I hardly doubt this was Celestia, this a little after defeating Discord, right? So their realm probably is in worse shape than ours, they must be very busy with their own problems.
 
I doubt Wingbardy is going to jump ship to us as long as Aquileia still hates us as their thing is that they don't want to piss off either side and have their home invaded by one side to attack the other. I'm not saying it's impossible just that if we do want them to hook up with us without sending an army in to take it we're either going to have to make friends with Aquileia as well so they won't be afraid of getting attacked for joining us or we need to make our nation much stronger then Aquileia so that they would dare not attack us even if Wingbardy decided to join us.

As with the city states all we need to do is set up trade with them and get them to like us then we just need to convince them to join up. Don't even need all of them to agree just enough that even if the remain cities threw they resources together they would no longer have enough power or influence to stand up against us or Aquileia so they'd be force to join up with us anyways to guarantee their cities' continued survival. Hell if we can get into the cities' good graces we could probably get them to join up by making the leaders of said cities into noble families and leave them in charge of their cities and talk about how much cheaper join us would be for them as our armies would now be protecting their lands instead of having to spend tons of money one mercenaries and so on and so forth.
 
Maybe we could try and use our economy to try and tie the other nations to us to such a point that they rely on us?

Also more flags since someone mentioned double headed birbs.

 
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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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.
So those dirty Aquileians think they can face us at sea then? Well we shall have to show them by building a even better fleet!
As for the smoke its likely a dragon so we may want to also work on our knightly orders if talking with it is out of the question.
 
Questor I must say that I'm glad you decided to post this quest on the Space Battles Players needed forum because I'm already enjoying this quest!
 
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?
well fuck. Guess we'll need to focus on our navy next turn instead of rebuilding the knights. While annoying it was something we were going to do anyways and this is just switching priorities really so not TO big of a deal
 
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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[X] Plan securing the shores

Martial

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,

Diplomacy

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%

Stewardship

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.

Learning

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)

Intrigue

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

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

_________________________________
total cost 1150
So it would take up most of our income from this turn but won't actually dent out treasury.
And if you care about the why, Martial I'm going with navy because our rival kingdom is making a grab for the sea and I don't want to let him get to far of a lead as at this point and time we can't really afford to lose any income. In Diplomacy I'm going with the city states because it's more likely to get something out of it and because we're a merchant ourselves so we'd probably know how to talk to these people. Stewardship is because people need food, simple as that. Intrigue because I don't want to many 2 year options tying us down at this time incase something happens and we need to react fast and because I like making sure that nothing is trying to kill me in my back yard before I start worrying about the neighbors. And for Personal it's partially to protect ourselves, and partially because I'm not a fan of wafiu wars
 
[X] Plan securing the shores

Martial

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,

Diplomacy

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%

Stewardship

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.

Learning

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)

Intrigue

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

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

_________________________________
total cost 1150
So it would take up most of our income from this turn but won't actually dent out treasury.
And if you care about the why, Martial I'm going with navy because our rival kingdom is making a grab for the sea and I don't want to let him get to far of a lead as at this point and time we can't really afford to lose any income. In Diplomacy I'm going with the city states because it's more likely to get something out of it and because we're a merchant ourselves so we'd probably know how to talk to these people. Stewardship is because people need food, simple as that. Intrigue because I don't want to many 2 year options tying us down at this time incase something happens and we need to react fast and because I like making sure that nothing is trying to kill me in my back yard before I start worrying about the neighbors. And for Personal it's partially to protect ourselves, and partially because I'm not a fan of wafiu wars

Yes this is a perfect plan. Also in case of any hostility from other "empires" the Navy can isolate the them.
[X] Plan securing the shores
 
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[X] Plan securing the shores

I would really like to have the Spy School, but that would mean spending too much money. Maybe when we have more stable income we can do that or The Lion's Den.
 
[X] Plan securing the shores

The ships will also with trading with nations who arent our neighbors or have impassable terrian(since our wagons and stuff still have to go over land)
 
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: ???
Shouldn't we do something about this cause this can bring some trouble for our lands?

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.
Won't this help us figure out what we have in our mountains when we do trade with other kingdoms?
 
[X] Plan: One chance
-[X]Forest Culling
-[X]Extending an Olive Branch
-[X]Final Food Stretch
-[X]Spy School
-[X]Marriageyay?

We shouldn't lay off the land culling and reclamation, the two have synergy. One diplo try, first.
 
Shouldn't we do something about this cause this can bring some trouble for our lands?


Won't this help us figure out what we have in our mountains when we do trade with other kingdoms?
We can only intervene in one even at a time at the moment and while the smoke is likely something bad the rival kingdom is a bigger priority.
While finding mineral may help finding food to feed our people is more important.
 
[X]Plan Maximum Income
[X]Forest Culling
[X]Feathersian Trade Routes
[X]Mountain Minerals
[X]Literacy Program
[X]It's not Paranoia
[X]I Need a Weapon
 
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Shouldn't we do something about this cause this can bring some trouble for our lands?


Won't this help us figure out what we have in our mountains when we do trade with other kingdoms?

Well I rather that we make sure that we're safe from other "empires" than fight a dragon/dragon's depending how bad it is and a pack of diamond dogs.
 
Well I rather that we make sure that we're safe from other "empires" than fight a dragon/dragon's depending how bad it is and a pack of diamond dogs.
This, plus dragons are sentient, if I remember correctly, so we can potentially talk around to our side while the rival nation is a bit harder to talk down.
 
Shouldn't we do something about this cause this can bring some trouble for our lands?
while I agree we can only do 1 action a turn in each category and seeing how Aquileia made a fleet last turn and it takes 2 turns for us to make a proper navy ourselves so what I'm worried about is that if we wait to long we'll lose any sea advantage we had which would be bad because it would cut us off from sea trade if Aquileia decided to put their own toll tax in place after kicking us out and it would hurt our income which would cripple us a bit as we're just braking even each turn even by picking mostly the cheapest actions.

Won't this help us figure out what we have in our mountains when we do trade with other kingdoms?
Our people need food more then trade right now. Although I did consider looking into minerals and trying to diplo Wingbardy to see if they wouldn't help fill in our food gap since they are a bread basket nation but figured in the long run it would be better to make sure we're self sufficient just incase Wingbardy decides to stop trading with us because of a bad roll or Aquileia attacking them for the land. Plus I'm pretty sure we're just opening talks at this point, doubt any real trading will go on this year baring a crit.
 
[X] Plan securing the shores
Adhoc vote count started by Raptor580 on Dec 22, 2018 at 12:16 AM, finished with 14 posts and 9 votes.
 
This, plus dragons are sentient, if I remember correctly, so we can potentially talk around to our side while the rival nation is a bit harder to talk down.

A Dragon working for us? I'm pretty sure that Dragons only care for there treasures.

Our people need food more then trade right now. Although I did consider looking into minerals and trying to diplo Wingbardy to see if they wouldn't help fill in our food gap since they are a bread basket nation but figured in the long run it would be better to make sure we're self sufficient just incase Wingbardy decides to stop trading with us because of a bad roll or Aquileia attacking them for the land. Plus I'm pretty sure we're just opening talks at this point, doubt any real trading will go on this year baring a crit.

Where does it say that we have a food shortage? But I do agree that we need to be self sufficient in case they stop trading with us.
 
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