Depends on the type of god, could be like celestia and luna(they are practically gods. Also hopefully less focused on ruling everything), Sigmar from warhammer(Blessing and some champions but no real communication after his ascension), or something else. Afterall most gods in fantasy universes dont really interact with their followers except for the occasional prophecy, demigods, their required rules(like the 10 commandments), or rituals rather then direct interference like commanding a nation.
I would rather have magical theory and keep this closely focused on development of our civilization in secular society in wich everyone can live as they wish without a fear of some divine retribution, basically keep religion out of state affairs.
Well if you want Piety, Equestria at War (in which many setting things were used here) had a guide to the Griffon Panethon:
Equestria at War Wiki said:
Griffons have their own pantheon of Gods, and reject the Equestrian claims that Luna and Celestia are responsible for rising the sun and moon, and similarly the more pastoral religious beliefs of the primitive eastern ponies. The four main gods are the following:
Boreas - the King of all Gods, god of Rulership, the Sky and Wealth, who gave them Intelligence
Arcturius - God of War, Metallurgy and Sacrifice, who gave them Strength
Eyr - Goddess of Fertility, Family and Agriculture, who gave them Bodies
Maar - God of Death, Madness and Cruelty, who gave them Souls
These gods (except for Maar) are widely worshiped across Griffon society, though more radical secular political movements reject their authority, or at least the claimed authority of its priests. Maar, with its evil associations, is only worshipped in secret cults, and its believers are hunted down wherever they are found. In addition, Griffons worship a variety of local deities and spirits.
Each of the Gods (except for Maar) is represented by an Archon - a spiritual leader of the Priests and Followers of that God. Closely associated with the Griffonian Empire, they continue to wield great influence in its halls of power.
I would rather have magical theory and keep this closely focused on development of our civilization in secular society in wich everyone can live as they wish without a fear of some divine retribution, basically keep religion out of state affairs.
I was talking about including gods due to the fact that you need to have an actual religion to deal with if there were piety actions. Since people were bringing up magic study using piety action without it actually fitting the actions category.
Had you chosen Zebrica, the Piety category would have been replaced by the Lore category, which would encompass all the mystical and magical phenomena common to Zebrica (alchemy, ritual magic, potions, etc.)
Before Discord, Griffons worshiped a pantheon of gods, but Discord's arrival and subsequent reign of terror prompted a crisis of faith. While a small handful of modern Griffons still worship the old gods, they are in the minority.
In place of the old gods, most Griffons seek wisdom from their ancestors, but not in the form of prayer or worship. Rather, great heroes and paragons of Griffon society are upheld as examples of how Griffons should behave and what they should aspire to be. The closest thing there is to a church or temple in a Griffon community is the Hall of Ancestors, where the great deeds of the dead are memorialized so that future generations may learn from their example.
Celestia and Luna are not Gods, but beings of great power. They are not immortal, simply unaging. And while the Qilin of Neighpon worship their Draconic precursors as Gods, they are as divine as Celestia and Luna. That is to say, not really.
Had you chosen Zebrica, the Piety category would have been replaced by the Lore category, which would encompass all the mystical and magical phenomena common to Zebrica (alchemy, ritual magic, potions, etc.)
Before Discord, Griffons worshiped a pantheon of gods, but Discord's arrival and subsequent reign of terror prompted a crisis of faith. While a small handful of modern Griffons still worship the old gods, they are in the minority.
In place of the old gods, most Griffons seek wisdom from their ancestors, but not in the form of prayer or worship. Rather, great heroes and paragons of Griffon society are upheld as examples of how Griffons should behave and what they should aspire to be. The closest thing there is to a church or temple in a Griffon community is the Hall of Ancestors, where the great deeds of the dead are memorialized so that future generations may learn from their example.
Celestia and Luna are not Gods, but beings of great power. They are not immortal, simply unaging. And while the Qilin of Neighpon worship their Draconic precursors as Gods, they are as divine as Celestia and Luna. That is to say, not really.
Not really, it is more like if we do something heroic other Griffins will aspire to be like us, but they will not worship us or look at us as some sort of Saint i think.
Not really, it is more like if we do something heroic other Griffins will aspire to be like us, but they will not worship us or look at us as some sort of Saint i think.
Basically an example of what you should be when you grow up and what are the qualities that are requested in proper Griffin.
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
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
Anybody have any thoughts on some of our long term threats? I personally think they will be Equestria and the alicorn sisters. Because in canon they're pretty decent people. Here though they could be ruthless tyrants. Granted I don't thinks it's likely that they would end up like that. But... Its still a possibility.
Sombra might be a pain in the ass when he get's around to taking over the crystal empire, If we manage to gather a lot of gold dragons could become a problem and a half, Think their might have been something about a necromancer goat around this time but I'm not sure. Oh and nightmare moon might be a bit of a pain in the ass depending on how long she plunges the land into darkness as that would sure as fuck mess up our crops if it last to long. Granted we're omnivores so it wouldn't hit us as bad as the leaf eating races but still would be a problem.
If you mean more local threats then diamond dogs as they live in the ground and that's were the metals we want are also located so they're always going to be a pain in the ass but shouldn't be a major problem unless they go khan and unite. Mer ponies could be a problem since we have a large naval image so if they decide to fuck with us that could cause some issues. That's about all I can think of right now.
Because in canon they're pretty decent people. Here though they could be ruthless tyrants. Granted I don't thinks it's likely that they would end up like that. But... Its still a possibility.
The Sisters would be rivals, but I don't see them as a threat. They mostly focus on their people only. Downline, however long this quest will last, is when Griffins and the world will have issues. In large part, the toll of longevity on their psyche as everyone that personally knew them ages and dies.
The biggest threat would be the changelings. We have no magic to reveal their deception, but Griffins don't every appear to be an affectionate species in canon.
The Sisters would be rivals, but I don't see them as a threat. They mostly focus on their people only. Downline, however long this quest will last, is when Griffins and the world will have issues. In large part, the toll of longevity on their psyche as everyone that personally knew them ages and dies.
The biggest threat would be the changelings. We have no magic to reveal their deception, but Griffins don't every appear to be an affectionate species in canon.
We actually know nothing about the Sisters beyond Celestia exists. Everything is now Off the Rails.
Maybe Luna died to defeat Discord?
Maybe dragons face discrimination because they are assumed related to Discord?
The Changelings are weird in canon now. Because Changelings can share love/friendship by generating it among themselves and transforms them into... a 'stupid idea', which screws a bunch of fanon opinions on how they function. And places a bunch of questions like 'how old is the changeling race?' 'Is Queen Chrysalis the first changeling?' (IIRC answers: Younger than Celestia and after Luna got sent to the moon. Queen Chrysalis is the first Changeling) that answers with limitations if we look at the comics and canon, because the fact no Changeling found out they had a transformation sequence by accident, puts a idiot ball into the issue. Or the Changelings won't be a problem for a long time, and have to be a young species.
Depending on how much of Equestria of War is canon, we may have to worry about a bunch of undead coming out of the north. Back in ancient times by modern standards, the Dread Empire ruled over a large swathe of land. Ancient times might be a little ways forward from now. We might need to prep for the apocalypse, so I'd like if we could scout out the rest of the continent, especially the northeast.