Turn 1 Rumor Mill
All Hail King Golden-Feather!: In the immediate aftermath of Discord's disappearance, the former king Geldo suddenly died without an heir. A search through ancient texts and the family trees of numerous noble families led to the discovery of Garrick Golden-Feather, the scion of a middling merchant house, and the only living descendant of the Great Emperors of Old. The largely unknown young Gryph has been installed as King, and appears to be treating his new position with all the gravity and seriousness it deserves. Griffons across the former Empire are watching this new and inexperienced king very intently, wondering how he shall fare as a ruler.


Aquileian Seafarers: King Brochard has been less than subtle about his envious feelings regarding your open access to the Sea, and has made his displeasure known by overseeing the construction of several warships, an action which is trumpeted throughout both his lands and yours. He can't really be thinking about challenging your naval supremacy can he?


Smoky Mountains: There is a cluster of mountains along Griffonia's northern border with Wingbardy. Like many other places in your territory, it's heavily infested with all manner of hostile wildlife. Patrolling soldiers have reported a large column of smoke rising up from the area. It could be a forest fire, or something more sinister.
 
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Turn 2: Cold War in the Cold Mountains
You've been King for about a year now, and you think you're starting to get the hang of things. You've gotten to know your advisors and most of the castle staff, you've made a decent first impression on your subjects by throwing a massive party, and you're starting to really think of yourself as a king and not a pretender to the throne. Still, a ruler's work is never done, and you've got another busy year ahead of you.


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)

Forest Culling: You don't have the time, numbers, or resources to even think about clearing all your lands of monsters and brigands. But you can try to thin their numbers a bit, and remind them who really rules the mountains and forests of Griffonia. Cost: 100. Time: One Year. Reward: Dead monsters, reduced chance of raids and attacks.

Investigate the Smoky Mountains: You do not like large plumes of smoke in areas not under your control. Generally you just don't like large plumes of smoke. It usually means that a large number of Diamond Dogs have gathered together, or a Dragon has decided to take up residence. You don't like either possibility. So, as such, put together a few scouting parties to investigate, yes? Cost: 50. Time: 1 Year. Reward: ???

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. Reward: Navy established, first warships constructed,

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)

Extending an Olive Branch: Brochard doesn't like you, and you're not sure if you like him, but the last thing you want right now is a war between your kingdoms. You have enough problems to deal with as it is, and after decades of a unified front against Discord you can't say you're comfortable with the idea of Griffons killing each other. Propose a meeting with your fellow king to try and clear the air and smooth out any issues between the two of you. Cost:100. Time: One Year. Reward: Chance for Relations with Aquileia, meeting with Brochard. Chance of Success: 45%

An Offer They Can't Refuse: Wingbardy has a lot of fertile land and few Griffons to defend it. Were it not for its status as a buffer state, it would have been forcibly annexed by a stronger kingdom long ago. As it is, it has a difficult time handling numerous raids by brigands, hungry trolls, and Diamond Dog raiders seeking an easy and bountiful target. Offer a solution to their security troubles and propose a mutual defense pact against the creatures of the forests, allowing your army to intercede and support theirs if needed. Cost: 100. Time: One Year. Reward: Closer Relations with Wingbardy, military access to Wingbardy. Chance of Success: 60%

Feathersian Trade Routes: Feathersians are a profit-oriented lot, and their nature as a decentralized group of independent city-states means it shouldn't be too difficult to find someone willing to make a deal with you. Float the idea of trade agreements with some of the neighboring cities and see if any take you up on the offer. Cost: 100. Time: One Year. Reward: Trade Income, chance of better relations with Feathersian League. Chance of Success: 80%

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)

Final Food Stretch: Half of Griffonia's farmland has been rebuilt and regrown as best it can be. The other half remains to be repaired and have farms rebuilt there. It will take an entire year to do, but helping your kingdom return to its former levels of food production is probably one of the most important things you need to take care of in the near future. Cost: 100. Time: 1 Year. Reward: Farms return to Pre-Discord numbers. Increased Farming Income.

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) Locked In

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. (Will Finish This 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)

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)

Marriageyay?: 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
 
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Turn 2 Results
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)

-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. Reward: Navy established, first warships constructed.

Designs are drafted, timber is collected, cut, and seasoned, and skilled shipbuilders are contracted to build the first ships of your new navy. Meanwhile, tons of earth and stone are shifted and moved as construction begins on a pair of military ports that will serve to berth these future vessels. It is a great undertaking, but a strong naval presence is a must, especially given the worrisome actions of your Aquilian rivals. Will Finish Next Turn



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)

-Feathersian Trade Routes: Feathersians are a profit-oriented lot, and their nature as a decentralized group of independent city-states means it shouldn't be too difficult to find someone willing to make a deal with you. Float the idea of trade agreements with some of the neighboring cities and see if any take you up on the offer. Cost: 100. Time: One Year. Reward: Trade Income, chance of better relations with Feathersian League. Chance of Success: 80%

Required: 20. Rolled: 32+18=50

The rulers of the city-states nearest to your kingdom are receptive to your offers of trade, and agree to allow for free movement of goods between your respective territories. It's not long until traders and their products begin flying back and forth between mountaintop cities, forest towns, and coastal villages, netting everyone a decent profit. You're happy, the Feathersians are happy, what's not to like? Reward: +50 Trade Income, +1 Feathersian Relations



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)

-Final Food Stretch: Half of Griffonia's farmland has been rebuilt and regrown as best it can be. The other half remains to be repaired and have farms rebuilt there. It will take an entire year to do, but helping your kingdom return to its former levels of food production is probably one of the most important things you need to do in the coming future. Cost: 100. Time: 1 Year. Reward: Farms return to Pre-Discord numbers. Increased Farming Income.

At long last, the devastation dealt unto Griffonia in terms of farmland has been repaired. You wouldn't think it would take an entire year to clear vegetation, re-plow, rebuild farms and infrastructure, and a host of other things, but it did. In any case, Griffonia's Farms have returned to generally the same amount of production that they possessed before Discord decided to twist the laws of reality around his various appendages. Reward: Farming Income +50. Farms Fully Rebuilt, Additional +25.



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) Locked In

-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. (Will Complete This Turn)

The new teachers have gone to work, and the initial results have shown promise, as have the first classes of newly literate Griffons. The graduates of the program won't be debating philosophy or learning advanced science anytime soon, but they can read and write, and that's good enough for you. Archimedes is disappointed that his academic treatises are still rather obscure, but the wound is salved by the fact that he now has a much larger pool of somewhat educated Griffons to draw upon for his staff, something that will prove a great boon in the near future. Reward: +1 Research Action Per 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)

-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%

Required: 10. Rolled: 17+13=30

Evidently a few of your nobles have been remiss in paying their full tax obligations. None have been so blatant as to try and avoid paying entirely, but a few coins mysteriously missing from a purse or a convenient missing number on an accounting sheet can quickly add up to a great deal of gold slipping between the cracks and into the pockets of greedy barons. You send out a few friendly letters to remind said nobles of their obligations, and the consequences for failing to meet them. Aside from that, it's pretty much business as usual in the courts of the local rulers. Which naturally means a lot of politicking, blackmail, backstabbing, and more sexual trysts than anyone can be bothered to keep track of. Still, nothing that could really threaten you or the kingdom. Reward: Tax fraud ring uncovered and dismantled. +25 Tax Income Per Turn



Personal
: You refuse to let your duties as King take up every moment of your day. (One Action Per Turn)

-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


In a land as dangerous and divided as yours, being able to defend yourself is a must. Swords, axes and maces are so commonly worn by everyday Griffons going about their business that they're as much a fashion accessory as weapons. The war axe you'd used in your life as a merchant, while effective, would not be suitable for your new, royal position. As such, you go to the finest Blacksmith in Griffonia and commission the forging of a fine blade, one suitable for your office, one that shall symbolize your rule over your subjects. The end result is a piece of fine craftsgryphship. Yes, this blade will serve you well. Item Acquired: Blade of the King, +1 Martial
 
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Griffon Warriors, Part 1
Well this should be an interesting quest. A nation of (comparatively considering they can somehow fly under their own power etc) muggles amidst nations of magic users.
Though:
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.
In regards to this, as I recall in the MLP-verse there are numerous magical plants, animals and even minerals. Could griffins use them as a basis for alchemy, potion-making etc etc since while the griffins don't have magic, the ingredients do?

As a tax/bonus here are some images that I ran across that could be useful:
 
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Turn 2 Rumor Mill
Naval Arms Race?: With the first vessels of the Aquileian navy launching from their docks at the same time as Griffonia begins laying down the keels of their own ships, many Griffons have begun to fear and anticipate a brewing conflict between the rival states. The Duchy of Wingbardy eyes both sides nervously as the Feathersian princes begin to brainstorm ways to make a profit off of such a conflict. Meanwhile, the ordinary people hold their breath and brace themselves for the first true war in over a century, less than a decade after the disappearance of Discord.

Feathersians for Free Trade: Ignoring complaints from King Brochard of Aquileia, several Feathersian city states have begun trading with his rival Griffonia, enriching both parties and raising questions about the supposedly neutral status of the alliance.

Wingbardy Burning: Diamond Dog raids and troll attacks have become more frequent in the Duchy of Wingbardy, as the neighboring kingdoms have increased security, forcing them to seek targets elsewhere. Several farms and outlying villages have already been sacked, stolen goods and captives carted off to the underground dwelling places of the beastly hordes. The Duke is having a hell of a time trying to put out fires (both literal and figurative) across his lands.
 
Turn 3: Rising Tensions
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) Choice Locked

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. Reward: Navy established, first warships constructed. Will Finish this Turn

Forest Culling: You don't have the time, numbers, or resources to even think about clearing all your lands of monsters and brigands. But you can try to thin their numbers a bit, and remind them who really rules the mountains and forests of Griffonia. Cost: 100. Time: One Year. Reward: Dead monsters, reduced chance of raids and attacks.

Investigate the Smoky Mountains: You do not like large plumes of smoke in areas not under your control. Generally you just don't like large plumes of smoke. It usually means that a large number of Diamond Dogs have gathered together, or a Dragon has decided to take up residence. You don't like either possibility. So, as such, put together a few scouting parties to investigate, yes? Cost: 50. Time: 1 Year. Reward: ???

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 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)

Extending an Olive Branch: Brochard doesn't like you, and you don't like him, but the last thing you want right now is a war between your kingdoms. You have enough problems to deal with as it is, and after decades of a unified front against Discord you can't say you're comfortable with the idea of Griffons killing each other. Propose a meeting with your fellow king to try and clear the air and smooth out any issues between the two of you. Cost:100. Time: One Year. Reward: Chance for Relations with Aquileia, meeting with Brochard. Chance of Success: 40%

An Offer They Can't Refuse: Wingbardy has a lot of fertile land and few Griffons to defend it. Were it not for its status as a buffer state, it would have been forcibly annexed by a stronger kingdom long ago. As it is, it has a difficult time handling numerous raids by brigands, hungry trolls, and Diamond Dog raiders seeking an easy and bountiful target. Offer a solution to their security troubles and propose a mutual defense pact against the creatures of the forests, allowing your army to intercede and support theirs if needed. Cost: 100. Time: One Year. Reward: Closer Relations with Wingbardy, military access to Wingbardy. Chance of Success: 65%

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, and 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)

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.

Tariff Time: Now that you've started trade with the Feathersians, you can institute a tax on any goods crossing your borders. This may give you some extra revenue, but your people might not like it, and the Feathersians definitely won't. Cost: 0. Time: One Year. Reward: Tariff Revenue, Risk of Decreased Noble/Feathersian Opinion.



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. (Two Actions 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%

Building Bigger Bows: The bows and arrows your archers use are good enough for fighting Diamond Dogs, Manticores, and Timberwolves, but when it comes to Trolls and Dragons they just aren't up for the job, to say nothing of their questionable effectiveness against other Griffons. Archimedes proposes a surprisingly simple solution: make them bigger. It's not actually as simple as he makes it sound, words like "torsion" and "tensile strength" are thrown around a lot, and his diagrams are so complex as to be of little help to you. Still, if he thinks it'll work… Time: One Year. Cost: 200. Reward: New Weapon?

Aquaculture: One of Archimedes' assistants has proposed a strange new idea. Why don't we just farm fish the same way we farm other foodstuffs? After being accused of Discordian sympathies he hastily clarifies that he did not mean to invoke the memory of the horrific squid-plant hybrids created by the mad trickster god, but something much more mundane: "corralling" fish in artificial lakes and ponds, feeding and harvesting them in a similar manner to other livestock. Well…you've heard of crazier ideas. Time: Two Years. Cost: 400. Reward: Fish Farms



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)

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.

Lord Ravenburg's Big Book of Blackmail: That issue with the barons last year served to highlight what a headache they can be at times. Oh sure, you have their loyalty and support now, but at some point in the future you're going to want or need something that they won't want to give you or let you do. Being a member of the nobility himself, Ravenburg has a solution: blackmail. What with all the scheming and backstabbing that the nobility get up to, almost all of them have secrets that they wouldn't want being made public knowledge. It might be a good idea to learn a few of those secrets, just in case some uppity count needs to be "convinced" not to oppose you politically. Cost: 100. Time: One Year. Reward: Blackmail on Griffonian nobility acquired.



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: One Year. Reward: Marriage Options.

Painting the Forest Red: You need to make a statement. Despite how well things have been going under your rule there are still some who question your ability to lead. You may have once been a simple merchant, you may not have been raised to take the throne, but you are of the House of Gryphus! You are King! And now, with a blade worthy of your station, you shall silence your critics and prove it! Cost: 0. Time: One Year. Reward: Dead Diamond Dogs/Trolls/Timberwolves/Manticores, Boost to Public Opinion (Combat Interlude)
 
Omake: Oncoming Storm. (Canon)
Omake: The Oncoming Storm

Garrick sighed internally as he listened to the noble speak, this one was discussing the results of a geological survey that indicated significant amounts of iron and copper on his lands and how a mine would be a source of great revenue for the kingdom. It was a nice idea, more money would allow for the supplementing of standing militias with mercenary forces, as the Diamond Dogs were able to increase their numbers now that Discord was gone and food sources that wouldn't burst into soap bubbles were readily available, but there were other factors to consider. First of course was that Garrick was personally familiar with the noble's land, it was good farmland, perfect for root vegetables and tubers, and with the state of the nation any available farmland would need to be maintained, and while a mine might bring in more tax revenue, it was still more cost effective to use the land for farming. Beyond that wastewater from the smelting process could pose a problem for other nearby agriculture as Archimedes' most recent ra- lecture had made clear.

Still it would to him no good to flatly deny a mining charter, showing the nobles that he'd be putting the good of the nation ahead of the wealth of the upper class would do nothing to help improve relations with them. He saw the solution to his issue approaching through the crowd however and gave the first genuine smile of the night, making sure to speak loudly he said. "It would do my heart good to see the fires of industry reignite, I shall have to consult my advisers of course but I'm certain that something can be done about getting you a charter." The noble who had been talking his ear off brightened considerably while further back in the crowd that noble's most prominent rival's face darkened, in the coming weeks favours would be called in, new surveys called for and general opposition to the mine raised and as a result nothing would ever come of this, all while he kept his beak clean and let others do his work for him.

His good mood left as quickly as it had come however as more and more nobles demanded his attention and wore away at him. Eventually however they drifted away and he was able to make his excuses and slip away, grabbing a mug from beside a noble who was rather engaged in trying to flirt with an uncomfortable looking servant, he'd had enough Garrick decided, the King made his way over to the corner where the crowd was thinnest before slumping onto a seat in a rather undignified manner. This was, he decided, the most exhausting thing he'd ever done, he'd rather cart another load of half rotted cabbage through the mountains then do this again. He downed his mug in short order when he realized that this would be a regular occurrence, perhaps the events in the future wouldn't be quite as large as this one but they would be a fixture of his life from this point onward. Letting out a sigh he rested his empty mug on the table before him and tried his best to remember why in the world he hadn't fled the moment he'd been made king.

"You know I don't think I've ever seen anyone as morose as you at a party, what's the matter, too much to drink?" Garrick nearly jumped out of his seat when he heard a voice coming from the spot next to him, turning to see who had spoken he saw that it was a rather striking female Griffon. Dark gray head feathers that made her small smirk take on a slightly roguish quality, a dark blue formal gown edged with lightning done in gold leaf and clouds stitched from fine black cloth. He didn't recognize any noble crest, but he was still getting used to the vast number for crests and symbols used by the nobility, but with the quality of her gown there could be no doubt that she was nobility herself. He blushed slightly when he realized that he had been staring for slightly longer than was appropriate, before proceeding to clear his throat slap on his trademark "political smile" and do his best not to make a complete ass of himself.

"Oh, I wouldn't say that, if anything what's getting me down is a distinct lack of drink. Parties like these, they do wear on one a bit." The woman let out a soft noise of agreement. "Yes, I suppose they can. All the empty words, meaningless gestures, and dreadful lack of intelligent conversation can make them difficult to get through. Though there is something to be said for the challenge of the whole thing, navigating the tangled web of vacuous comments, backroom trysts, and self-interest, challenging though it might be when you maneuver things just right the feeling is quite rewarding." She smiled softly as if remembering something pleasant, before it shifted back to the small smirk that seemed to be her default expression. "That being said, real emotion, like what I see here is quite refreshing, like water in a desert."

"Well I can't say you're wrong about the rewards of succeeding in court, but I do believe you have a higher tolerance for intrigue than I." He thought for a moment, desperately racking his mind for something to say before latching onto what he knew best, trade. "So what do you think of the recent construction of a road from Raven's Roost to Griffon Stone? It should help with the transport of timber for sale abroad, and with the new export tax the revenue generated should be enough to fund the construction of several new dry docks. The intriguing woman examined her talons for a moment, taking her time to compose a reply before vocalizing it. "I do agree, it should increase the amount of exported timber threefold, though I do wonder what effect it might have on Beaksburge, most of the town's revenue comes from traders making the stop along the way to the coast, with the road allowing traders to bypass it they will either be forced to pivot on what they provide or disperse." Garrick scratched his chin thinking. "Well, there are a few things they could do I suppose, they could look into mining in the surrounding area, really need to get around to that national survey by the way, or maybe they could cut down the nearby forest. I know the trees they have there aren't large enough for good lumber, but they could work to produce charcoal."

They spent the rest of the night like that, discussing the various effects of recent infrastructural developments, Garrick provided many examples drawn from his own experiences of how trade would be effected along with ideas for the sorts of improvements that would further the economic development of the nation. His companion on the other hand brought a new viewpoint to the table, providing insight on the various political ramifications such moves could bring, what nobles might feel slighted if a permit was given to one and not another, or whether anti-crown sentiments might be inflamed in the local populace due to lost business. Garrick was so enraptured with the conversation that he didn't even notice the party winding down until his companion stood up rather abruptly, "dreadfully sorry but it is late and I should be going, we should do this again soon though." He watched her walk away, her steps making the hem of her gown look like a rolling thunderstorm, a force of nature that yielded to no one. By the time he thought to ask for her name she had disappeared into the crowd and his eye twitched when he realized that if he wanted to see her again he would need to throw another one of these ancestor damned parties.
 
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