Who Needs Harmony?: An MLP Empire Quest
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Equestria. Land of magic, friendship and ponies. A paradise of colorful landscapes, friendly...
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Maryland
Equestria. Land of magic, friendship and ponies. A paradise of colorful landscapes, friendly inhabitants and benevolent rulers.

At least, that's what you've heard some say. For you have never been to Equestria. You have never seen the glittering spires of Canterlot, nor the wonders of Equestrian magic. You have lived your entire life in the lands beyond Celestia's gaze.

But then, that would only make sense. For you are a ruler of your own kingdom. Perhaps not as great or as prosperous as Equestria…yet…but a kingdom nonetheless. Some inhabitants of that magical sugarbowl like to claim that theirs is the only light of civilization, but that's never been true. They're just more unified...with all that entails.

The lands outside Equestria's borders are far from paradise.

They are civilized, yes, but they are chaotic and often violent. Your world is one where the safe places are only so because of the armies they field, where bandits, pirates and monsters are an ever present threat to life and limb. It is a world quite different from the multi-species union of Equestria, where there is nothing to tie together the disparate peoples of the world save a shared distrust for each other. It's a place where one must be strong to take power, and stronger still to keep it. It is an environment that still pays open homage to the most basic rule of law: the rule of the sword.

But despite all that there is a sort of beauty to be found in these turbulent lands. There is a wild and freewheeling desperation for life, for freedom, for change, and it suffuses every inch of this realm.

You love your homeland with all your heart, and you dream of the day that it's glory may surpass Equestria's.



Where are You?

[ ] Neighpon:



Difficulty: Easy

Descendants of the Divine Dragon Amaterasu, the Qilin of Neighpon have lived in their idyllic island kingdom for thousands of years. Possessing elemental magic that allows them to bend fire to their will and a code of honor that binds them to their Emperor/Empress, they are a force to be reckoned with.

But while they may be great in power, they are few in number, and their placement upon an archipelago poses numerous issues, limited resources and isolation being the greatest among them. Combined with the antics of the mischievous spirits that also call Neighpon home, these obstacles will prove a hindrance to the Qilin' dreams of expansion.

Benefits:

1. One People, One Ruler: The Qilin are united and bound to the service of their Emperor/Empress, loyal unto death with no regional, tribal or religious differences to create internal conflict or disunity.

2. Firebenders: All Qilin possess a unique form of magic that gives them pyro-kinetic abilities, giving them an advantage in the realms of warfare and industry.

3. Exotic Goods from the East: Neighpon produces numerous goods suitable for trade, from exotic foodstuffs to luxurious silks and lacquerware.

4. Divine Intervention: When Neighpon and it's people are threatened, when all hope seems lost, the legends say that the Divine Dragons shall rise from their eternal slumber to protect their descendants and lay waste to all those who would threaten them.


Detriments:

1. Infertile: The Qilin are few in number in comparison to most of the other races, and due to their unusually low fertility rates this is unlikely to change any time soon.

2. Islands of Isolation: The ocean provides a barrier to enemies, but it also makes diplomacy, trade and offensive military action significantly more complicated and difficult.

3. Mischievous Spirits: From Kitsune and Tanuki to Kappas and Oni, the numerous spirits and creatures that share Neighpon with the Qilin can be an annoyance at the best of times. At worst, they can be a menace that threaten the security of the Empire.

4. Honor before Reason: While codes of honor bind the Qilin people together, they can at times be restricting, preventing them from taking a more practical or less costly option.



[ ] Zebrica:



Difficulty: Medium

Zebras are a race of many tribes and one nation, their disparate peoples united into a single kingdom. They are a people greatly in tune with nature, possessing knowledge of alchemy, potion-making, and esoteric ritual magic. They are a nation at a crossroads, bordered on all sides by other tribes and kingdoms with the potential to become their most steadfast allies or their most bitter of enemies. They are a nation with much history, their lands holding many ancient ruins and tombs hiding both great treasure and great dangers. But above all, they are a nation of potential. As to whether they will live up to this potential…only time will tell.

Benefits:
  1. Strength in Diversity: The might, wealth and knowledge of four Tribes combine to form Zebrica, their strengths and cultural specializations complimenting each other to create a whole greater than the sum of its parts.
  2. Who Do Your Voodoo: From potions with mystical qualities to alchemy that can enhance and alter the attributes of materials to exotic rituals capable of harnessing the power of nature itself, Zebras have no lack of magical abilities.
  3. Ancient Treasures: Ruins of past kingdoms and empires litter the deserts and savannas of Zebrica. Most are nothing more than the bones of previous cultures, but a few hold great riches and secrets of ancient magic for those who can find them.
  4. Crossroads of the World: Zebrica is placed between several other neighboring kingdoms, creating numerous opportunities for diplomacy and trade.


Detriments:

1. Harsh Homeland: Zebrica is a land filled with potential dangers. Predatory fauna, poisonous flora, and a harsh climate combine to create a challenging environment for its inhabitants.

2. Tribal Conflicts: Each tribe has its own history, and that history often includes conflicts with the other tribes. Ancestral grudges and cultural differences may threaten to divide Zebrica at the most inopportune moments.

3. Sealed Evil in a Can: It seems that for every ruin hiding gold or wisdom, there is another containing a great threat. Be it an ancient curse, a virulent disease, or an army of hostile undead, dangerous things lurk amongst the remnants of the past.

4. Rival Neighbors: Neighbors can be a blessing, or a curse. Be it raids on your trade caravans, encroachment upon your economy, or all-out invasion, expect a great deal of trouble from the people just beyond your lengthy borders.



[ ] Griffonia:



Difficulty: Hard

A land of snow-capped mountain peaks and great forests that stretch to the horizon, Griffonia is a hard country that has produced a hardy people. The saying goes that, while many griffons are farmers, merchants or artisans, all of them are warriors. Such a martial tradition is a necessity, as there are places in Griffonia that make the Everfree look like a peaceful tourist destination. Packs of feral diamond dogs, ravenous cave trolls, and even the rare dragon call these lands home, and they are often covetous of the bounty that their civilized neighbors have acquired through their harvest of the land's great mineral wealth.

As a consequence of such a martial culture, Griffons have often warred against each other, leading to the land being divided between numerous Duchies, Petty Kingdoms and independent City-States. Fighting with each other as often as they fight against outside threats, it will take a truly powerful or charismatic ruler to unite them and lead them to prominence on the world stage.

Benefits:

  1. Hardy Population: The inhabitants of Griffonia are resilient and steadfast, used to enduring hardship and conflict.
  2. Mountains of Materials: While not as rich in gemstones and precious metals as Equestria, the lands of Griffonia house great riches in the form of Iron, Timber, Copper, Lead, Coal, and other raw materials.
  3. Fortified Dwellings: Frequent wars, bandit raids and monster attacks have led to a tradition of Griffons erecting walls and fortifications around their settlements. Every village is a bulwark, every city a fortress.
  4. Aerial Aces: Griffons are one of the only races whose members are all capable of flight, giving them numerous advantages over ground-bound peoples.

Detriments:

  1. Untamed Land: Griffonia is utterly infested with monsters, brigands, rogue dragons, and worse. Purging the land of threats to your people will be a difficult task.
  2. Divided Populace: Griffonia is divided between several Duchies and Petty Kingdoms. It will take a supremely charismatic negotiator or great conqueror to unify all Griffons under a single banner.
  3. Muggles: Griffons are one of the only races that are utterly incapable of using magic in any way. They can use objects that have been enchanted by others, but that's about it.
  4. Lack of Luxury: Griffonia is devoid of any obvious trade goods or luxury items such as gemstones or spices. This will pose a problem when trading with other nations.


When are You?

[ ] Post-Discordian Era: Discord, the mad God of Chaos, who has ravaged the world with his foul magics for over a century, is no more. None know of his fate, nor who bested him, but shamans, seers and oracles across the world confirm that his presence can no longer be felt upon the material or immaterial plane.

With the threat of Chaos gone, the survivors of broken kingdoms and shattered empires crawl out of hiding and begin to rebuild, and a few dare to dream of surpassing the grandeur of their ancestors. But though Discord may be gone, the world is still a dangerous place.

Monsters roam the lands, the gates of Tartarus stand open and unguarded, and cruel tyrants and bloodthirsty warlords rule over great swathes of the world. It falls to a new generation of rulers to tame this new world and secure it for their children.



[ ] Age of Harmony: It has been nearly a millennia since the Equestrian Monarch Celestia banished her sister to the Moon. Since then, the world has known an era of unprecedented peace and stability. But with this peace has come stagnation and complacency.

Threats gather on the horizon, and few stand to meet them. Ancient threats once thought vanquished return to endanger the world once more, and new enemies wait in the wings, ready to overthrow the status quo for their own ends. It will take a special breed of heroes to weather this storm, and only the truly great can hope to emerge stronger than before.





Hi everyone. I'm a long-time reader, first-time quester. I had an idea a while back that never really left my mind, so I started writing it out and here we are. I request your patience and cooperation as I learn the ropes.

I've seen others on this site reference MLP and the associated fandom, but I've never really seen anyone make a quest quite like this one, so I'm applying the old logic of "if you want to see something that doesn't exist yet, make it yourself."

For the purposes of this quest, the setting is an AU, and any events past this point are non-canonical. Head-Canon abounds, especially since the show hasn't shown much beyond Equestria's borders.
 
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Character Creation
Gender:

[ ] Male

[ ] Female


Background: This will determine your character's base stats, by default the sum of 3d6 for each category. You will reroll the lowest for a particular stat for each + you have in it, and reroll the highest for each -. Traits picked in the next step will increase or lower these scores by a set amount. Your background will also affect some of the options available to you at the beginning of the quest, as it determines what sort of person you were prior to taking the throne.

[ ] Troll Hunter: You spent much of your life hunting and slaying trolls, manticores, feral diamond dogs, and Griffon outlaws lurking in the forests and caves of Griffonia. A dangerous and messy job, but a necessary one. +Intrigue, +Martial, -Learning

[ ] Merchant: Even in the dark days of Discord's reign, goods and gold were still exchanged, and profits (however small) were made. +Stewardship, +Diplomacy, -Martial

[ ] Knight Lion: Before Discord, over a dozen knightly orders existed for the protection of the common people and service to the nation. Now only one remains: The Knights Lion. Though a shadow of its former self, the members of this militant order, clad in heavy armor and bearing swords and lances, still uphold the chivalrous ideals of their glorious predecessors. +Martial, +Diplomacy, -Intrigue

[ ] Scholar: To be a scholar in the age of Discord meant combing through rubble for lost tomes and relics of the past as much as it meant reading and writing, skills in short supply both then and now. +Learning, +Stewardship, -Martial



Stats are also influenced by traits. The three with the highest vote number will be chosen. Bear in mind that some traits are genetic, and can be passed on to offspring, while others will not be.

[ ] Genius: Smart doesn't even begin to describe you. +2 all skills, counts as two traits.

[ ] Gregarious: You always know exactly what to say to get people to like you. +2 Diplomacy

[ ] Crafty: You have a knack for navigating the byzantine realm of court politics. +2 Intrigue

[ ] Eidetic Memory: You have a mind like a steel trap, never forgetting anything you seek to memorize. +2 Learning

[ ] Honest: You cannot tell a lie to save your life. +4 Diplomacy, -2 Intrigue.

[ ] Attractive: You are beautiful/handsome. +2 Diplomacy, better spousal relationship

[ ] Greedy: You love gold, more than is healthy. +4 Stewardship, -2 Diplomacy

[ ] Strong: You are blessed with a powerful physique. +4 Martial, +10% Fertility

[ ] Tall: You stand a head above most, giving you an edge in combat and a little bit of extra respect from everyone that has to lean backwards to look you in the eye. +2 martial, bonus to intimidation attempts against most races.
 
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Name and Prologue
Last bit of Character Creation, with some introductory information to the setting to tide you over till the first turn.

[ ] Name (Write In)

Discord is gone. The word spreads across the land, throughout the world, shouted from mountaintops and echoing off of cavern walls. The news seems too good to be true. But as the sun and moon cease their frantic, inconsistent movement through the sky, as floating mountains finally return to their rightful place upon the ground, and as fish cease to swim through the air, the evidence cannot be denied. And thus begins the greatest celebration in living memory, as peoples across the earth emerge from their hiding places and begin to live without fear of the vile Draconequus.

Of course, the celebration doesn't last forever. Eventually words like "reconstruction" and "return to glory" start getting tossed around, kingdoms begin to rise from the ashes of the past, and with a common enemy no longer serving to rally them, different factions begin to square off for land, wealth, and power. And nowhere is this more true than in the lands of the Griffons.

The ancient Empire of Gryphus, the shining beacon of the Northern Mountains, was shattered by the machinations of Discord. Under the sway of his foul magics, brother turned against brother, father against son, and noble against emperor, until the Griffon race was divided between numerous feuding fiefdoms. As time passed, bridges were mended and rivals were conquered as the strong brought the weak under their control and consolidated their power, but the former lands of the Empire remain divided against themselves.

You are the ruler of the Kingdom of Griffonia, and the only known living descendant of the Imperial House of Gryphus. You govern nearly a third of the former Empire, command an army numbering in the thousands, and possess a level of wealth even you struggle to comprehend. The title of Emperor is your birthright, your fate, your destiny! Too bad not everyone sees it that way. It will be up to you to make them see the light and unite all Griffins under a single banner. Whether they like it or not.

To your west lies the Duchy of Wingbardy, a smaller, weaker realm, but possessing fertile soil and ample game for hunting, trapping and skinning. While the might of your army could doubtless bring it under your control with little difficulty, doing so would enrage your true rival to Empire: Aquileia. Holder of the Western third of the lands of Gryphus, its strength, size and wealth match your own, and its King has no intention of submitting himself and his subjects to you. And finally, scattered across the territory of all three, the independent city-states that compose the Feathersian League. And though the members of the League are pitifully weak individually, they are quick to leverage their combined economic might against those that would seek to threaten them, hiring armies of mercenaries to supplement their own militias.

There are many challenges ahead, and much work to be done. Will you reforge the Empire of Gryphus and make your mark on history, or will you be doomed to become a footnote in the history books?
 
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Turn One: The King is Dead, Long Live the King
Your name is Garrick Golden-Feather, King of Griffonia, and the only known living descendant of the great Griffon Emperors of old. At least, that's what everyone's been telling you for the past few days. You were just a merchant, moving goods between the canyons, caves and forests that allowed your people to hide from Discord. Your parents had done the same, before they'd been killed by brigands seeking to loot their caravan. You'd carried on the family name and business, after hiring some mercenaries to help you avenge their deaths.

When word of Discord's defeat began to spread, you'd found yourself in the nearest bar, putting your wealth to good use by buying a round of celebratory drinks for everyone. And then another. And another. You woke up the next morning with a raging hangover and a pair of stern-faced Griffons in the colors of the Knights Lion standing over you. They told you, very matter of factly, that the King of Griffonia had died without an heir (alcohol poisoning, ironically), and a thorough search and examination of the genealogical records and family trees of all the major families across the former Empire had revealed you to be the only living descendant of the Imperial family of Gryphus, and thus the only remaining successor to the Throne. They had then practically dragged your flabbergast self to the Royal Residence where you were hurriedly run through the necessary ceremonies to install you as the new King. As your fellow Griffons began to emerge from their hiding places and adjust to a Chaos-free world, you were being put through a crash course in your royal duties.

Now you stand before a bunch of counts and barons swearing their fealty to you, though you can tell they're subtly sizing you up. Your appearance has sent ripples throughout the Kingdom and beyond, and everyone is wondering just what sort of ruler you will be, yourself included. Some, like the Duke of Wingbardy, the King of Aquileia and the leaders of the Feathersian League, have refused to acknowledge your claim to the Imperial Throne, or simply stated that your ancestry means nothing. And now you have a meeting with the King's…with your privy council.

Honestly, you already find yourself wishing you were still just a regular merchant. But you will not turn away from your duty. You are determined to be the great king everyone seems to expect you to be. And maybe, just maybe, you can hope to be as great as your Imperial ancestors.



Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)

Protection Racket: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not protect their lands. Specifically their logging camps, mines and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground or something then your nobles will be unable to pay taxes…from their own income. Then they might have to dip into their treasuries. The horror. Cost: 0. Time: One Year. Reward: Dead Trolls and Diamond Dogs. Small Boost to Nobility Opinion. Sources of Income protected.

Establish a Navy: The one true advantage you have over Aquileia is your unrestricted access to the Sea. While Aquileia is not landlocked, any of its vessels must pass through your waters if they wish to reach the open ocean. Unfortunately, as of now your "Navy" is just a bunch of hastily re-purposed fishing vessels using civilian docks. This will never do. Build a few actual warships and dedicated military dockyards. Cost: 400. Time: Two Years.

The Lion's Den: The Knights Lion are the last of the knightly orders, the militant brotherhoods that served the Emperor in the age before Discord. As the only known living descendant of the Imperial Family, the few remaining knights have sworn their service to you. But if they are to truly recapture the glory of their ancestors, they will need a base of operations. A citadel. You intend to give them one. Cost: 400. Time: Two Years. Reward: Citadel of the Knights Lion constructed. Knights Lion upgraded from bodyguards to large-scale battlefield unit.


Diplomacy: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)

Diplomatic Survey: You know as much about the other Griffon Kingdoms as any Griffon off the street. That's not going to be enough. You don't know much about your fellow rulers, or what they think of you. Time to familiarize yourself with your neighbors. Cost: 0. Time: One Year. Reward: Information on your neighbors and how they regard you.

Throw a Dog a Bone: While none of the Diamond Dogs in your territory could be considered "civilized", not all of them are completely feral. Some have been known to use tools, wear clothes, even speak your language to a certain extent. It might be worth trying to open a dialogue with some of the less aggressive packs, if for no other reason than to tell them that you know where they live and that you'll kill them if they don't stop raiding your territory. Cost: 100. Time: One Year. Reward: Diplomatic contact made with several Diamond Dog Packs. Chance of Success: 40%


Stewardship: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)

Farmers on the Rocks: One of the biggest problems with living in the mountains is the need for fields. You know, for food. Which people need to survive. What limited space you have is often dedicated to said farms. Unfortunately, what farmlands that weren't ruined by Discord were looted by Diamond Dogs, wrecked by Trolls, or burned by Dragons. A few farms remain, which is why your people aren't currently starving, but you should rebuild some as soon as possible. Cost: 200. Time: One Year. Reward: Farming Income. Chance of Success: 90%.

Mountain Minerals: You know that there is an abundance of minerals and resources buried beneath the mountains you call home. You just need to know exactly where they are so you can start to really harvest them. Cost: 100. Time: One Year. Reward: Mineral survey throughout your territory.


Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn)

Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn.

Fungus Farming: In a mountainous, forested land such as yours, arable land is in short supply. That, plus the threat of bandit raids and monster attacks makes the production of a reliable food supply a significant issue. Archimedes claims to have a solution: Mushrooms. They can grow places other foodstuffs can't, don't require sunlight, and are highly nutritious. You're skeptical, but are willing to give him some time and funds to explore the viability of his idea. Time: One Year. Cost: 100. Reward: Viability of Mushrooms as Food Crop investigated.

Battlefield Communications: Your army relies mostly on banners and flags for communication. While this works fine under most conditions, it's not ideal for low-visibility situations like fighting in mist or the forest, to say nothing of when your troops are actually trying to stay hidden. Have your military thinkers come up with some new means of communication for your soldiers in the field. Time: One Year. Cost: 200. Reward: Easier communication between troops, +3 on certain combat rolls. Chance of Success: 90%


Intrigue: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)

Eye Out for Spies: You're sure that Wingbardy, Aquileia, and the Feathersians are trying to insert spies and informants into your population, and if they haven't already they soon will. Set up a counterintelligence organization to spot and snatch any foreign agents or suspicious persons trying to enter or leave your borders. Cost: 200. Time: One Year. Reward: Spy-catchers hired and placed throughout the Kingdom.

Spy School: If you're going to unite your people, you're going to need information. And to get information you'll need spies. Good ones. Have Ravenburg set up a recruitment and training program for infiltrators to operate beyond your borders. Cost: 400. Time: Two Years. Reward: Spies trained, can be sent on missions to other nations.

It's not Paranoia: The nobility are sworn to your service, but that doesn't mean none of them will try to cheat you or plot against you. It might be a good idea to look into them and make sure none of them are up to something. Cost: 100. Time: One Year. Reward: Nobles investigated. Chance of Success: 90%


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

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

Meet the King: It's customary for a new ruler to arrange a celebration in order to introduce themselves to their subjects. Whether it's a mayor organizing a festival for their town or a count inviting his barons to a feast, food and drink tend to help make a good first impression. Perhaps you should follow their example? Cost: 200. Time: One Year. Reward: Small boost to Public Opinion, small chance to meet Persons of Interest.
 
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Turn 1 Results
Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)
-Protection Racket: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not protect their lands. Specifically their logging camps, mines and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground or something then your nobles will be unable to pay taxes…from their own income. Then they might have to dip into their treasuries. The horror. Cost: 0. Time: One Year. Reward: Dead Trolls and Diamond Dogs. Small Boost to Nobility Opinion. Sources of Income protected.

You dispatch a few companies of your warriors to defend the nobility's holdings, who drive off or kill the bandits, brigands, and monsters threatening them. The nobles express their gratitude, as they should, and reassure you that they will pay their obligations as promised now that their own sources of revenue are reasonably secure. That's one issue dealt with. Reward: +1 Noble Opinion, Tax income secured, Raiders Pacified Momentarily


Diplomacy
: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)
-Diplomatic Survey: You know as much about the other Griffon Kingdoms as any Griffon off the street. That's not going to be enough. You don't know much about your fellow rulers, or what they think of you. Time to familiarize yourself with your neighbors. Cost: 0. Time: One Year. Reward: Information on your neighbors and how they regard you.

Your neighbors are…well, let's just go down the list shall we?

Garibaldi Talonuelli is the current Duke of Wingbardy, the territory you share the longest land border with. His lands are fertile, his army is half the size of your own, and his other neighbor is your main rival of Aquileia. Naturally, being the buffer state between two kingdoms that are much stronger than themselves is an uncomfortable position that Wingbardy's inhabitants aren't too pleased with, but they take comfort in the knowledge that neither kingdom can hope to assault them without enraging the other. It is therefore in their own best interests to preserve the status quo and prevent either of their neighbors from becoming more powerful than the other. As for their leadership's view of you…well they're somewhat relieved you don't appear to be a war-like leader that might plunge their lands into conflict, but aside from that you're just another neighboring king they need to keep an eye on, albeit one they feel a bit more comfortable negotiating with. Wingbardy Relations: 5/10 (Cautiously Optimistic)

Cyril Brochard is the King of Aquileia, and your only serious rival in the task of reuniting the Griffon Empire. He was the first to openly question your Imperial ancestry, and is highly suspicious of you and your motivations. You're not sure if he's actually concerned about the legitimacy of your claim or simply trying to hold onto and accumulate more power, but in the end his motivations are irrelevant. He may not have reason to despise you personally (yet), but he certainly doesn't trust you, and he's not likely to cooperate with you on anything save perhaps the destruction of mutual threats to your respective kingdoms. Aquileia Relations: 3/10 (Tense)

And finally there's the Feathersian League. Due to their very nature as a collection of city-states, each with its own leadership with their own opinions and goals, getting a read on them is a bit difficult. Still, a few larger trends can be observed across the width and breadth of their membership. They are big fans of trade, and are always looking for an opportunity to make a profit. They also, by extension, hate anything that might negatively impact their bottom lines, often hiring bands of mercenaries to destroy Diamond Dog dens and Troll nests that threaten their holdings. And the one thing they all agree completely on is that they will move to assist each other in the event of an assault or invasion by any of the three other factions. Many of them seem pleased with the idea of a merchant king that they can do business with, but take care not to let them swindle you. Feathersian Relations: 5/10 (Cautiously Optimistic)


Stewardship
: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)
-Farmers on the Rocks: One of the biggest problems with living in the mountains is the need for fields. You know, for food. Which people need to survive. What limited space you have is often dedicated to said farms. Unfortunately, what farmlands that weren't ruined by Discord were looted by Diamond Dogs, wrecked by Trolls, or burned by Dragons. A few farms remain, which is why your people aren't currently starving, but you should rebuild some as soon as possible. Cost: 200. Time: One Year. Reward: Farming Income.
Chance of Success: 90%.

Required: 10. Rolled: 63+15=78

Apparently the beasts of the forest don't like it when you start chopping down their home and preparing the land for agriculture. Manticores, timberwolves, and even a group of trolls try to assault the camps where the woodcutters and planters are based. Thankfully you'd planned for this, and stationed some soldiers to protect the workers. There are no casualties amongst the Griffons, and by the end of the year you've managed to rebuild to the point that about half of your pre-Discord farmland is once again productive. That's a twenty-five percent improvement over last year. Reward: Farming Income +50 per turn

Learning
: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn)
-Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn.

Archimedes spends much of the year drawing up a curriculum and lesson plan for the teachers you'll be hiring, as well as organizing the construction of the actual buildings where the teaching will take place. He's been very passionate about all this. He claims he's simply happy to be advancing the cause of learning, but you suspect he's just desperate to have more people be capable of reading his treatises. You don't want to dampen his enthusiasm by pointing out that even you have difficulty comprehending his writings, despite your own literacy. Will finish next Turn.


Intrigue
: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)
-Eye Out for Spies: You're sure that Wingbardy, Aquileia, and the Feathersians are trying to insert spies and informants into your population, and if they haven't already they soon will. Set up a counterintelligence organization to spot and snatch any foreign agents or suspicious persons trying to enter or leave your borders. Cost: 200. Time: One Year. Reward: Spy-catchers hired and placed throughout the Kingdom.

Trustworthy and loyal individuals are found and hired, patrols along the border are expanded, and checkpoints are set up along the major routes of travel in and out of your territory. Ravenburg tells you it's impossible to guarantee that they'll catch every spy your rivals choose to send, but he tells you that your borders are as secure as you can hope to make them at present. Reward: Counter-Intelligence Network established.


Personal
: You refuse to let your duties as King take up every moment of your day. (One Action Per Turn)
-Meet the King: It's customary for a new ruler to arrange a celebration in order to introduce themselves to their subjects. Whether it's a mayor organizing a festival for their town or a count inviting his barons to a feast, food and drink tend to help make a good first impression. Perhaps you should follow their example? Cost: 200. Time: One Year. Reward: Small boost to Public Opinion, small chance to meet Persons of Interest.

This isn't your first time throwing a party or organizing a celebration, but this will be the biggest and most expensive one you've ever been a part of. The royal kitchens work overtime to prepare great platters of fine food, and dozens of barrels of alcohol are purchased. Invitations are sent out to every noble that pledges fealty to you, and the heralds and town-criers in the towns and villages bordering your castle tell the public of the great festival you shall be holding for all to attend. Finally, after weeks of preparation, the gates of your keep are thrown open and crowds of revelers swarm up the path to the royal residence, the members of the nobility having already arrived by air.

You stand by the entrance to the main hall, taking the opportunity to personally greet each Griffon that arrives, your steward and seneschal standing beside you to ensure you don't forget the names of the nobles who deign to shake your claw. After an over an hour of talon-shaking and fake smiles, you manage to slip away from the entrance and into the banquet hall. Here too you are mobbed by nobles seeking to gain your favor, as well as some common-griffons who have imbibed a bit too much liquid courage. You keep up the whole gracious royal host shtick for the sake of appearances; this is why you are doing this after all, to make a good impression on your subjects. Finally, after what feels like an eternity, the Griffons that have been hounding you all night begin to break off one by one to snag some free food and drink or talk to other guests, and you take advantage of the lull in activity to grab a mug of ale and have a seat in one of the less populated corners of the hall to catch your breath.

You're about halfway through your pint when a finely dressed female Griffon walks up to your table, so quietly you almost don't notice her until she's only a wingspan away. You curse internally; you don't know who she is, and all of your advisors who might be able to tell you are out of reach. But her apparel and confident approach seem to indicate she's a noble, and likely an important one at that. You put on what you've taken to calling your "political smile" and try not to make a fool of yourself.

To your great surprise, the young lady doesn't try to flirt with you or suck up to you. In fact, if you didn't know any better you'd suspect that she was completely unaware that you were the King and thought you were just another party-goer, so casual was her manner of speech. It's been months since someone spoke to you simply as a Griffon and not as a King, and you find yourself truly relaxing in this hen's presence. You share a few drinks with her and while away the night with idle small talk and tales of your merchant days.

Time flies when you're in good company though, and as the party begins to wind down after several hours your new friend suddenly stands and states that she must be going. With a radiant smile she tells you that she has greatly enjoyed talking to you, and that "we should do this again soon." You barely have time to reply in the affirmative and wish her a good night before she turns and heads for the door. It's not until she's long gone that you realize that she never told you her name. Reward: Party Thrown, Noble and Public Opinion Increased, Person of Interest Met (???)
 
Turn 1 Rumor Mill
All Hail King Golden-Feather!: In the immediate aftermath of Discord's disappearance, the former king Geldo suddenly died without an heir. A search through ancient texts and the family trees of numerous noble families led to the discovery of Garrick Golden-Feather, the scion of a middling merchant house, and the only living descendant of the Great Emperors of Old. The largely unknown young Gryph has been installed as King, and appears to be treating his new position with all the gravity and seriousness it deserves. Griffons across the former Empire are watching this new and inexperienced king very intently, wondering how he shall fare as a ruler.


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


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


Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)

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

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

Establish a Navy: The one true advantage you have over Aquileia is your unrestricted access to the Sea. While Aquileia is not landlocked, any of its vessels must pass through your waters if they wish to reach the open ocean. Unfortunately, as of now your "Navy" is just a bunch of hastily re-purposed fishing vessels using civilian docks. This will never do. Build a few actual warships and dedicated military dockyards. Cost: 400. Time: Two Years. Reward: Navy established, first warships constructed,

The Lion's Den: The Knights Lion are the last of the knightly orders, the militant brotherhoods that served the Emperor in the age before Discord. As the only known living descendant of the Imperial Family, the few remaining knights have sworn their service to you. But if they are to truly recapture the glory of their ancestors, they will need a base of operations. A citadel. You intend to give them one. Cost: 400. Time: Two Years. Reward: Citadel of the Knights Lion constructed. Knights Lion upgraded from bodyguards to large-scale battlefield unit.



Diplomacy: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)

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

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

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

Throw a Dog a Bone: While none of the Diamond Dogs in your territory could be considered "civilized", not all of them are completely feral. Some have been known to use tools, wear clothes, even speak your language to a certain extent. It might be worth trying to open a dialogue with some of the less aggressive packs, if for no other reason than to tell them that you know where they live and that you'll kill them if they don't stop raiding your territory. Cost: 100. Time: One Year. Reward: Diplomatic contact made with several Diamond Dog Packs. Chance of Success: 40%


Stewardship: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)

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

Mountain Minerals: You know that there is an abundance of minerals and resources buried beneath the mountains you call home. You just need to know exactly where they are so you can start to really harvest them. Cost: 100. Time: One Year. Reward: Mineral survey throughout your territory.


Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn) Locked In

Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn. (Will Finish This Turn)

Fungus Farming: In a mountainous, forested land such as yours, arable land is in short supply. That, plus the threat of bandit raids and monster attacks makes the production of a reliable food supply a significant issue. Archimedes claims to have a solution: Mushrooms. They can grow places other foodstuffs can't, don't require sunlight, and are highly nutritious. You're skeptical, but are willing to give him some time and funds to explore the viability of his idea. Time: One Year. Cost: 100. Reward: Viability of Mushrooms as Food Crop investigated.

Battlefield Communications: Your army relies mostly on banners and flags for communication. While this works fine under most conditions, it's not ideal for low-visibility situations like fighting in mist or the forest, to say nothing of when your troops are actually trying to stay hidden. Have your military thinkers come up with some new means of communication for your soldiers in the field. Time: One Year. Cost: 200. Reward: Easier communication between troops, +3 on certain combat rolls. Chance of Success: 90%


Intrigue: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)

Spy School: If you're going to unite your people, you're going to need information. And to get information you'll need spies. Good ones. Have Ravenburg set up a recruitment and training program for infiltrators to operate beyond your borders. Cost: 400. Time: Two Years. Reward: Spies trained, can be sent on missions to other nations.

It's not Paranoia: The nobility are sworn to your service, but that doesn't mean none of them will try to cheat you or plot against you. It might be a good idea to look into them and make sure none of them are up to something. Cost: 100. Time: One Year. Reward: Nobles investigated. Chance of Success: 90%


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

Marriageyay?: You hadn't even really thought about marriage before this point. But as a King, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested King, you wield more power and influence than almost any other Griffon alive. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the list a bit of course. Cost: 0. Time: 1 Year. Reward: Marriage Options.

I Need a Weapon: You really do. The mountains and forests of Griffonia are filled with potential dangers, and you already know of some people who aren't too excited about your ascension to the Throne. You may have the Knights Lion as bodyguards, but you'd sleep a little easier if you had your own piece of steel to swing around, one that served as both a means of defense and a symbol of your office. Cost:50. Time: One Year. Reward: A weapon fit for a king. +1 Martial
 
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Turn 2 Results
Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn)

-Establish a Navy: The one true advantage you have over Aquileia is your unrestricted access to the Sea. While Aquileia is not landlocked, any of its vessels must pass through your waters if they wish to reach the open ocean. Unfortunately, as of now your "Navy" is just a bunch of hastily re-purposed fishing vessels using civilian docks. This will never do. Build a few actual warships and dedicated military dockyards. Cost: 400. Time: Two Years. Reward: Navy established, first warships constructed.

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



Diplomacy
: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)

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

Required: 20. Rolled: 32+18=50

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



Stewardship
: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)

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

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



Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (One Action Per Turn) Locked In

-Literacy Program: The ability to read and write has become a rarity amongst your people. That's not surprising, intellectual pursuits tend to take a backseat to survival when under the reign of a mad god. But if you're going to make any progress in the long term, this issue has to be dealt with. Build some schools and have some of the few literate Griffons teach the many illiterate ones. Cost: 400. Time: Two Years. Reward: Higher literacy rate, +1 Research Action per Turn. (Will Complete This Turn)

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



Intrigue
: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)

-It's not Paranoia: The nobility are sworn to your service, but that doesn't mean none of them will try to cheat you or plot against you. It might be a good idea to look into them and make sure none of them are up to something. Cost: 100. Time: One Year. Reward: Nobles investigated. Chance of Success: 90%

Required: 10. Rolled: 17+13=30

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



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

-I Need a Weapon: You really do. The mountains and forests of Griffonia are filled with potential dangers, and you already know of some people who aren't too excited about your ascension to the Throne. You may have the Knights Lion as bodyguards, but you'd sleep a little easier if you had your own piece of steel to swing around, one that served as both a means of defense and a symbol of your office. Cost:50. Time: One Year. Reward: A weapon fit for a king. +1 Martial


In a land as dangerous and divided as yours, being able to defend yourself is a must. Swords, axes and maces are so commonly worn by everyday Griffons going about their business that they're as much a fashion accessory as weapons. The war axe you'd used in your life as a merchant, while effective, would not be suitable for your new, royal position. As such, you go to the finest Blacksmith in Griffonia and commission the forging of a fine blade, one suitable for your office, one that shall symbolize your rule over your subjects. The end result is a piece of fine craftsgryphship. Yes, this blade will serve you well. Item Acquired: Blade of the King, +1 Martial
 
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Turn 2 Rumor Mill
Naval Arms Race?: With the first vessels of the Aquileian navy launching from their docks at the same time as Griffonia begins laying down the keels of their own ships, many Griffons have begun to fear and anticipate a brewing conflict between the rival states. The Duchy of Wingbardy eyes both sides nervously as the Feathersian princes begin to brainstorm ways to make a profit off of such a conflict. Meanwhile, the ordinary people hold their breath and brace themselves for the first true war in over a century, less than a decade after the disappearance of Discord.

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

Wingbardy Burning: Diamond Dog raids and troll attacks have become more frequent in the Duchy of Wingbardy, as the neighboring kingdoms have increased security, forcing them to seek targets elsewhere. Several farms and outlying villages have already been sacked, stolen goods and captives carted off to the underground dwelling places of the beastly hordes. The Duke is having a hell of a time trying to put out fires (both literal and figurative) across his lands.
 
Turn 3: Rising Tensions
Martial: Gustav Kingfeather is one of the most scarred Griffons you've ever seen. A former Troll hunter, he lost a wing, an eye, and a hind-leg to a particularly vicious Manticore. Despite his injuries, he's one of the most spirited people you've ever met, and can drink and brawl with the best of them. (One Action Per Turn) Choice Locked

Establish a Navy: The one true advantage you have over Aquileia is your unrestricted access to the Sea. While Aquileia is not landlocked, any of its vessels must pass through your waters if they wish to reach the open ocean. Unfortunately, as of now your "Navy" is just a bunch of hastily re-purposed fishing vessels using civilian docks. This will never do. Build a few actual warships and dedicated military dockyards. Cost: 400. Time: Two Years. Reward: Navy established, first warships constructed. Will Finish this Turn

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

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

The Lion's Den: The Knights Lion are the last of the knightly orders, the militant brotherhoods that served the Emperor in the age before Discord. As the only known living descendant of the Imperial Family, the few remaining knights have sworn their service to you. But if they are to truly recapture the glory of their ancestors, they will need a base of operations. A citadel. You intend to give them one. Cost: 400. Time: Two Years. Reward: Citadel of the Knights Lion constructed. Knights Lion upgraded from bodyguards to battlefield unit.


Diplomacy: Elva Von Cleef is a stern eyed and stiff necked old bird. But she's been negotiating deals between city-states since before you were born. Negotiating deals between kingdoms was the logical next step for her. (One Action Per Turn)

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

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

Throw a Dog a Bone: While none of the Diamond Dogs in your territory could be considered "civilized", not all of them are completely feral. Some have been known to use tools, wear clothes, and even speak your language to a certain extent. It might be worth trying to open a dialogue with some of the less aggressive packs, if for no other reason than to tell them that you know where they live and that you'll kill them if they don't stop raiding your territory. Cost: 100. Time: One Year. Reward: Diplomatic contact made with several Diamond Dog Packs. Chance of Success: 40%



Stewardship: Claus Rosewing is, much like you, a former merchant. You'd actually done business with him a few times, and he always struck you as a fair and reasonable gryph. Good thing too, because now he'll be handling much of your finances. (One Action Per Turn)

Mountain Minerals: You know that there is an abundance of minerals and resources buried beneath the mountains you call home. You just need to know exactly where they are so you can start to really harvest them. Cost: 100. Time: One Year. Reward: Mineral survey throughout your territory.

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



Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (Two Actions Per Turn)

Fungus Farming: In a mountainous, forested land such as yours, arable land is in short supply. That, plus the threat of bandit raids and monster attacks makes the production of a reliable food supply a significant issue. Archimedes claims to have a solution: Mushrooms. They can grow places other foodstuffs can't, don't require sunlight, and are highly nutritious. You're skeptical, but are willing to give him some time and funds to explore the viability of his idea. Time: One Year. Cost: 100. Reward: Viability of Mushrooms as Food Crop investigated.

Battlefield Communications: Your army relies mostly on banners and flags for communication. While this works fine under most conditions, it's not ideal for low-visibility situations like fighting in mist or the forest, to say nothing of when your troops are actually trying to stay hidden. Have your military thinkers come up with some new means of communication for your soldiers in the field. Time: One Year. Cost: 200. Reward: Easier communication between troops, +3 on certain combat rolls. Chance of Success: 90%

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

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



Intrigue: Lord Ravenburg is a stoic fellow with dark feathers and fur. He speaks only when spoken to and somehow manages to be both unassuming and mildly intimidating. You're not sure exactly how he became spymaster, but the fact that he seemed to know everything about you before you'd even met him indicates he is well-qualified. (One Action Per Turn)

Spy School: If you're going to unite your people, you're going to need information. And to get information you'll need spies. Good ones. Have Ravenburg set up a recruitment and training program for infiltrators to operate beyond your borders. Cost: 400. Time: Two Years. Reward: Spies trained, can be sent on missions to other nations.

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



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

Marriage…yay?: You hadn't even really thought about marriage before this point. But as a King, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested King, you wield more power and influence than almost any other Griffon alive. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the list a bit of course. Cost: 0. Time: One Year. Reward: Marriage Options.

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