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.
Background: This will determine your character's base stats, by default the sum of 3d6 for each category. You will reroll the lowest for a particular stat for each + you have in it, and reroll the highest for each -. Traits picked in the next step will increase or lower these scores by a set amount. Your background will also affect some of the options available to you at the beginning of the quest, as it determines what sort of person you were prior to taking the throne.
[ ] Troll Hunter: You spent much of your life hunting and slaying trolls, manticores, feral diamond dogs, and Griffon outlaws lurking in the forests and caves of Griffonia. A dangerous and messy job, but a necessary one. +Intrigue, +Martial, -Learning
[ ] Merchant: Even in the dark days of Discord's reign, goods and gold were still exchanged, and profits (however small) were made. +Stewardship, +Diplomacy, -Martial
[ ] Knight Lion: Before Discord, over a dozen knightly orders existed for the protection of the common people and service to the nation. Now only one remains: The Knights Lion. Though a shadow of its former self, the members of this militant order, clad in heavy armor and bearing swords and lances, still uphold the chivalrous ideals of their glorious predecessors. +Martial, +Diplomacy, -Intrigue
[ ] Scholar: To be a scholar in the age of Discord meant combing through rubble for lost tomes and relics of the past as much as it meant reading and writing, skills in short supply both then and now. +Learning, +Stewardship, -Martial
Stats are also influenced by traits. The three with the highest vote number will be chosen. Bear in mind that some traits are genetic, and can be passed on to offspring, while others will not be.
[ ] Genius: Smart doesn't even begin to describe you. +2 all skills, counts as two traits.
[ ] Gregarious: You always know exactly what to say to get people to like you. +2 Diplomacy
[ ] Crafty: You have a knack for navigating the byzantine realm of court politics. +2 Intrigue
[ ] Eidetic Memory: You have a mind like a steel trap, never forgetting anything you seek to memorize. +2 Learning
[ ] Honest: You cannot tell a lie to save your life. +4 Diplomacy, -2 Intrigue.
[ ] Attractive: You are beautiful/handsome. +2 Diplomacy, better spousal relationship
[ ] Greedy: You love gold, more than is healthy. +4 Stewardship, -2 Diplomacy
[ ] Strong: You are blessed with a powerful physique. +4 Martial, +10% Fertility
[ ] Tall: You stand a head above most, giving you an edge in combat and a little bit of extra respect from everyone that has to lean backwards to look you in the eye. +2 martial, bonus to intimidation attempts against most races.
So I got bored and made some flag variations for our little kingdom if anyone wants to look at them.
Just to note I made these with an app and am no artist so I cant really make changes out of changing the color, using a selection of symbols, and some other things
Symbolism(based on the griffins point of view)
Grey- Our races practicality and durability
Red-The sacrifices made by our people to get to this point
Black-The death and disaster that surrounds our people and the determination to see through it to the end.
Gold-The hope that Griffins had always for a better future, Ingenuity, (future) wealth, and the heroism that occurred to get to this point.
Last bit of Character Creation, with some introductory information to the setting to tide you over till the first turn.
[ ] Name (Write In)
Discord is gone. The word spreads across the land, throughout the world, shouted from mountaintops and echoing off of cavern walls. The news seems too good to be true. But as the sun and moon cease their frantic, inconsistent movement through the sky, as floating mountains finally return to their rightful place upon the ground, and as fish cease to swim through the air, the evidence cannot be denied. And thus begins the greatest celebration in living memory, as peoples across the earth emerge from their hiding places and begin to live without fear of the vile Draconequus.
Of course, the celebration doesn't last forever. Eventually words like "reconstruction" and "return to glory" start getting tossed around, kingdoms begin to rise from the ashes of the past, and with a common enemy no longer serving to rally them, different factions begin to square off for land, wealth, and power. And nowhere is this more true than in the lands of the Griffons.
The ancient Empire of Gryphus, the shining beacon of the Northern Mountains, was shattered by the machinations of Discord. Under the sway of his foul magics, brother turned against brother, father against son, and noble against emperor, until the Griffon race was divided between numerous feuding fiefdoms. As time passed, bridges were mended and rivals were conquered as the strong brought the weak under their control and consolidated their power, but the former lands of the Empire remain divided against themselves.
You are the ruler of the Kingdom of Griffonia, and the only known living descendant of the Imperial House of Gryphus. You govern nearly a third of the former Empire, command an army numbering in the thousands, and possess a level of wealth even you struggle to comprehend. The title of Emperor is your birthright, your fate, your destiny! Too bad not everyone sees it that way. It will be up to you to make them see the light and unite all Griffins under a single banner. Whether they like it or not.
To your west lies the Duchy of Wingbardy, a smaller, weaker realm, but possessing fertile soil and ample game for hunting, trapping and skinning. While the might of your army could doubtless bring it under your control with little difficulty, doing so would enrage your true rival to Empire: Aquileia. Holder of the Western third of the lands of Gryphus, its strength, size and wealth match your own, and its King has no intention of submitting himself and his subjects to you. And finally, scattered across the territory of all three, the independent city-states that compose the Feathersian League. And though the members of the League are pitifully weak individually, they are quick to leverage their combined economic might against those that would seek to threaten them, hiring armies of mercenaries to supplement their own militias.
There are many challenges ahead, and much work to be done. Will you reforge the Empire of Gryphus and make your mark on history, or will you be doomed to become a footnote in the history books?
Your name is Garrick Golden-Feather, King of Griffonia, and the only known living descendant of the great Griffon Emperors of old. At least, that's what everyone's been telling you for the past few days. You were just a merchant, moving goods between the canyons, caves and forests that allowed your people to hide from Discord. Your parents had done the same, before they'd been killed by brigands seeking to loot their caravan. You'd carried on the family name and business, after hiring some mercenaries to help you avenge their deaths.
When word of Discord's defeat began to spread, you'd found yourself in the nearest bar, putting your wealth to good use by buying a round of celebratory drinks for everyone. And then another. And another. You woke up the next morning with a raging hangover and a pair of stern-faced Griffons in the colors of the Knights Lion standing over you. They told you, very matter of factly, that the King of Griffonia had died without an heir (alcohol poisoning, ironically), and a thorough search and examination of the genealogical records and family trees of all the major families across the former Empire had revealed you to be the only living descendant of the Imperial family of Gryphus, and thus the only remaining successor to the Throne. They had then practically dragged your flabbergast self to the Royal Residence where you were hurriedly run through the necessary ceremonies to install you as the new King. As your fellow Griffons began to emerge from their hiding places and adjust to a Chaos-free world, you were being put through a crash course in your royal duties.
Now you stand before a bunch of counts and barons swearing their fealty to you, though you can tell they're subtly sizing you up. Your appearance has sent ripples throughout the Kingdom and beyond, and everyone is wondering just what sort of ruler you will be, yourself included. Some, like the Duke of Wingbardy, the King of Aquileia and the leaders of the Feathersian League, have refused to acknowledge your claim to the Imperial Throne, or simply stated that your ancestry means nothing. And now you have a meeting with the King's…with your privy council.
Honestly, you already find yourself wishing you were still just a regular merchant. But you will not turn away from your duty. You are determined to be the great king everyone seems to expect you to be. And maybe, just maybe, you can hope to be as great as your Imperial ancestors.
Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)
Protection Racket: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not protect their lands. Specifically their logging camps, mines and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground or something then your nobles will be unable to pay taxes…from their own income. Then they might have to dip into their treasuries. The horror. Cost: 0. Time: One Year. Reward: Dead Trolls and Diamond Dogs. Small Boost to Nobility Opinion. Sources of Income protected.
Establish a Navy: The one true advantage you have over Aquileia is your unrestricted access to the Sea. While Aquileia is not landlocked, any of its vessels must pass through your waters if they wish to reach the open ocean. Unfortunately, as of now your "Navy" is just a bunch of hastily re-purposed fishing vessels using civilian docks. This will never do. Build a few actual warships and dedicated military dockyards. Cost: 400. Time: Two Years.
The Lion's Den: The Knights Lion are the last of the knightly orders, the militant brotherhoods that served the Emperor in the age before Discord. As the only known living descendant of the Imperial Family, the few remaining knights have sworn their service to you. But if they are to truly recapture the glory of their ancestors, they will need a base of operations. A citadel. You intend to give them one. Cost: 400. Time: Two Years. Reward: Citadel of the Knights Lion constructed. Knights Lion upgraded from bodyguards to large-scale battlefield unit.
Diplomacy: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)
Diplomatic Survey: You know as much about the other Griffon Kingdoms as any Griffon off the street. That's not going to be enough. You don't know much about your fellow rulers, or what they think of you. Time to familiarize yourself with your neighbors. Cost: 0. Time: One Year. Reward: Information on your neighbors and how they regard you.
Throw a Dog a Bone: While none of the Diamond Dogs in your territory could be considered "civilized", not all of them are completely feral. Some have been known to use tools, wear clothes, even speak your language to a certain extent. It might be worth trying to open a dialogue with some of the less aggressive packs, if for no other reason than to tell them that you know where they live and that you'll kill them if they don't stop raiding your territory. Cost: 100. Time: One Year. Reward: Diplomatic contact made with several Diamond Dog Packs. Chance of Success: 40%
Stewardship: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)
Farmers on the Rocks: One of the biggest problems with living in the mountains is the need for fields. You know, for food. Which people need to survive. What limited space you have is often dedicated to said farms. Unfortunately, what farmlands that weren't ruined by Discord were looted by Diamond Dogs, wrecked by Trolls, or burned by Dragons. A few farms remain, which is why your people aren't currently starving, but you should rebuild some as soon as possible. Cost: 200. Time: One Year. Reward: Farming Income. Chance of Success: 90%.
Mountain Minerals: You know that there is an abundance of minerals and resources buried beneath the mountains you call home. You just need to know exactly where they are so you can start to really harvest them. Cost: 100. Time: One Year. Reward: Mineral survey throughout your territory.
Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn)
Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn.
Fungus Farming: In a mountainous, forested land such as yours, arable land is in short supply. That, plus the threat of bandit raids and monster attacks makes the production of a reliable food supply a significant issue. Archimedes claims to have a solution: Mushrooms. They can grow places other foodstuffs can't, don't require sunlight, and are highly nutritious. You're skeptical, but are willing to give him some time and funds to explore the viability of his idea. Time: One Year. Cost: 100. Reward: Viability of Mushrooms as Food Crop investigated.
Battlefield Communications: Your army relies mostly on banners and flags for communication. While this works fine under most conditions, it's not ideal for low-visibility situations like fighting in mist or the forest, to say nothing of when your troops are actually trying to stay hidden. Have your military thinkers come up with some new means of communication for your soldiers in the field. Time: One Year. Cost: 200. Reward: Easier communication between troops, +3 on certain combat rolls. Chance of Success: 90%
Intrigue: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)
Eye Out for Spies: You're sure that Wingbardy, Aquileia, and the Feathersians are trying to insert spies and informants into your population, and if they haven't already they soon will. Set up a counterintelligence organization to spot and snatch any foreign agents or suspicious persons trying to enter or leave your borders. Cost: 200. Time: One Year. Reward: Spy-catchers hired and placed throughout the Kingdom.
Spy School: If you're going to unite your people, you're going to need information. And to get information you'll need spies. Good ones. Have Ravenburg set up a recruitment and training program for infiltrators to operate beyond your borders. Cost: 400. Time: Two Years. Reward: Spies trained, can be sent on missions to other nations.
It's not Paranoia: The nobility are sworn to your service, but that doesn't mean none of them will try to cheat you or plot against you. It might be a good idea to look into them and make sure none of them are up to something. Cost: 100. Time: One Year. Reward: Nobles investigated. Chance of Success: 90%
Personal: You refuse to let your duties as King take up every moment of your day. (One Action Per Turn)
Marriage…yay?: You hadn't even really thought about marriage before this point. But as a King, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested King, you wield more power and influence than almost any other Griffon alive. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the list a bit of course. Cost: 0. Time: 1 Year. Reward: Marriage Options.
I Need a Weapon: You really do. The mountains and forests of Griffonia are filled with potential dangers, and you already know of some people who aren't too excited about your ascension to the Throne. You may have the Knights Lion as bodyguards, but you'd sleep a little easier if you had your own piece of steel to swing around, one that served as both a means of defense and a symbol of your office. Cost:50. Time: One Year. Reward: A weapon fit for a king. +1 Martial
Meet the King: It's customary for a new ruler to arrange a celebration in order to introduce themselves to their subjects. Whether it's a mayor organizing a festival for their town or a count inviting his barons to a feast, food and drink tend to help make a good first impression. Perhaps you should follow their example? Cost: 200. Time: One Year. Reward: Small boost to Public Opinion, small chance to meet Persons of Interest.
Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)
-Protection Racket: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not protect their lands. Specifically their logging camps, mines and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground or something then your nobles will be unable to pay taxes…from their own income. Then they might have to dip into their treasuries. The horror. Cost: 0. Time: One Year. Reward: Dead Trolls and Diamond Dogs. Small Boost to Nobility Opinion. Sources of Income protected.
You dispatch a few companies of your warriors to defend the nobility's holdings, who drive off or kill the bandits, brigands, and monsters threatening them. The nobles express their gratitude, as they should, and reassure you that they will pay their obligations as promised now that their own sources of revenue are reasonably secure. That's one issue dealt with. Reward: +1 Noble Opinion, Tax income secured, Raiders Pacified Momentarily
Diplomacy: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)
-Diplomatic Survey: You know as much about the other Griffon Kingdoms as any Griffon off the street. That's not going to be enough. You don't know much about your fellow rulers, or what they think of you. Time to familiarize yourself with your neighbors. Cost: 0. Time: One Year. Reward: Information on your neighbors and how they regard you.
Your neighbors are…well, let's just go down the list shall we?
Garibaldi Talonuelli is the current Duke of Wingbardy, the territory you share the longest land border with. His lands are fertile, his army is half the size of your own, and his other neighbor is your main rival of Aquileia. Naturally, being the buffer state between two kingdoms that are much stronger than themselves is an uncomfortable position that Wingbardy's inhabitants aren't too pleased with, but they take comfort in the knowledge that neither kingdom can hope to assault them without enraging the other. It is therefore in their own best interests to preserve the status quo and prevent either of their neighbors from becoming more powerful than the other. As for their leadership's view of you…well they're somewhat relieved you don't appear to be a war-like leader that might plunge their lands into conflict, but aside from that you're just another neighboring king they need to keep an eye on, albeit one they feel a bit more comfortable negotiating with. Wingbardy Relations: 5/10 (Cautiously Optimistic)
Cyril Brochard is the King of Aquileia, and your only serious rival in the task of reuniting the Griffon Empire. He was the first to openly question your Imperial ancestry, and is highly suspicious of you and your motivations. You're not sure if he's actually concerned about the legitimacy of your claim or simply trying to hold onto and accumulate more power, but in the end his motivations are irrelevant. He may not have reason to despise you personally (yet), but he certainly doesn't trust you, and he's not likely to cooperate with you on anything save perhaps the destruction of mutual threats to your respective kingdoms. Aquileia Relations: 3/10 (Tense)
And finally there's the Feathersian League. Due to their very nature as a collection of city-states, each with its own leadership with their own opinions and goals, getting a read on them is a bit difficult. Still, a few larger trends can be observed across the width and breadth of their membership. They are big fans of trade, and are always looking for an opportunity to make a profit. They also, by extension, hate anything that might negatively impact their bottom lines, often hiring bands of mercenaries to destroy Diamond Dog dens and Troll nests that threaten their holdings. And the one thing they all agree completely on is that they will move to assist each other in the event of an assault or invasion by any of the three other factions. Many of them seem pleased with the idea of a merchant king that they can do business with, but take care not to let them swindle you. Feathersian Relations: 5/10 (Cautiously Optimistic)
Stewardship: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)
-Farmers on the Rocks: One of the biggest problems with living in the mountains is the need for fields. You know, for food. Which people need to survive. What limited space you have is often dedicated to said farms. Unfortunately, what farmlands that weren't ruined by Discord were looted by Diamond Dogs, wrecked by Trolls, or burned by Dragons. A few farms remain, which is why your people aren't currently starving, but you should rebuild some as soon as possible. Cost: 200. Time: One Year. Reward: Farming Income.
Chance of Success: 90%.
Required: 10. Rolled: 63+15=78
Apparently the beasts of the forest don't like it when you start chopping down their home and preparing the land for agriculture. Manticores, timberwolves, and even a group of trolls try to assault the camps where the woodcutters and planters are based. Thankfully you'd planned for this, and stationed some soldiers to protect the workers. There are no casualties amongst the Griffons, and by the end of the year you've managed to rebuild to the point that about half of your pre-Discord farmland is once again productive. That's a twenty-five percent improvement over last year. Reward: Farming Income +50 per turn
Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn)
-Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn.
Archimedes spends much of the year drawing up a curriculum and lesson plan for the teachers you'll be hiring, as well as organizing the construction of the actual buildings where the teaching will take place. He's been very passionate about all this. He claims he's simply happy to be advancing the cause of learning, but you suspect he's just desperate to have more people be capable of reading his treatises. You don't want to dampen his enthusiasm by pointing out that even you have difficulty comprehending his writings, despite your own literacy. Will finish next Turn.
Intrigue: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)
-Eye Out for Spies: You're sure that Wingbardy, Aquileia, and the Feathersians are trying to insert spies and informants into your population, and if they haven't already they soon will. Set up a counterintelligence organization to spot and snatch any foreign agents or suspicious persons trying to enter or leave your borders. Cost: 200. Time: One Year. Reward: Spy-catchers hired and placed throughout the Kingdom.
Trustworthy and loyal individuals are found and hired, patrols along the border are expanded, and checkpoints are set up along the major routes of travel in and out of your territory. Ravenburg tells you it's impossible to guarantee that they'll catch every spy your rivals choose to send, but he tells you that your borders are as secure as you can hope to make them at present. Reward: Counter-Intelligence Network established.
Personal: You refuse to let your duties as King take up every moment of your day. (One Action Per Turn)
-Meet the King: It's customary for a new ruler to arrange a celebration in order to introduce themselves to their subjects. Whether it's a mayor organizing a festival for their town or a count inviting his barons to a feast, food and drink tend to help make a good first impression. Perhaps you should follow their example? Cost: 200. Time: One Year. Reward: Small boost to Public Opinion, small chance to meet Persons of Interest.
This isn't your first time throwing a party or organizing a celebration, but this will be the biggest and most expensive one you've ever been a part of. The royal kitchens work overtime to prepare great platters of fine food, and dozens of barrels of alcohol are purchased. Invitations are sent out to every noble that pledges fealty to you, and the heralds and town-criers in the towns and villages bordering your castle tell the public of the great festival you shall be holding for all to attend. Finally, after weeks of preparation, the gates of your keep are thrown open and crowds of revelers swarm up the path to the royal residence, the members of the nobility having already arrived by air.
You stand by the entrance to the main hall, taking the opportunity to personally greet each Griffon that arrives, your steward and seneschal standing beside you to ensure you don't forget the names of the nobles who deign to shake your claw. After an over an hour of talon-shaking and fake smiles, you manage to slip away from the entrance and into the banquet hall. Here too you are mobbed by nobles seeking to gain your favor, as well as some common-griffons who have imbibed a bit too much liquid courage. You keep up the whole gracious royal host shtick for the sake of appearances; this is why you are doing this after all, to make a good impression on your subjects. Finally, after what feels like an eternity, the Griffons that have been hounding you all night begin to break off one by one to snag some free food and drink or talk to other guests, and you take advantage of the lull in activity to grab a mug of ale and have a seat in one of the less populated corners of the hall to catch your breath.
You're about halfway through your pint when a finely dressed female Griffon walks up to your table, so quietly you almost don't notice her until she's only a wingspan away. You curse internally; you don't know who she is, and all of your advisors who might be able to tell you are out of reach. But her apparel and confident approach seem to indicate she's a noble, and likely an important one at that. You put on what you've taken to calling your "political smile" and try not to make a fool of yourself.
To your great surprise, the young lady doesn't try to flirt with you or suck up to you. In fact, if you didn't know any better you'd suspect that she was completely unaware that you were the King and thought you were just another party-goer, so casual was her manner of speech. It's been months since someone spoke to you simply as a Griffon and not as a King, and you find yourself truly relaxing in this hen's presence. You share a few drinks with her and while away the night with idle small talk and tales of your merchant days.
Time flies when you're in good company though, and as the party begins to wind down after several hours your new friend suddenly stands and states that she must be going. With a radiant smile she tells you that she has greatly enjoyed talking to you, and that "we should do this again soon." You barely have time to reply in the affirmative and wish her a good night before she turns and heads for the door. It's not until she's long gone that you realize that she never told you her name. Reward: Party Thrown, Noble and Public Opinion Increased, Person of Interest Met (???)