insulting though it may be, you'll put up with all the passive aggressive barbs the pompous unicorn can think up so long as you get your people back as a result of these negotiations.

Your own diplomats had arrived at the border of Maretonia only a few weeks ago, demanding an audience with the reigning authority of their nation. After a few days of travel and being passed from Barons to Counts to Dukes to the Queen of Maretonia herself, your chosen diplomats gave the standard first contact introduction before explaining the situation regarding your enslaved citizens and politely requesting the return of your people.

The Maretonians listened patiently, then proceeded to deny any knowledge of any slaves hailing from Gryphus or Neighpon. Pirates being pirates, it was in their nature to lie and deceive, was it not? Your captured citizens likely resided on Libertalia, held prisoner by some pirate lord.

Your ambassador listened patiently, then nonchalantly unrolled a very long scroll containing the names, titles, places of residence, and daily schedules of every Maretonian Noble and Official that was currently in possession of a Griffonian or Neighponese slave.

Ravenburg and his agents were damned good at their jobs.

Once it became clear to the Maretonians that these foreigners were both unlikely to leave them alone and potentially dangerous, they became far more open to negotiations. Evidently a few dozen slaves that were largely seen as status symbols by their "owners" weren't worth a costly war with an "upstart" Empire to their North.

Unfortunately, while it was clear that Queen Mareia (sovereign ruler of Maretonia) was in favor of a speedy resolution to this diplomatic crisis, many of the aforementioned slaveholders were not.


Queen Mareia, Monarch of Maretonia

They had paid a lot of money for your people, and they didn't see why they should have to just "hoof over their property to meet the demands of a foreign government". And, since these slaveholders were almost invariably powerful nobles, in many cases being just a step or two below the Queen in terms of authority and wealth, Mareia couldn't just overrule them and "confiscate their property" without risking a revolt or civil war. And so, in an effort to buy time and pursue other avenues for peace, the Unicorn Queen had sent a Emissary to your lands to speak to you directly on her behalf in hopes of finding a compromise that wouldn't lead to a war on either front.

Unfortunately, this strategy appears to have backfired. The slaveholding nobles, who have apparently been chaffing under the slow increase of central authority and royal involvement in their personal demesnes over the past few decades, are using this incident as a political rallying cry, insisting that handing over their slaves would set a dangerous precedent for both their foreign and domestic policy, appearing as weak to their neighbors and giving away even more power to their Queen. Every day their influence grows, as more moderate nobles and even common ponies are swayed by their arguments. It's clear that they're not going to just give up your people.

Ravenburg had used the days of waiting for the Maretonia emissary to arrive to brief you on the copious intelligence he and his spies had acquired, to ensure you would enter the negotiations with all the information available.

Maretonia is inhabited by three different sub-species of Pony. Officially, racial discrimination is a thing of the past, a relic of the Pre-Dicordian Era. Unofficially, Earth Ponies make up more than half the total slave population, with much of the remainder being comprised of Donkeys and Diamond Dogs. While there are Pegasi and Unicorn slaves, they are distinctly in the minority, and tend to occupy jobs such as weather-shapers and scribes rather than simple menial labor.


An Enslaved Pegasus at Auction

The vast majority of the landed nobility are Unicorns, with the Pegasi forming the core of a militant aristocracy, similar to the Knightly Orders of the old Griffon Empire. The free Earth Ponies tend to act either as artisans, merchants, or supervisors of their enslaved brethren, administrating plantations and mines across the land.


A Pegasus Knight in Formal Regalia

Maretonia is a large kingdom, not too dissimilar in size to your own Empire. While it's population as a whole is more than twice as large as your own, this figure includes the great number of slaves that form the backbone of their economy. While free Ponies make up the majority of the population, roughly one in six inhabitants of Maretonia is enslaved, either from birth, as punishment for a crime, or as the result of purchase from third party brokers who are eager to feed the kingdom's ever growing demand for labor, traveling abroad to acquire living product by hook or by crook. Many outlying villages and wandering tribes have found themselves forcibly assimilated into Maretonia through the actions of such slave traders, expanding the borders of Maretonia as they go.

While it is possible for a slave to be legally emancipated, either at the discretion of their master or the noble that they pledge fealty to, such an occurrence is rare, and the vast majority go from cradle to grave as the property of another.


An Enslaved Earth Pony pulls a Slaveowner's Carriage

Militarily, Maretonia is both stronger and weaker than Gryphus. Weaker in that they have a smaller army (which ranges in quality from Knights to ragtag mercenaries and conscripted slave soldiers) but stronger in that they have access to powerful magics, from Pegasi weather manipulation to all manner of combat spells cast by Unicorn battle-mages. And seeing as how Sombra almost broke the back of your entire army by himself at the battle of Redstone...you're not eager for a military confrontation with your new neighbors, though you know such a thing may be inevitable.


Maretonian Battle-Mages

But there may be other options available to you. In the course of their intelligence gathering, Ravenburg's agents made contact with a mare by the name of Ambrosia, a leader in a network of abolitionists within Maretonia. From escaped slaves to the exceedingly rare noble worthy of the title, these equines aspire to see a world where no living being can be considered property of another. They are overjoyed to meet a people that despise the institution of slavery as much as they do, and hope to cooperate on freeing their enslaved brethren.


Ambrosia: Earth Pony, Abolitionist, and Brothel Madam

But before you can even think about that, you need to free your own people. And that means dealing with the smarmy, gilded ponce that is the Maretonian Emissary, a Unicorn Stallion by the name of Olive Branch who, despite being ordered by his Queen to bring this crisis to a swift and peaceful end, seems content to act as though you should be honored to be hosting him. More than once you see him express visible disdain for some custom or cultural aesthetic of your people in what you hope he thinks is a subtle manner (it isn't). He seems to be under the impression that he holds all the cards in these negotiations, and has be reminded more than once that the palace staff are Imperial Citizens and not slaves.

By the time the actual negotiations begin almost two full days after his arrival at your court (the Emissary seeing no reason to rush things and insisting on being allowed to "recover from the tiring journey") you're beginning to regret your decision to have him not pass through the Crystal City. An encounter with a lynch mob just might've driven the point home as to how serious you and your people are about this whole situation.

But, finally, you, Olive Branch, a Unicorn Interpreter, and Elva Von Cleef gather in a secluded chamber of the Imperial Palace to try to resolve the situation.

The negotiations barely begin before they hit a brick wall in the form of the Maretonian Emissary starting quite bluntly that the only way that the current "owners" of your enslaved people would agree to part with them would be if you and your Empire agreed to compensate them for their loss. And, given the negative precedent this would set, as well as the significant value of your people on the slave market due to their uniqueness, the price tag is...considerable. And no offers, arguments or threats will convince Olive Branch to lower it or consider alternative means of compensation. You're beginning to suspect that the Emissary actually wants these negotiations to fail. The fact that his brother is one of the ringleaders of the opposition to the Queen of Maretonia only lends credence to this theory.

One thing is clear: you need to get your people back. Whatever path you choose to embark upon, you must act swiftly. Your people will look upon a failure to deal with this situation...poorly. At the same time, paying an exorbitant sum for their return may not be looked upon kindly either. A dilemma if ever there was one.

It appears you have a choice to make. Pay the cost necessary to see the swift and safe return of your people...or send Olive Branch back to his homeland without an agreement and pursue alternative options?

[ ] Pay Any Cost: You'll pay the fee and compensate the Maretonian Nobility for their "property". A King's ransom it may be, but it's a small price to pay for the speedy and safe return of dozens of Imperial Citizens. -5000 Gold. Guaranteed Immediate Return of Your People, Chance for Normalized Relations with Maretonia.

[ ] Bear Any Burden: The easy choice and the right choice are usually not the same. You could pay the ransom. But what message would that send to the Maretonians? To other nations and peoples? Do you want everyone to believe that kidnapping your citizens is a route to a quick payday? That such actions will be rewarded, and not punished? These Citizens may go free now, but what of those that may be taken in the future? No. Simply paying their ransom is unacceptable. It may be cruel to delay their release, but your enslaved brethren are in no danger: they have become too valuable to be worked to death on some plantation, or killed for the public's amusement in some gladiatorial arena. No slaveowner would allow their "investment" to come to harm when the possibility of a fat payout exists...or when the threatened retribution of a foreign Empire hangs over their heads. Send Olive Branch and his party packing. You will find another way to get your people back. New Options Unlocked.
 
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At the Gala, Part 1


Gawain Golden-feather, Crown-Prince of the Empire of Gryphus, sighed quietly under his breath. Another day, another social event.

Oh, he wasn't a reclusive loner, far from it. He wasn't opposed to parties and balls in principle. It was just the fact that, whenever he attended events such as this, everyone wanted to talk to "the Prince". Not Gawain. He was frequently seen, not as a Griffon, or a scholar, or anything else, but as a member of the royal family, as the heir to the throne. It seemed at times that all that mattered was who his parents were.

It was a childish complaint he knew. Oh, the poor prince, living a life of luxury with everyone kissing up to him, how horrid. His father, the Emperor, suffered similarly from the "burden of rulership" as he called it, if not even more-so, given his unparalleled power and authority. But while the elite one percent of the Empire had both the means and the will to gain an audience with the Emperor, many others seeking to gain the ear of their monarch sought to do so by cozying up to his children. And, being the eldest child and heir apparent, he was the target of most of the suck ups willing to kiss his tail feathers in hopes of winning the favor of a member of the Imperial family.

Others may have viewed such a set-up as ideal. The movers and shakers of the Empire, from barons to business magnates, all willing to do practically anything for him? Perhaps, in another life, he would have enjoyed being the center of such attention. But here and now, stuck at yet another event he was more or less forced to attend to keep up appearances, surrounded by an orbiting collection of young sycophants and yes-gryphs from which he knew he could not escape, all he felt was disappointment.

But he never let it show. He put on a brave face, wearing the mask of a ruler, as his father did. He smiled politely, nodded when appropriate, and looked stoic when the situation called for it. But he couldn't wear the mask all the time. He couldn't hide his unhappiness from his family. He suspected that that was why his father had gently persuaded him to join the Silver Talon Society, the social club for children of nobility. Perhaps his father had hoped that, amidst the young heirs who also bore the weight of their parents' positions, he could find someone who saw him as more than just the prince.

Almost a month after joining, he'd yet to find one. Thus far, it had just been more of the same. The same parties, the same empty praise, the same sycophants seeking to earn the favor of the crown prince. As far as he could tell the only change had been the ages of the participants.

Still, he persevered, if not for his sake than for that of his parents. The night was still young after all, and this ball, a gathering of future nobles from across the Empire, surely played host to someone who would seek to do more than kiss his tail-feathers.

With a few carefully delivered remarks and deflections directed to the hangers-on clustered around him, the young Prince manages to break away from the corner in which he'd been spending much of the past hour and directed his gaze towards a few of the other social groupings that had formed since the party had begun. The only question was: which ones should he investigate?


[ ] The Young Knights: Well, perhaps knights is too strong a word. Though they hold themselves in an imitation of military posture, and though several of them bear the faux medals of the Young Squires youth organization, it's clear that these children are the heirs to their parents' noble titles. As such, though they aspire to dreams of knighthood and martial glory, virtually none of them will be allowed to risk their lives in such a dangerous profession. Still, though they may never become true knights, this does not stop them from becoming proficient in the arts of war, and training themselves to a high standard of physical fitness.

[ ] The Rich Chicks: The poster-children for the Silver Talon Society. While all the attendees of events such as this are of the upper class, a talonfull standout as being descended from particularly wealthy families. From the heirs to powerful duchies to the children of fabulously wealthy business magnates, their clothes cost more than the average Imperial Citizen could hope to make in a year. With their future positions already assured, such a privileged few are unlikely to demean themselves in search of a leg up. And who knows, perhaps he and they will have something in common beyond the vast wealth of their parents?

[ ] The Scholars: While the Archimedes Institute lays claim to the finest young minds in the Empire, that does not mean that one cannot find learned Griffons outside of it. A number of the more scholastically inclined noble heirs have congregated on the balcony outside, discussing the latest developments and discoveries in their fields of academic interest. Most of the children here wouldn't be able to keep up with such learned youngsters. But Gawain has spent years as Archimedes' personal protégé, and is one of the most well-educated Griffons in the Empire. A discussion of mechanics or natural philosophy would be a welcome change to the usual topic of noble politics at gatherings such as these.

[ ] The Loner: In a corner, sitting by herself, is a young She-Griffon, obviously trying to avoid attracting attention to herself. From where he stands, Gawain can't tell if she's shy or simply content to people watch from her seat in quiet isolation, but she certainly doesn't seem like the type of Gryph who's eager to suck up. She might make an interesting conversation partner, if nothing else.

[ ] The Foreigners: A bunch of Neighponese Qilin had been invited to this particular party in the interests of "furthering international camaraderie and cooperation." While they're all the same race and nationality, their backgrounds vary wildly, from the children of military officers to the scions of wealthy merchant houses. It's even rumored that the Neighponese Ambassador's child is present, though it's difficult to pick them out of the crowd of scaled equines, each of them dressed in finely embroidered silk garments. Disconnected from the intricacies of Griffonian politics, Gawain is hopeful that they are likely to treat him as just another foreign noble...assuming he can breach the language barrier. He's been taking lessons in Neighponese, but he's never tried to communicate with a native speaker outside of his tutors.



Here's my latest attempt at character building. Not my best work but hey, at least I tried. Have no fear, one way or another Gawain will make a friend tonight (his character arc depends upon it).

This choice is going to be a little different. While every reader may vote for only one option, the two with the most votes will be selected.
 
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