As people have said I am agreement with raising troops but not for war we have dealt with raiders before as in the backstory and we should know that clans and nomads=some pillaging we can make friends but not all of them want to make friends right us best case dismissive worst case we have some damm scary raiders going through are lands and if a Kahn starts to appear that's a problem raise defenses on border villages close to there mountains and stuff and watch don't interfere
 
We have no intention of going to war. That is just one guy who wants that. Like we have said before we are not the Warrior who wants to conquer we are the Merchant that wants to build up our lands and people. The expansion for the Imperial Army is necessary to protect new regions that we will be settling not to launch wasteful and worthless wars.
 
Cant wait to find out whats to the south of us. @Questor is it already planned what around us and whose where or is it just a roll of the dice?

The nations and peoples you encounter are pre-planned, but their status when you encounter them is dependent on the dice. Divided vs unified, tyrant vs virtuous ruler, prospering vs under siege, etc.

For the record, had you rolled a 1 on the Yaks' status they would already be rallied under a Genghis Khan/Attila analogue hell-bent on conquering you all the instant you flew over the border. So you dodged a bit of a bullet there.
 
The nations and peoples you encounter are pre-planned, but their status when you encounter them is dependent on the dice. Divided vs unified, tyrant vs virtuous ruler, prospering vs under siege, etc.

For the record, had you rolled a 1 on the Yaks' status they would already be rallied under a Genghis Khan/Attila analogue hell-bent on conquering you all the instant you flew over the border. So you dodged a bit of a bullet there.
… So can we add Omake bonuses to these rolls or what?
 
In terms of defensive strategy there are the formidable mountains between us, to secure the passes all we need is to have the Diamond Dogs "dig" the fortress we want in the side of an appropriate mountain and perches on peaks where the Yaks can't reach, or position our heavy weapons, of course there's likely dozens of mountain passes, to say nothing of the part on the coast.

Regarding Commercial outreach it's obvious they want some of our wares but it's unclear what if anything they can offer in equitable trade. They might not even value gold as a means of currency. Cultural outreach to a few more receptive clans is probably the best option and depending on their development level we could introduce written languages and even commerce, which would expand "Griffon Economic Systems" further than our own borders.

On the plus side they do seem to eat plants and constantly forage, we can trade food products too and possibly somehow encourage urbanization in the "East Yakyakistan" since they may only move once the food runs out. One thing we do need to make certain is to not go all colonialist on them otherwise the empire's various mercenary companies or merchants will fight their proxy battles far beyond our borders and simply cause the Mongol Yak Horde we all fear but with the experience of seeing us fight first. A unified Empire means mercenary job prospects are on the decline... at least in the empire, something bound to cause issues eventually.
 
Omake: Great Clans of Yakyakistan (Non-Canon)
Matter of fact I'm so interested this came to mind. @Questor

Great Clans of the Yakyakistan
By: Gin Scribetalon

The various clans of Yakyakistan are varied and many across the great western wastes yet for all the barren lands there is a great many different cultural groups that wage war or engage in trade with each other. The relations between the tribes can often be seen in flux, however, there are some clans that have managed through brute force, charm or guile to become overlords over the other lesser clans taking them as cadet branches. Of which there are seven whose territories are vast yet held only in place by the relations a chieftain has to his overlord, ordinarily all would be well as a Yak's word is his bond, but some yaks are not as honorable as their other brethren.

Of the great seven, they are; Bright Tooth, Falling Cave, Diamond Crown, Salty Ash, Small Bison, Crazy Thunder, and Red Rage.

Bright Tooth

The Bright Tooth clan of yaks holds to the same religion that dominates over the Yaks of various gods and spirits that hold the world in place, the machinations of Discord aside the Bright Tooth is the tribe which managed to retain their shamanistic roots by having their personalized totems inscribed into their own teeth with the small amount of mineral wealth they scavenge from long lost ruins in their lands. If there are not enough minerals to do so they will even use delicate tools to carve the ritualistic symbols into their own teeth so that they might speak with a fraction of the elements power. Be it curses, demons or worse a Bright Tooth is usually the one you would go to through the practice of shamanism has faded from common Yaks leading to the tribe as a whole to be regarded with superstition and secret contempt yet none can deny the use of a good wind or warm fire or the nearby spring for a traveling band. Holds dominion over a moderate amount of land, enough for a barony at least.

Falling Cave


Though a great many tribes continue their nomadic routes there are a few tribes that found a rare resource that ends the roving tribesyaks though they rarely hold the lands for longer than a generation before a stronger tribe displaced them. The Yaks of Falling Cave, however, are a special brand of crazy as they had settled into a series of caves which are hollowed out through Mt. Ridgeback which held a wealth of resources from cave lichens and an underground spring. Instead of continuing to fight a near losing battle the tribe as a whole collapsed the entire cave entrance that allowed other Yaks to enter sealing themselves off from the outside world for years. It is only recently that they have returned from their caves though they are changed from their time underground with fur colors that are unnatural yet just as their coats are unnatural so too is there endurance and strength. Some claims have been made that warriors of Falling Caves have the strength of a hundred yaks when fully enraged! Secretive to an extreme the Falling Cave has the smallest amount of above ground land of the great seven. Rivals to Diamond Crown thanks in part to their constant quarrying of stone near their mountains.

Diamond Crown

Diamond Crown clans are a unique brand of yak as their endurance is of legends, local folklore has it that the very first chieftain of the Diamond Crown had managed to win the favor and heart of an earth spirit asking her to lay with him. From that union spread forth, the Diamond Crowns whereupon their brow can be seen a diamond birthmark. Nothing is more terrifying than to see the stampede of a Diamond Crown tribe for normal spears and pike simply shatter against their stone-like hides. This affinity with stone has allowed the Diamond Crowns to actually construct small villages of stone and fortifications amongst their quarries to better hold their domains and fashion weapons made of stone, though blunt and lacking a keen an edge a weapon of a Diamond Crown is heavy enough to make sure a worry a minor concern at best. Rivals to the Falling Cave tribe for their domains hold some of the few quarries of the land which lay nearby the mountain which Falling Cave makes their home, the two are quite bitter rivals because of this.

Salty Ash

Yaks who claim the Salty Ash are quite easy to spot as their hides and horns tend to a more darker coloration on account of their lands being home to a nearby active volcano that constantly shrouds the area in thick black ash, far from their few settlements the grasses they feast upon are lush with life due to the sediment from the volcano and they guard their borders well with constant stampedes between their borders against all who come close. The rare outsider that is welcomed to their lands would see their only city of Ya'kin would find it to be a city of in name only as only the priesthood to the great volcano goddess Pelu live there with others only passing through to offer a tribute or to allow a youngling to begin his rites there. The tribute is partially to keep the priesthood fed, but mainly to ensure that Pelu never enters her surly rage and shake the whole mountain apart like she had many generations ago when the land was whole. The rites of younglings, however, is where a young yak would delve deep into the volcano down the three hundred steps where they shall be embraced by Pelu and granted her boon. [The authenticity of this practice is unknown at present times as no yak in known yak history has ever manged to make it further than fifty paces.] The yaks which can go the furthest are the ones that are destined for greatness and can often be seen by their horns which become cracked with each step they take. Though they look weakened the horns can withstand the blows of a yak headbutt which is great indeed.

Small Bison


Small Bison is an oddity by all accounts until recently they were often regarded as smaller yaks with bigger humps on their backs. With recent explorations across the world over it is revealed that the Small Bisons are in fact a hybrid between Yak and Buffalo leading many anthropologists in the field to theorize that during the Age of Discord, (A.D) the buffalo tribe of yesteryear had found itself amongst the Yak tribes and made so well an accounting they had managed to interbreed with the local yak tribes creating a new race between Yak and Buffalo. Though smaller than their Yak cousin tribes the Small Bison are in fact the most agile and fastest of tribes, as much as a yak can be fast that is, they use this speed to great effect as one of their most infamous uses of this speed is to stampede so fast as to fly. It can only be done with a full herd of Small Bison working together, but it was first witnessed in a large scale fight between a Diamond Crown and Small Bison where the Diamond Crown's stampede was simply circumvented by the Small Bison leaping above the Diamonds and routing them in one fell swoop.

Crazy Thunder

Yaks are not the most intelligent of individuals often having poor impulse control that the Empire has benefited and regretted from for quite a long time, however, one tribe that suffers the most from this lack of impulse are the Crazy Thunder tribe. It is unknown when the tribe had first started their practice, be it from a Discordian trick to simple lack of forethought to even some say a bet between Yak and Spirit, but every time a storm is sighted or comes upon the land the Crazy Thunder shall wield a staff of iron to duel the sky itself. Of course, as the great Archimedes had once theorized, "Lighting shall always seek the easiest method to the ground to return from the sky, be it metal or simply the tallest object on the ground." This practice by the Crazy Thunder clan lead to many deaths due to electrocution, however, some managed to survive their duel with the blue death as they call it and can call upon the power which had tried and failed to kill them. Bolts of lightning and great cracks of thunder echo from the iron staves of a Crazy Thunder warrior for only those willing to become a warrior would march out into the storm. Hotly contested rivals with Bright Tooth clan on account of the Bright Tooth's declaring the Crazy Thunders to be heretics and perverter of spirits while the Crazy Thunders pay little heed to gumless yaks.

Red Rage


Among the various tribes of Yaks be they elemental slinging shamen to imbued with spirit granted strength there is one tribe that all other tribes will pause to listen to, that is the Red Rage tribe. Often the connotation of this tribe will lead many a novice ambassador to be quiet and calm least they face a rage unending, they would be quite incorrect as any tribesyak from the Red Rage would best describe as if carved from rock. They are a calm and stoic society with nary an emotion to be seen, they also have a great love of musical instruments that allow them to express their emotions to a great extent. However, the true reason why all other tribes will listen when a Red Rage speaks is that while they are calm and even-tempered, there comes a time when force is the only language that must be spoken. Usually this use of force, this rage that is whispered off, is rarely used for only the braggart or the green would offend to warrant such a reaction, there are even local tells that spoke of the Great Speaker Yungol Bellow who upon trying to broker a trade with Crazy Thunder caravan become so insulted he bodily lifted up the Crazy Thunder and proceeded to beat him with a fellow clansyak. The Red Rage was soon given a discount afterward and the Crazy Thunder caravan soon left for greener pastures.


Whew, that took a bit, I hope that this was interesting to read, might not be 100% Cannon, but I was really snapping at the brainstem to get some ideas thrown out there about our new neighbors.
 
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This could use more periods, or at the very least more strategic commas in place. I also think it might be premature to mix in Pacific Island folklore of Pele or volcanoes in a region which appears cold, arid and flat.

I did like how you mixed in magic, and origin stories of specific tribal magic here. Each brand of magic makes sense in context for each tribe's story. Also, thought the Anthrpologist theory of ' Well, Discord was changing things, so after he was defeated those changes resulted in......'
 
This could use more periods, or at the very least more strategic commas in place. I also think it might be premature to mix in Pacific Island folklore of Pele or volcanoes in a region which appears cold, arid and flat.

I did like how you mixed in magic, and origin stories of specific tribal magic here. Each brand of magic makes sense in context for each tribe's story. Also, thought the Anthrpologist theory of ' Well, Discord was changing things, so after he was defeated those changes resulted in......'

Fair enough, though it was either volcanos or oceans because of the name Salty Ash, still glad you liked it!
 
To be a bit clearer, I am not for expanding the military to expand our borders, but to protect our current borders.

If we do expand, then I will push for further military expansion.

If anyone wants to go a-conquering, at least boost the army twice so we have sufficient garrison and troops to send out.
 
Interesting group of individuals, although I was expecting our scouts journey to be riddled with dangers such as Winter Dire Wolves or Murderous Penguins.
 
To be a bit clearer, I am not for expanding the military to expand our borders, but to protect our current borders.

If we do expand, then I will push for further military expansion.

If anyone wants to go a-conquering, at least boost the army twice so we have sufficient garrison and troops to send out.

We have more than enough troops to protect our boarders. The Army is to secure new regions the militia is meant to protect our current regions. We have no intention of conquering anyone unless they launch a war on us. We have more than enough troops with the current expansion option.
 
We have more than enough troops to protect our boarders. The Army is to secure new regions the militia is meant to protect our current regions. We have no intention of conquering anyone unless they launch a war on us. We have more than enough troops with the current expansion option.
That depends, remember when you said that last time and some players seemed pretty pro colonialism and conquest to me.
We even had pro colonial omake.
 
That depends, remember when you said that last time and some players seemed pretty pro colonialism and conquest to me.
We even had pro colonial omake.
colonial is not necessarily conquest. And in a post-discord and pre-industrial revolution world there will sure be a lot of free land for us to take without going conquerors.

And, if an hostile kingdom attacks us we have all the justification we need to actually conquer it and then be an illuminated and benevolent emperor.

About our army... right now it's big enough and we can always raise more soldiers if we need to in the future.

The more reasonable thing to do in the meantime is to raise the quality more than the quantity through more advanced tech (especially guns. We DO have gunpowder after all, and guns used gunpowder up until around 1880 according to wikipedia).

Advantages of an empire/monarchy over a democracy: we can get things done fast when we want to, and we can spread new techs fast by throwing money at the problem.
 
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colonial is not necessarily conquest. And in a post-discord and pre-industrial revolution there will sure be a lot of free land for us to take without going conquerors.

And, if an hostile kingdom attacks us we have all the justification we need to actually conquer it and then be an illuminated and benevolent emperor.

About our army... right now it's big enough and we can always raise more soldiers if we need to in the future.

The more reasonable thing to do in the meantime is to raise the quality more than the quantity through more advanced tech (especially guns. We DO have gunpowder after all, and guns used gunpowder up until around 1880 according to wikipedia).

Advantages of an empire/monarchy over a democracy: we can get things done fast when we want to, and we can spread new techs fast by throwing money at the problem.
Still believe that we should expand our army just in case we encounter some sort of expansionist empire on our borders.
 
Pretty sure we are going to expand the size next turn. We have at least one new region the area to the West that is like our own before the steppes begin. Also any area to the South that is open for us to claim. But expanding and conquering are two very different things that overlap but don't mean the same thing.
 
Matter of fact I'm so interested this came to mind. @Questor

Great Clans of the Yakyakistan
By: Gin Scribetalon

The various clans of Yakyakistan are varied and many across the great western wastes yet for all the barren lands there is a great many different cultural groups that wage war or engage in trade with each other. The relations between the tribes can often be seen in flux, however, there are some clans that have managed through brute force, charm or guile to become overlords over the other lesser clans taking them as cadet branches. Of which there are seven whose territories are vast yet held only in place by the relations a chieftain has to his overlord, ordinarily all would be well as a Yak's word is his bond, but some yaks are not as honorable as their other brethren.

Of the great seven, they are; Bright Tooth, Falling Cave, Diamond Crown, Salty Ash, Small Bison, Crazy Thunder, and Red Rage.

Bright Tooth

The Bright Tooth clan of yaks holds to the same religion that dominates over the Yaks of various gods and spirits that hold the world in place, the machinations of Discord aside the Bright Tooth is the tribe which managed to retain their shamanistic roots by having their personalized totems inscribed into their own teeth with the small amount of mineral wealth they scavenge from long lost ruins in their lands. If there are not enough minerals to do so they will even use delicate tools to carve the ritualistic symbols into their own teeth so that they might speak with a fraction of the elements power. Be it curses, demons or worse a Bright Tooth is usually the one you would go to through the practice of shamanism has faded from common Yaks leading to the tribe as a whole to be regarded with superstition and secret contempt yet none can deny the use of a good wind or warm fire or the nearby spring for a traveling band. Holds dominion over a moderate amount of land, enough for a barony at least.

Falling Cave


Though a great many tribes continue their nomadic routes there are a few tribes that found a rare resource that ends the roving tribesyaks though they rarely hold the lands for longer than a generation before a stronger tribe displaced them. The Yaks of Falling Cave, however, are a special brand of crazy as they had settled into a series of caves which are hollowed out through Mt. Ridgeback which held a wealth of resources from cave lichens and an underground spring. Instead of continuing to fight a near losing battle the tribe as a whole collapsed the entire cave entrance that allowed other Yaks to enter sealing themselves off from the outside world for years. It is only recently that they have returned from their caves though they are changed from their time underground with fur colors that are unnatural yet just as their coats are unnatural so too is there endurance and strength. Some claims have been made that warriors of Falling Caves have the strength of a hundred yaks when fully enraged! Secretive to an extreme the Falling Cave has the smallest amount of above ground land of the great seven. Rivals to Diamond Crown thanks in part to their constant quarrying of stone near their mountains.

Diamond Crown

Diamond Crown clans are a unique brand of yak as their endurance is of legends, local folklore has it that the very first chieftain of the Diamond Crown had managed to win the favor and heart of an earth spirit asking her to lay with him. From that union spread forth, the Diamond Crowns whereupon their brow can be seen a diamond birthmark. Nothing is more terrifying than to see the stampede of a Diamond Crown tribe for normal spears and pike simply shatter against their stone-like hides. This affinity with stone has allowed the Diamond Crowns to actually construct small villages of stone and fortifications amongst their quarries to better hold their domains and fashion weapons made of stone, though blunt and lacking a keen an edge a weapon of a Diamond Crown is heavy enough to make sure a worry a minor concern at best. Rivals to the Falling Cave tribe for their domains hold some of the few quarries of the land which lay nearby the mountain which Falling Cave makes their home, the two are quite bitter rivals because of this.

Salty Ash

Yaks who claim the Salty Ash are quite easy to spot as their hides and horns tend to a more darker coloration on account of their lands being home to a nearby active volcano that constantly shrouds the area in thick black ash, far from their few settlements the grasses they feast upon are lush with life due to the sediment from the volcano and they guard their borders well with constant stampedes between their borders against all who come close. The rare outsider that is welcomed to their lands would see their only city of Ya'kin would find it to be a city of in name only as only the priesthood to the great volcano goddess Pelu live there with others only passing through to offer a tribute or to allow a youngling to begin his rites there. The tribute is partially to keep the priesthood fed, but mainly to ensure that Pelu never enters her surly rage and shake the whole mountain apart like she had many generations ago when the land was whole. The rites of younglings, however, is where a young yak would delve deep into the volcano down the three hundred steps where they shall be embraced by Pelu and granted her boon. [The authenticity of this practice is unknown at present times as no yak in known yak history has ever manged to make it further than fifty paces.] The yaks which can go the furthest are the ones that are destined for greatness and can often be seen by their horns which become cracked with each step they take. Though they look weakened the horns can withstand the blows of a yak headbutt which is great indeed.

Small Bison


Small Bison is an oddity by all accounts until recently they were often regarded as smaller yaks with bigger humps on their backs. With recent explorations across the world over it is revealed that the Small Bisons are in fact a hybrid between Yak and Buffalo leading many anthropologists in the field to theorize that during the Age of Discord, (A.D) the buffalo tribe of yesteryear had found itself amongst the Yak tribes and made so well an accounting they had managed to interbreed with the local yak tribes creating a new race between Yak and Buffalo. Though smaller than their Yak cousin tribes the Small Bison are in fact the most agile and fastest of tribes, as much as a yak can be fast that is, they use this speed to great effect as one of their most infamous uses of this speed is to stampede so fast as to fly. It can only be done with a full herd of Small Bison working together, but it was first witnessed in a large scale fight between a Diamond Crown and Small Bison where the Diamond Crown's stampede was simply circumvented by the Small Bison leaping above the Diamonds and routing them in one fell swoop.

Crazy Thunder

Yaks are not the most intelligent of individuals often having poor impulse control that the Empire has benefited and regretted from for quite a long time, however, one tribe that suffers the most from this lack of impulse are the Crazy Thunder tribe. It is unknown when the tribe had first started their practice, be it from a Discordian trick to simple lack of forethought to even some say a bet between Yak and Spirit, but every time a storm is sighted or comes upon the land the Crazy Thunder shall wield a staff of iron to duel the sky itself. Of course, as the great Archimedes had once theorized, "Lighting shall always seek the easiest method to the ground to return from the sky, be it metal or simply the tallest object on the ground." This practice by the Crazy Thunder clan lead to many deaths due to electrocution, however, some managed to survive their duel with the blue death as they call it and can call upon the power which had tried and failed to kill them. Bolts of lightning and great cracks of thunder echo from the iron staves of a Crazy Thunder warrior for only those willing to become a warrior would march out into the storm. Hotly contested rivals with Bright Tooth clan on account of the Bright Tooth's declaring the Crazy Thunders to be heretics and perverter of spirits while the Crazy Thunders pay little heed to gumless yaks.

Red Rage


Among the various tribes of Yaks be they elemental slinging shamen to imbued with spirit granted strength there is one tribe that all other tribes will pause to listen to, that is the Red Rage tribe. Often the connotation of this tribe will lead many a novice ambassador to be quiet and calm least they face a rage unending, they would be quite incorrect as any tribesyak from the Red Rage would best describe as if carved from rock. They are a calm and stoic society with nary an emotion to be seen, they also have a great love of musical instruments that allow them to express their emotions to a great extent. However, the true reason why all other tribes will listen when a Red Rage speaks is that while they are calm and even-tempered, there comes a time when force is the only language that must be spoken. Usually this use of force, this rage that is whispered off, is rarely used for only the braggart or the green would offend to warrant such a reaction, there are even local tells that spoke of the Great Speaker Yungol Bellow who upon trying to broker a trade with Crazy Thunder caravan become so insulted he bodily lifted up the Crazy Thunder and proceeded to beat him with a fellow clansyak. The Red Rage was soon given a discount afterward and the Crazy Thunder caravan soon left for greener pastures.


Whew, that took a bit, I hope that this was interesting to read, might not be 100% Cannon, but I was really snapping at the brainstem to get some ideas thrown out there about our new neighbors.
+10 to a roll of your choice. Sadly I've already written up the lore for the clans and the Yaks as a culture, and I'm afraid none of this can be considered Canon. Great Omake though!
 
Link to the last time I did this.

Archival purposes: "The Cold West (posted by QM on Tuesday, January 29, 2019)"

OR

The Front Page as it appeared to me on Wednesday, January 30, 2019.

Character Sheet (last edited by QM on Tuesday, January 29, 2019)
- Not Changed
Name: Garrick Golden-Feather

Age: 37

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha

Description: At first glance, you seem like a pretty average example of the Griffon race. Head of an eagle, body of a winged lion, standing perhaps a hair taller than most other quadrupedal species. It's not until one looks closer that they see the things that distinguish you from a crowd. 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. But you're no peacock, only known for your good looks; your talons are razor sharp, and though you are not as strong as your wife, you are still an apex predator, and your musculature reflects that. Your wife's workout regimen has also improved your physique, cords of taut muscle now visible across your body.


Martial: 9+2+1+1=13

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-Toned: Working out with your wife has done good things for your body. +1 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.




Wife: Gabriella Golden-Feather


Opinion of You: 8/10

Age: 35

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

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)



Son: Gawain Golden-Feather


Age: 5

Status: Infant-No 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 cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)




(Adopted) Daughter: Gwyndlyn Golden-Feather


Age: 1
Status: Infant-No Stats
Trait: Dragon-A fire breathing reptile. (+4 Martial)


Informational: State of the Nation (last edited by QM on Monday, January 28, 2019)
- Not Changed
Economy

Treasury Reserves
: 4370

Net Income: 3990

Yearly Income: 4400

-Tax Revenue: 2825
-Farming Income: 925
-Mining Income: 550
-Trade Income: 100

Yearly Expenditures: 410

-Army Upkeep: 310
-Navy Upkeep: 100



Military

Royal Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 200 gold each to raise or replace. Additionally, Royal Army soldiers have an upkeep cost of 200 gold per every ten thousand soldiers.

Royal Army Morale: 70/100 (Above Average)

Royal Army Numbers: 15,500

-7500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-3750 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-3750 Archers: Griffons with bows and some arrows. Not much else to say.

-500 Diamond Dogs: Armed with a variety of swords, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-5 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.



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 Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Crow's Nest, Wingbardy


The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Black Fortress, Aquileia


Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of five gold per ship, per year.

20 Cogs (Bolt-Throwers)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal 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: 8/10 (Long Live the Emperor).

General Public Opinion: 8/10 (Long Live the Emperor).


Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Tuesday, January 22, 2019)
- Not Changed
Diplomatic Relations


Persons of Interest


???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Archduke 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.
 
Turn 9 Rumor Mill
Yakity-Yak: Griffons across the Empire are fascinated by their newfound neighbors to the West. After decades of isolation, they finally know for certain that there are other civilizations out there. This realization has brought equal amounts optimism and paranoia. Some hope that their fellow sapients can become allies of the Griffon people, as the Diamond Dogs have. Others fear that they could pose a threat to the security of the Empire. No one really knows what to expect, but everyone awaits news regarding the peoples outside their borders.

The Power of Steam: Archimedes has done it again. The brilliant inventor's latest creation has garnered attention from Griffons and Dogs across the Empire, and has revolutionized the mining industry. Over a dozen of these new "steam pumps" have been created and installed across the realm, and some inventive individuals have already begun to wonder if their utility could be applied elsewhere.

Return to Imperial Glory: With the establishment of two new Knightly Orders, the return of Wingbardy to its pre-war status as an agricultural powerhouse, and the new innovations in everything from farming to mining, people across the Griffonlands are further rejoicing in the decision to reunite the Empire, and are further convinced that they are entering a new golden age.
 
Turn 10: The Times they are a Changing
"Careful now son, be gentle with her."

"I know mom."

After spending a couple of days under observation to ensure that she was healthy and wouldn't turn into a gargantuan beast without warning, Gwyndlyn, the newest addition to the Golden-Feather family, was taken to meet her brother. Gawain was quite surprised, both by the fact that he now had a sister and by the fact that his sister was a dragon, but he seemed more enthused than concerned.

Your family stands together in your personal bedchambers, your wife Gabriella having just passed the sleeping Gwyndlyn to Gawain to hold. You can tell by the awed look on his face as he stares at her gently snoozing form that he will be a good brother, one that will look after his sibling regardless of their differences in species.

It's never a dull moment for you. Raising a dragon, overseeing the construction of Archimedes' latest contraption, going over reports on these "Yaks" on your Western Border, and that's just your afternoon schedule! Still, as you pull all the members of your family into a warm embrace, you know that all of your work is worth it to ensure that your children will see a better future.


Martial: Gustav Kingfeather is still a wild Griffon, never caught dead without his flask, though the increased workload brought about by the unification means he's had to curb his wilder tendencies in the interest of keeping up with his subordinates. Still, he's more than up for the job of Imperial Martial, especially with Gabriella around to provide her own military experience when needed. (Two Actions Per Turn)

[ ] The Imperial Army: You've got a lot more territory to guard now, and a larger treasury to dip into. It might be a good idea to take a page out of Brochard's book and expand your army so that it's worthy of the moniker "Imperial". Cost: 2000. Time: One Year. Reward: Warriors recruited, Army Expanded.

[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.

[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a Yak mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of Yak surprise attacks, may discourage Yak raids into core territory.

[ ] Expeditious Exploration: You have no real idea what lies beyond your borders. Discord altered the geography of the planet itself, and most records from before his arrival and reign of terror were lost amidst the madness of his reign. You know the world is bigger than your Empire though, and you're almost certain that other races, tribes and kingdoms managed to survive the era of chaos. Such potential neighbors could be allies and trade partners...or a threat to you and your people. Either way, it's better if you find them before they find you. Cost: 200. Time: Variable. Reward: Info on lands beyond your borders.

—[ ] South: The Peregrine Mountains form a natural border to your South, preventing easy travel for Dogs and Griffons alike. Pre-Discord records indicate that the climate is warmer the further south one goes. You suppose there is only one way to find out for sure.

—[ ] East: To the East, the open ocean beckons. Few Griffons have ever had cause to sail beyond sight of the shore, and as a result the sea is regarded as a mysterious place filled with equal promises of danger and unclaimed treasures. You have the Caravels, now it's time to put them to good use.



Diplomacy: Elva Von Cleef remains your head diplomat, despite her advancing age. With contact finally having been made with people beyond your borders, she's back to work once again, managing diplomats, linguists, and a growing number of merchants seeking to market their wares to foreign cultures. (One Action Per Turn)

[ ] Getting to Know the Neighbors, Yak Edition: You know the Yaks are a nomadic culture divided into numerous clans, but that's about it. How many clans, their relationship with each other, their territory, their leaders, all that is still largely unknown. Send a couple of Griffons back over the border and see if you can't find out more about these Burly Nomads. Cost: 100. Time: One Year. Cost: 100. Reward: Information on Yak Political Landscaie

[ ] My Hovercraft is Full of Eels, Yak Edition: Your scouts, specifically the diplomats among them, managed to communicate with the Yaks through the use of pictographs, body language, and the handful of Yakyakistani words and phrases they managed to pick up. But if you're going to have any kind of meaningful diplomatic relationship you'll need to know how to actually speak their language. Gather a few interpreters and linguists, give them some gold and simple trade goods, and send them off to learn from the natives. Cost: 200. Time: One Year. Reward: Diplomats learn Yakyakistani language, removes chance of mistranslation mishaps. Chance of Success: 80%.

[ ] Western Trade Caravans: Establishing trade with Nomads is a difficult prospect. Even more so with the Yaks since you aren't even sure if they have any goods worth trading for in the first place. Elva proposes sending a few caravans of enterprising Merchants out into the Steepes to show off their wares and gauge interest. The Yaks will get a look at the goods we have to offer, and hopefully we'll get a look at whatever they consider valuable enough to barter with. Of course, these caravans will require guards to protect them, and translators to help them strike deals with any potential customers. Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.



Stewardship: Claus Rosewing remains as your Steward, though most know this is likely a temporary arrangement. Claus has served you admirably since your rise to the throne of Griffonia, but he's not really equipped to handle the finances and infrastructure of an entire Empire. He intends to stay on for as long as you need him, but he's made it clear you'd probably be better off with someone else in his position. (One Action per Turn)

[ ] New Management: Rosewing has been asking for a replacement. The Lady Bronzeclaw seems agreeable to taking his position. Fill out the necessary paperwork, replace any outgoing staff, arrange a generous severance package, and have Frida throw Claus a retirement party. After all his hard work on your behalf, it's the least you can do for him. Cost: 50. Time: One Year. Reward: Frida Bronzeclaw becomes Imperial Steward, +1 Stewardship Action per Turn

[ ] I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%

[ ] Blast Mining: Archimedes' fire powder, while little more than a noise maker in small amounts, is a potent explosive in large doses. A few miners have expressed interest in using it to blast their way through solid rock that can't be easily excavated. It's risky, but the rewards make it worth consideration. Cost: 200. Time: One Year. Reward: Increased Mining income. Chance of Success: 70%

[ ] Imperial Brew: This is something that could be...controversial. Archimedes' shroomshine has been exceedingly popular with the Imperial Citizenry. However, given it's relatively recent invention, all the people brewing it are doing so on a small scale. Someone in Rosewing's Department raised the idea that, instead of having a bunch of independent brewers making a bunch of wildly disparate concoctions in their basements, the government could contract them and arrange the sale and distribution of the alcohol itself, ensuring consistent quality and netting a tidy profit in the process. Of course, some people might not approve of the government selling alcohol, or taking control of the market in such a fashion. Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

[ ] Settling the Western Fromtier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.



Learning: Archimedes now has to juggle his duties as the Imperial Science Advisor with his task of tutoring and mentoring your son. He can hardly complain, as he volunteered for the latter task completely unsolicited, claiming that it was his responsibility to ensure Gawain received an "exhaustive education fit for a future Emperor". You're not sure how he does it all. You suspect stimulants are involved. (Two Actions per Turn)

[ ] Explosive Siege Weapons: The success of his ballistae and his access to supplies of fire powder has given Archimedes some ideas. The concept is simple, if unorthodox: a metal tube, sealed off at one end, filled with an amount of fire powder that, when ignited, propels a metal or stone ball out the opening at great speed. It…honestly sounds kind of dangerous, but Archimedes is the expert on this sort of thing. Cost: 400. Time: Two Years. Reward: New Siege Weapon. Chance of Success: 60%

[ ] Burning Shrooms: While working on turning mushrooms into alcohol, Archimedes realized that, if distilled a certain way, rather than an intoxicating beverage, the mushrooms produced a highly flammable liquid that caused health complications and death if ingested. At the time, he considered it a failed batch. Now, he thinks it might form the basis of a family of new weapons. Naturally, he'll need funding to run tests and establish a distillery dedicated to the production of this new substance. Cost: 200. Time: One Year. Reward: Flame Weapons? Chance of Success: 60%

[ ] Quarantine Standards: You now know how the Feral Disease that affects the Diamond Dogs spreads, and by association, how to prevent it from spreading should an outbreak occur. Have Archimedes put together official, detailed contingency plans for local government and military units, and distribute them throughout the Empire. Should the worst come to pass, these plans should assist in the containment of any disease outbreaks. Cost: 100. Time: 1 Year. Reward: Quarantine Plans, Bonus to Disease Outbreak Rolls.

[ ] Office of Disease Control: All his work on the Feral Disease has made Archimedes realize just how dangerous diseases can be to the Empire as a whole, and not just diseases that only affect Diamond Dogs. Talon-Rot, Feather-Flu, Bird-Pox, these are all sicknesses that have ravaged segments of your population in the past. Thus far you've managed to avoid a serious outbreak, but it's only a matter of time until some new strain appears, especially with your people going beyond your borders and mixing with new peoples who are likely to have their own diseases. Archimedes proposes creating a permanent government office tasked with the monitoring, containment, and treatment of communicable diseases. It'll be expensive, but the public's health is too valuable to risk. Cost: 500. Time: One Year. Reward: Office of Disease Control established, Bonus to Disease Outbreak Rolls.



Intrigue: As the Imperial Spymaster, Ravenburg now has access to more resources, but he also has greater responsibilities, and must gather and analyze information on a much larger scale. Despite the added workload, he seems unperturbed, and maintains his appearance and attitude of a stoic professional. (One Action per Turn)

[ ] Foreign Intelligence: Spying on fellow Griffons was one thing. Spying on other races is something else entirely. You can't just send a Griffon into potentially hostile territory where they'll stick out like a sore thumb amongst the locals. You'll have to get Ravenburg to come up with alternative methods of intelligence gathering for this sort of thing. Cost: 100. Time: One Year. Reward: New Intrigue Options, Ability to Spy on Non-Griffons



Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions Per Turn)
[ ] Royal Hobbies: Your son is beginning to reach the age where simple "playing" isn't enough to keep his attention. He needs a hobby. You could wait for him to develop his own interests, but there's no reason you can't try to introduce him to some activities that could expand his horizons a bit. Who knows, he might even develop some skills that could aid him in ruling. Cost: 0. Time: One Year. Reward: Choice of activities for Gawain, chance for him to develop new traits and increase stats.

[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[ ] A Small Blade: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon someone is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, but a dagger worthy of a Prince. Cost: 50. Time: One Year. Reward: Master-Crafted Dagger for Gawain.

[ ] The Royal Dragon: Gwyndlyn, the young Dragoness you've more or less adopted, has been unusually docile. Despite being a fire-breathing reptile, she has acted almost exactly like a Griffon of similar age and development. You, your wife, and the castle staff entrusted to help you care for her have been very careful about not overfeeding her or letting her enter the infamous "greed growth" that the ancient records speak of. Still, while you've made the decision to adopt and care for her, there are many things you have not yet decided. How will you raise her? Will she be in line for the Throne? These are only some of the decisions you need to make about the newest addition to your family. Cost: 0. Time: One Year. Reward: Plans made for Gwyndlyn's Future.
 
[X] Plan Army and Disease
-[ ] The Imperial Army: You've got a lot more territory to guard now, and a larger treasury to dip into. It might be a good idea to take a page out of Brochard's book and expand your army so that it's worthy of the moniker "Imperial". Cost: 2000. Time: One Year. Reward: Warriors recruited, Army Expanded.
-[ ] Expeditious Exploration: You have no real idea what lies beyond your borders. Discord altered the geography of the planet itself, and most records from before his arrival and reign of terror were lost amidst the madness of his reign. You know the world is bigger than your Empire though, and you're almost certain that other races, tribes and kingdoms managed to survive the era of chaos. Such potential neighbors could be allies and trade partners...or a threat to you and your people. Either way, it's better if you find them before they find you. Cost: 200. Time: Variable. Reward: Info on lands beyond your borders.
—[ ] South: The Peregrine Mountains form a natural border to your South, preventing easy travel for Dogs and Griffons alike. Pre-Discord records indicate that the climate is warmer the further south one goes. You suppose there is only one way to find out for sure.
-[ ] My Hovercraft is Full of Eels, Yak Edition: Your scouts, specifically the diplomats among them, managed to communicate with the Yaks through the use of pictographs, body language, and the handful of Yakyakistani words and phrases they managed to pick up. But if you're going to have any kind of meaningful diplomatic relationship you'll need to know how to actually speak their language. Gather a few interpreters and linguists, give them some gold and simple trade goods, and send them off to learn from the natives. Cost: 200. Time: One Year. Reward: Diplomats learn Yakyakistani language, removes chance of mistranslation mishaps. Chance of Success: 80%.
-[ ] New Management: Rosewing has been asking for a replacement. The Lady Bronzeclaw seems agreeable to taking his position. Fill out the necessary paperwork, replace any outgoing staff, arrange a generous severance package, and have Frida throw Claus a retirement party. After all his hard work on your behalf, it's the least you can do for him. Cost: 50. Time: One Year. Reward: Frida Bronzeclaw becomes Imperial Steward, +1 Stewardship Action per Turn
-[ ] Quarantine Standards: You now know how the Feral Disease that affects the Diamond Dogs spreads, and by association, how to prevent it from spreading should an outbreak occur. Have Archimedes put together official, detailed contingency plans for local government and military units, and distribute them throughout the Empire. Should the worst come to pass, these plans should assist in the containment of any disease outbreaks. Cost: 100. Time: 1 Year. Reward: Quarantine Plans, Bonus to Disease Outbreak Rolls.
-[ ] Office of Disease Control: All his work on the Feral Disease has made Archimedes realize just how dangerous diseases can be to the Empire as a whole, and not just diseases that only affect Diamond Dogs. Talon-Rot, Feather-Flu, Bird-Pox, these are all sicknesses that have ravaged segments of your population in the past. Thus far you've managed to avoid a serious outbreak, but it's only a matter of time until some new strain appears, especially with your people going beyond your borders and mixing with new peoples who are likely to have their own diseases. Archimedes proposes creating a permanent government office tasked with the monitoring, containment, and treatment of communicable diseases. It'll be expensive, but the public's health is too valuable to risk. Cost: 500. Time: One Year. Reward: Office of Disease Control established, Bonus to Disease Outbreak Rolls.
-[ ] Foreign Intelligence: Spying on fellow Griffons was one thing. Spying on other races is something else entirely. You can't just send a Griffon into potentially hostile territory where they'll stick out like a sore thumb amongst the locals. You'll have to get Ravenburg to come up with alternative methods of intelligence gathering for this sort of thing. Cost: 100. Time: One Year. Reward: New Intrigue Options, Ability to Spy on Non-Griffons
-[ ] Royal Hobbies: Your son is beginning to reach the age where simple "playing" isn't enough to keep his attention. He needs a hobby. You could wait for him to develop his own interests, but there's no reason you can't try to introduce him to some activities that could expand his horizons a bit. Who knows, he might even develop some skills that could aid him in ruling. Cost: 0. Time: One Year. Reward: Choice of activities for Gawain, chance for him to develop new traits and increase stats.
-[ ] The Royal Dragon: Gwyndlyn, the young Dragoness you've more or less adopted, has been unusually docile. Despite being a fire-breathing reptile, she has acted almost exactly like a Griffon of similar age and development. You, your wife, and the castle staff entrusted to help you care for her have been very careful about not overfeeding her or letting her enter the infamous "greed growth" that the ancient records speak of. Still, while you've made the decision to adopt and care for her, there are many things you have not yet decided. How will you raise her? Will she be in line for the Throne? These are only some of the decisions you need to make about the newest addition to your family. Cost: 0. Time: One Year. Reward: Plans made for Gwyndlyn's Future.


Okay so expand the army while also exploring the other land border. For diplo learn the language to avoid errors in the info gathered from the other two actions. For stewardship we need that second action given everything available there. For learning full on disease control lets not take a risk there as much as I want the new siege weapons those can start next turn instead. Intrigue only one option so easy choice. As for personal developing our son and daughter so they will be better down the line, as those are likely to get more development the sooner we take those actions.
 
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