Equestria. Land of magic, friendship and ponies. A paradise of colorful landscapes, friendly inhabitants and benevolent rulers.
At least, that's what you've heard some say. For you have never been to Equestria. You have never seen the glittering spires of Canterlot, nor the wonders of Equestrian magic. You have lived your entire life in the lands beyond Celestia's gaze.
But then, that would only make sense. For you are a ruler of your own kingdom. Perhaps not as great or as prosperous as Equestria…yet…but a kingdom nonetheless. Some inhabitants of that magical sugarbowl like to claim that theirs is the only light of civilization, but that's never been true. They're just more unified...with all that entails.
The lands outside Equestria's borders are far from paradise.
They are civilized, yes, but they are chaotic and often violent. Your world is one where the safe places are only so because of the armies they field, where bandits, pirates and monsters are an ever present threat to life and limb. It is a world quite different from the multi-species union of Equestria, where there is nothing to tie together the disparate peoples of the world save a shared distrust for each other. It's a place where one must be strong to take power, and stronger still to keep it. It is an environment that still pays open homage to the most basic rule of law: the rule of the sword.
But despite all that there is a sort of beauty to be found in these turbulent lands. There is a wild and freewheeling desperation for life, for freedom, for change, and it suffuses every inch of this realm.
You love your homeland with all your heart, and you dream of the day that it's glory may surpass Equestria's.
Where are You?
[ ] Neighpon:
Difficulty: Easy
Descendants of the Divine Dragon Amaterasu, the Qilin of Neighpon have lived in their idyllic island kingdom for thousands of years. Possessing elemental magic that allows them to bend fire to their will and a code of honor that binds them to their Emperor/Empress, they are a force to be reckoned with.
But while they may be great in power, they are few in number, and their placement upon an archipelago poses numerous issues, limited resources and isolation being the greatest among them. Combined with the antics of the mischievous spirits that also call Neighpon home, these obstacles will prove a hindrance to the Qilin' dreams of expansion.
Benefits:
1. One People, One Ruler: The Qilin are united and bound to the service of their Emperor/Empress, loyal unto death with no regional, tribal or religious differences to create internal conflict or disunity.
2. Firebenders: All Qilin possess a unique form of magic that gives them pyro-kinetic abilities, giving them an advantage in the realms of warfare and industry.
3. Exotic Goods from the East: Neighpon produces numerous goods suitable for trade, from exotic foodstuffs to luxurious silks and lacquerware.
4. Divine Intervention: When Neighpon and it's people are threatened, when all hope seems lost, the legends say that the Divine Dragons shall rise from their eternal slumber to protect their descendants and lay waste to all those who would threaten them.
Detriments:
1. Infertile: The Qilin are few in number in comparison to most of the other races, and due to their unusually low fertility rates this is unlikely to change any time soon.
2. Islands of Isolation: The ocean provides a barrier to enemies, but it also makes diplomacy, trade and offensive military action significantly more complicated and difficult.
3. Mischievous Spirits: From Kitsune and Tanuki to Kappas and Oni, the numerous spirits and creatures that share Neighpon with the Qilin can be an annoyance at the best of times. At worst, they can be a menace that threaten the security of the Empire.
4. Honor before Reason: While codes of honor bind the Qilin people together, they can at times be restricting, preventing them from taking a more practical or less costly option.
[ ] Zebrica:
Difficulty: Medium
Zebras are a race of many tribes and one nation, their disparate peoples united into a single kingdom. They are a people greatly in tune with nature, possessing knowledge of alchemy, potion-making, and esoteric ritual magic. They are a nation at a crossroads, bordered on all sides by other tribes and kingdoms with the potential to become their most steadfast allies or their most bitter of enemies. They are a nation with much history, their lands holding many ancient ruins and tombs hiding both great treasure and great dangers. But above all, they are a nation of potential. As to whether they will live up to this potential…only time will tell.
Benefits:
Strength in Diversity: The might, wealth and knowledge of four Tribes combine to form Zebrica, their strengths and cultural specializations complimenting each other to create a whole greater than the sum of its parts.
Who Do Your Voodoo: From potions with mystical qualities to alchemy that can enhance and alter the attributes of materials to exotic rituals capable of harnessing the power of nature itself, Zebras have no lack of magical abilities.
Ancient Treasures: Ruins of past kingdoms and empires litter the deserts and savannas of Zebrica. Most are nothing more than the bones of previous cultures, but a few hold great riches and secrets of ancient magic for those who can find them.
Crossroads of the World: Zebrica is placed between several other neighboring kingdoms, creating numerous opportunities for diplomacy and trade.
Detriments:
1. Harsh Homeland: Zebrica is a land filled with potential dangers. Predatory fauna, poisonous flora, and a harsh climate combine to create a challenging environment for its inhabitants.
2. Tribal Conflicts: Each tribe has its own history, and that history often includes conflicts with the other tribes. Ancestral grudges and cultural differences may threaten to divide Zebrica at the most inopportune moments.
3. Sealed Evil in a Can: It seems that for every ruin hiding gold or wisdom, there is another containing a great threat. Be it an ancient curse, a virulent disease, or an army of hostile undead, dangerous things lurk amongst the remnants of the past.
4. Rival Neighbors: Neighbors can be a blessing, or a curse. Be it raids on your trade caravans, encroachment upon your economy, or all-out invasion, expect a great deal of trouble from the people just beyond your lengthy borders.
[ ] Griffonia:
Difficulty: Hard
A land of snow-capped mountain peaks and great forests that stretch to the horizon, Griffonia is a hard country that has produced a hardy people. The saying goes that, while many griffons are farmers, merchants or artisans, all of them are warriors. Such a martial tradition is a necessity, as there are places in Griffonia that make the Everfree look like a peaceful tourist destination. Packs of feral diamond dogs, ravenous cave trolls, and even the rare dragon call these lands home, and they are often covetous of the bounty that their civilized neighbors have acquired through their harvest of the land's great mineral wealth.
As a consequence of such a martial culture, Griffons have often warred against each other, leading to the land being divided between numerous Duchies, Petty Kingdoms and independent City-States. Fighting with each other as often as they fight against outside threats, it will take a truly powerful or charismatic ruler to unite them and lead them to prominence on the world stage.
Benefits:
Hardy Population: The inhabitants of Griffonia are resilient and steadfast, used to enduring hardship and conflict.
Mountains of Materials: While not as rich in gemstones and precious metals as Equestria, the lands of Griffonia house great riches in the form of Iron, Timber, Copper, Lead, Coal, and other raw materials.
Fortified Dwellings: Frequent wars, bandit raids and monster attacks have led to a tradition of Griffons erecting walls and fortifications around their settlements. Every village is a bulwark, every city a fortress.
Aerial Aces: Griffons are one of the only races whose members are all capable of flight, giving them numerous advantages over ground-bound peoples.
Detriments:
Untamed Land: Griffonia is utterly infested with monsters, brigands, rogue dragons, and worse. Purging the land of threats to your people will be a difficult task.
Divided Populace: Griffonia is divided between several Duchies and Petty Kingdoms. It will take a supremely charismatic negotiator or great conqueror to unify all Griffons under a single banner.
Muggles: Griffons are one of the only races that are utterly incapable of using magic in any way. They can use objects that have been enchanted by others, but that's about it.
Lack of Luxury: Griffonia is devoid of any obvious trade goods or luxury items such as gemstones or spices. This will pose a problem when trading with other nations.
When are You?
[ ] Post-Discordian Era: Discord, the mad God of Chaos, who has ravaged the world with his foul magics for over a century, is no more. None know of his fate, nor who bested him, but shamans, seers and oracles across the world confirm that his presence can no longer be felt upon the material or immaterial plane.
With the threat of Chaos gone, the survivors of broken kingdoms and shattered empires crawl out of hiding and begin to rebuild, and a few dare to dream of surpassing the grandeur of their ancestors. But though Discord may be gone, the world is still a dangerous place.
Monsters roam the lands, the gates of Tartarus stand open and unguarded, and cruel tyrants and bloodthirsty warlords rule over great swathes of the world. It falls to a new generation of rulers to tame this new world and secure it for their children.
[ ] Age of Harmony: It has been nearly a millennia since the Equestrian Monarch Celestia banished her sister to the Moon. Since then, the world has known an era of unprecedented peace and stability. But with this peace has come stagnation and complacency.
Threats gather on the horizon, and few stand to meet them. Ancient threats once thought vanquished return to endanger the world once more, and new enemies wait in the wings, ready to overthrow the status quo for their own ends. It will take a special breed of heroes to weather this storm, and only the truly great can hope to emerge stronger than before.
Hi everyone. I'm a long-time reader, first-time quester. I had an idea a while back that never really left my mind, so I started writing it out and here we are. I request your patience and cooperation as I learn the ropes.
I've seen others on this site reference MLP and the associated fandom, but I've never really seen anyone make a quest quite like this one, so I'm applying the old logic of "if you want to see something that doesn't exist yet, make it yourself."
For the purposes of this quest, the setting is an AU, and any events past this point are non-canonical. Head-Canon abounds, especially since the show hasn't shown much beyond Equestria's borders.
Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer, The Liberator, the King of the North.
Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.
Martial: 9+2+1+2=14
Diplomacy: 14+2+2=18
Stewardship: 13+2=15
Learning: 16+2=18
Intrigue: 11+2=13
Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
Trait-Strong: Working out with your wife has done great things for your body. +2 Martial
Inventory:
Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
Runic Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing. With Merlin's assistance, it has been enhanced with runic magic, making it even more durable.
Orichalcum Sword: A blade made of an extremely durable, magic resistant metal
Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.
Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)
Status: Adolescent-Malus to Martial stat.
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)
Trait: Beautiful- A stellar example of feminine grace. (+2 Diplomacy)
Duelist: An experienced master of one-on-one combat who spars against others as a hobby. (+4 Martial)
Trait: Beautiful-A stellar example of feminine grace. (+2 Diplomacy)
Trait: Studious-Knows her way around the written word. (+2 Learning)
Adopted: Permanently last in the line of Royal Succession.
Crystalmancer: A prodigy in the arcane art of Crystal Manipulation, able to turn a few pebbles into a forest of glittering spires. (+2 Martial)
Imperial Army: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.
Imperial Army Morale: 80/100 (Strong)
Imperial Army Numbers: 53,856
-25,00 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.
-12,500 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.
-12,500 Arbalists: Griffons armed with crossbows, capable of punching through armor from quite a distance away.
-3000 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.
-856 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.
-28 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.
-59 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.
-20 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.
Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.
The Black Watch
1 Watch Commander Konrad Hardbeak
24 Black Knights (Black Steel Armor and Weapons)
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer" (Orichalcum Katana, Runic Armor)
35 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia
The Knights Talon
1 Grandmaster Colombroni Pigeonio (Orichalcum Blade, Runic Armor)
25 Knights of the Inner Circle (Black Steel Weapons)
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy
The Knights Panther
1 Grandmaster Adrian Dawnquill (Orichalcum Blade, Runic Armor)
30 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Black Fortress, Aquileia
The Crystal Guardians
1 Grandmaster Glimmer Shine (Black Steel Blade, Runic Armor)
10 Knights of the Inner Circle (Black Steel Weapons)
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City
Imperial Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.
20 Cogs (Bolt-Throwers)
37 Carracks (Cannons)
Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Imperial Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.
Politics
Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).
General Public Opinion: 9.5/10 (Hail to the Emperor!).
Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)
Religion
Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: 1.6 (No Benefits)
Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 3.0 (Strengthened Crystal Heart, Minor Runic Literacy)
Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: .4 (No Benefits)
YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: 1.7 (Small Boost to YakYakistani Relations)
Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire. Recently, it has been revealed to you that the religion is a front for the machinations of the Changeling Queen Phalanx, who has taken upon the guise of a Goddess to rule Canterbury from the shadows.
Influence Level: .5 (No Benefits)
The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: .8 (No Benefits)
Roll Bonuses
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Specialized Anti-Magic Training: Bonuses to Certain Combat Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory
Core Mechanic:
Basic Roll: d100 + Bonuses > Target Number
Critical: Roll 90+
Natural Critical: Roll 90+ without Bonus
Natural Critical > Critical
Turns:
This quest is played over a series of turns which are divided between Normal and Special Turns. Normal Turns revolve around the regular operations of your nation while Special Turns regard special events such as battles and diplomatic negotiations. Each turn players will vote for a specified number of Actions, some actions require a certain Target Number to pass and/or a Resource and/or Special Resource Cost. Unless otherwise noted assume votes are by-plan.
Omake Policy:
To encourage player involvement (and to counteract Tsun-Dice) I am offering bonuses to rolls at the choice of Omake Writers. The bonus rewarded is arbitrary as I have no set scoring chart, but rule of thumb is: longer and better written means higher reward.
Edit: Due to concerns raised regarding the potential "game breaking" nature of Omake bonuses, only two Omake bonuses may be applied Per Action Per Turn.
Persons of Interest
Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.
Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.
Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.
Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.
Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.
Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.
Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.
Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.
Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.
Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.
King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.
Rose: A Changeling, member of a race of shapeshifting emotivores. Defected to you when your agents nearly stumbled upon the Hive of Queen Phalanx and the conspiracy at the heart of Canterbury and the Church of the Lady of the Lake.
I'm aiming for science. Perhaps even SCIENCE. Artifice, and inventions. Without proper magic, well, there's necessity. There's the materials for it as well, in the mountains. As for why post-Discord? Well, a wise woman once said to start at the very beginning. The very best place to start.
Interesting.. Lends well to an Naval industrial juggernaut. developing steam engines would well be possible. Mischievous spirits is also a short term disadvantage overall, as due to the settings world laws they can be converted to allies with a bit of effort. or a lot of effort.
[] Zebrica: A bit disunited, but good potential. Also... I kinda want to see the GM be forced to rhyme the NPC conversations a lot.
[x] Griffonia: No magic beyond enchanted items and the world laws. no luxury goods, beyond what needs to get made. defiantly a pure tech up situation, but a potential one. hardships also makes us strong. Airships possibly? mountainous terrain, hostiles between settlements, and out natural ability to fly would actually make them make sense to develop, just to ship goods safely between settlements.
It's my head-Canon that rhyming is more a Zecora thing than a Zebra thing. That's not to say rhyming won't occur, but trying to rhyme all the dialogue would drive me insane.
I've got a decent number stockpiled already, but any additional ones would be great.
I'd like to have a lot of visual aides for the Quest. Not just of MLP stuff, but anything that might be relevant to the quest (magitech, fantasy landscapes, etc.)
If people give me a good number of really decent pics, I'll actually give out omake bonuses for them!
I've got a decent number stockpiled already, but any additional ones would be great. I'd like to have a lot of visual aides for the Quest. Not just of MLP stuff, but anything that might be relevant to the quest (magitech, fantasy landscapes, etc.)
If people give me a good number of really decent pics, I'll actually give out omake bonuses for them!