Turn 6: The Unification War
- Location
- Maryland
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. (Three Actions Per Turn) +1 Martial Action and -1 Personal action until Wingbardy/Aquileia Situation dealt with.
Onwards, to Glory!: You have an army and a navy. You have a suit of armor and a blade worthy of your station. You have Knights. And now you have an excuse, one that no one will begrudge you. Wingbardy won't last long on its own. Rally your forces and march to war! (Wingbardy Campaign Begins!)
Expand the Army: Well, Brochard has made the first move. The war for the future of all Griffon-Kind has begun. Your army has been sufficient to patrol your borders and fight off raiders and monsters, but you're not sure if they're going to be enough to defend your kingdom against a full-on invasion by an actual army, let alone lead an invasion themselves. If you're going to fight a war, you're going to need more soldiers. Cost: 1000. Time: One Year. Reward: Warriors recruited, army expanded.
Quality over Quantity: It's one thing to have a large army, quite another to have a well-equipped one. With all the ore your mines have started to churn out, you can start equipping your troops with high-quality armor and weapons usually reserved for elite units. This will be expensive however, both to purchase, and to maintain. Cost: 500. Time: One Year. Reward: Better Equipment issued to Royal Army, Upkeep Costs Doubled.
Mountain Militia: As a result of living in such a dangerous region, many Griffons possess their own personal weapons to defend themselves, and will rally together to defend their homes should the creatures of the forests threaten them. Wouldn't it be nice if they did the same when the kingdom was faced with invasion by less beastly foes? Cost: 100. Time: One Year. Reward: Village and town militias incorporated into military.
Dog Fighters: Diamond Dogs may not be capable of flight, but they can dig like nothing else, and their numerous raids against your territory in the past have proven their martial capabilities. Now that you have the loyalty of several packs, it might be a good idea to gather some volunteers willing to join your army and fight on your behalf, especially now that there's no risk of infighting between them and your regular units. Cost: 200. Time: One Year. Reward: Diamond Dog Soldiers Recruited
Big Sticks: The mobile Ballistae show promise as new weapons, good for fighting larger monsters and breaking up masses of smaller enemies. They also have a significant range advantage over traditional bows. Build a few more. Cost: 200. Time: One Year. Reward: +5 mobile Ballistae added to army.
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)
The Cavalry is Coming: Duke Talonuelli doesn't want to just roll over for Brochard, but he can't fight him alone and everyone knows it. He's rallied his army, but that doesn't mean he won't surrender and spare the lives of his people if he sees no chance of victory. Send a fast courier before Wingbard is surrounded to let them know that help is on the way, and tell him to hold on until you get there. Cost: 100. Time: One Year. Reward: Talonuelli knows you are coming, will be less likely to surrender to Brochard. Chance of Success: 75%
Pulling the League off the Fence: Despite Montefeathertro's best efforts, the Feathersian League remains paralyzed with indecision. The economic sanctions some have instituted are better than nothing, but you'd really like it if they took a more direct approach to halting Aquileian aggression. Send envoys to the more hesitant League member cities and convince them that they can no longer afford to sit idly by while Brochard threatens them all. Cost: 200. Time: One Year. Reward: The whole of the Feathersian League rallies against Aquileia and will contribute to the war effort. Chance of Success: 65%
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)
Fungus Farming for Fun and Profit: Archimedes' theories were sound, now it's time to put them into practice. Fund the construction of several mushroom farms and start harvesting your new foodstuff! Cost: 200. Time: One Year. Reward: Mushroom Farms Constructed, Increased Farming Income.
I'm a Lumberjack and I'm OK: Where it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 100. Time: One Year. Reward: Logging income. Chance of Success: 70%
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) Choices Locked
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. Cost: 400. Time: Two Years. Reward: Fish Farms established. Will Finish This Turn
Noxious Nitrates: Archimedes has been experimenting with some of the minerals your miners have started digging up, seeing how they react chemically with other elements. He's found a way to make a sort of...explosive powder out of sulfur, charcoal, and saltpeter. You're...kind of concerned about that last one, seeing as how it's extracted from feces of all things, but his practical demonstrations cannot be denied or ignored. But Archimedes has an issue: the difficulty in acquiring large amounts of the components needed to make this Fire-powder. He's going to need funds to construct sulfur mines and...saltpeter distilleries. Ewww. Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75% Will Finish This 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)
Fluent in Treason: Brochard's taxation policies haven't been popular amongst his subjects. Should he fail to deliver a victory in Wingbardy and acquire it's fertile lands, he risks facing a revolt. Your spies are still present in Aquileia. Have them contact a few of the more openly resentful nobles and see if you can get the ball rolling on that whole "rebellion" thing, as well as lay the groundwork for a transfer of power once Brochard is out of the way. Cost: 400. Time: One Year. Reward: Increased chance of Revolt against Brochard, Less risk of opposition to your taking the throne. Chance of Success: 50%
Spying on the League: Despite Brochard's recent actions and Montefeathertro's influence, the Feathersian League remains divided on how to handle the ongoing conflict. Have your spies identify your detractors and the loudest voices advocating neutrality, that you may take action to change their minds and gain their support (or at least their silence) on the Council. Cost: 200. Time: One Year. Reward: Gain intel on Feathersian Council. Chance of Success: 65%
Lord Ravenburg's Big Book of Blackmail: That earlier issue with the barons 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) -1 Personal and +1 Martial Action until Wingbardy/Aquileia Situation dealt with.
Gabriella's Greatswords: Your wife spent much of the previous year calling in favors from old friends and acquaintances. Among them were several mercenary captains that agreed to offer their services at discounted rates should you choose to acquire their services. Time to take them up on their offers. Cost: Varies, depending on Choices. Time: One Year. Reward: Mercenary Hires Interlude
Cracking an Egg: The dragon egg you've acquired is currently stored in a specialized room of your castle, designed to ensure it is kept at the proper temperature. Archimedes, ever the problem-solver, claims he has a way to encourage the egg to hatch, or to prevent it from hatching, should you wish it. Honestly, you're not too sure what to do. Your people know little about dragons beyond the obvious; the closest thing to an expert you have is your wife, who only knows how to kill them. Still, it seems a waste to just leave it sitting in your palace as a glorified paper-weight. Fully grown dragons are forces of nature, capable of taking on entire battalions of Griffon warriors and burning whole villages to the ground in minutes. Then again, those also seem like good reasons not to allow the egg to hatch, now that you think of it. Cost: 0. Time: One Year. Reward: Hatched Dragon Egg.
Onwards, to Glory!: You have an army and a navy. You have a suit of armor and a blade worthy of your station. You have Knights. And now you have an excuse, one that no one will begrudge you. Wingbardy won't last long on its own. Rally your forces and march to war! (Wingbardy Campaign Begins!)
Expand the Army: Well, Brochard has made the first move. The war for the future of all Griffon-Kind has begun. Your army has been sufficient to patrol your borders and fight off raiders and monsters, but you're not sure if they're going to be enough to defend your kingdom against a full-on invasion by an actual army, let alone lead an invasion themselves. If you're going to fight a war, you're going to need more soldiers. Cost: 1000. Time: One Year. Reward: Warriors recruited, army expanded.
Quality over Quantity: It's one thing to have a large army, quite another to have a well-equipped one. With all the ore your mines have started to churn out, you can start equipping your troops with high-quality armor and weapons usually reserved for elite units. This will be expensive however, both to purchase, and to maintain. Cost: 500. Time: One Year. Reward: Better Equipment issued to Royal Army, Upkeep Costs Doubled.
Mountain Militia: As a result of living in such a dangerous region, many Griffons possess their own personal weapons to defend themselves, and will rally together to defend their homes should the creatures of the forests threaten them. Wouldn't it be nice if they did the same when the kingdom was faced with invasion by less beastly foes? Cost: 100. Time: One Year. Reward: Village and town militias incorporated into military.
Dog Fighters: Diamond Dogs may not be capable of flight, but they can dig like nothing else, and their numerous raids against your territory in the past have proven their martial capabilities. Now that you have the loyalty of several packs, it might be a good idea to gather some volunteers willing to join your army and fight on your behalf, especially now that there's no risk of infighting between them and your regular units. Cost: 200. Time: One Year. Reward: Diamond Dog Soldiers Recruited
Big Sticks: The mobile Ballistae show promise as new weapons, good for fighting larger monsters and breaking up masses of smaller enemies. They also have a significant range advantage over traditional bows. Build a few more. Cost: 200. Time: One Year. Reward: +5 mobile Ballistae added to army.
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)
The Cavalry is Coming: Duke Talonuelli doesn't want to just roll over for Brochard, but he can't fight him alone and everyone knows it. He's rallied his army, but that doesn't mean he won't surrender and spare the lives of his people if he sees no chance of victory. Send a fast courier before Wingbard is surrounded to let them know that help is on the way, and tell him to hold on until you get there. Cost: 100. Time: One Year. Reward: Talonuelli knows you are coming, will be less likely to surrender to Brochard. Chance of Success: 75%
Pulling the League off the Fence: Despite Montefeathertro's best efforts, the Feathersian League remains paralyzed with indecision. The economic sanctions some have instituted are better than nothing, but you'd really like it if they took a more direct approach to halting Aquileian aggression. Send envoys to the more hesitant League member cities and convince them that they can no longer afford to sit idly by while Brochard threatens them all. Cost: 200. Time: One Year. Reward: The whole of the Feathersian League rallies against Aquileia and will contribute to the war effort. Chance of Success: 65%
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)
Fungus Farming for Fun and Profit: Archimedes' theories were sound, now it's time to put them into practice. Fund the construction of several mushroom farms and start harvesting your new foodstuff! Cost: 200. Time: One Year. Reward: Mushroom Farms Constructed, Increased Farming Income.
I'm a Lumberjack and I'm OK: Where it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 100. Time: One Year. Reward: Logging income. Chance of Success: 70%
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) Choices Locked
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. Cost: 400. Time: Two Years. Reward: Fish Farms established. Will Finish This Turn
Noxious Nitrates: Archimedes has been experimenting with some of the minerals your miners have started digging up, seeing how they react chemically with other elements. He's found a way to make a sort of...explosive powder out of sulfur, charcoal, and saltpeter. You're...kind of concerned about that last one, seeing as how it's extracted from feces of all things, but his practical demonstrations cannot be denied or ignored. But Archimedes has an issue: the difficulty in acquiring large amounts of the components needed to make this Fire-powder. He's going to need funds to construct sulfur mines and...saltpeter distilleries. Ewww. Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75% Will Finish This 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)
Fluent in Treason: Brochard's taxation policies haven't been popular amongst his subjects. Should he fail to deliver a victory in Wingbardy and acquire it's fertile lands, he risks facing a revolt. Your spies are still present in Aquileia. Have them contact a few of the more openly resentful nobles and see if you can get the ball rolling on that whole "rebellion" thing, as well as lay the groundwork for a transfer of power once Brochard is out of the way. Cost: 400. Time: One Year. Reward: Increased chance of Revolt against Brochard, Less risk of opposition to your taking the throne. Chance of Success: 50%
Spying on the League: Despite Brochard's recent actions and Montefeathertro's influence, the Feathersian League remains divided on how to handle the ongoing conflict. Have your spies identify your detractors and the loudest voices advocating neutrality, that you may take action to change their minds and gain their support (or at least their silence) on the Council. Cost: 200. Time: One Year. Reward: Gain intel on Feathersian Council. Chance of Success: 65%
Lord Ravenburg's Big Book of Blackmail: That earlier issue with the barons 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) -1 Personal and +1 Martial Action until Wingbardy/Aquileia Situation dealt with.
Gabriella's Greatswords: Your wife spent much of the previous year calling in favors from old friends and acquaintances. Among them were several mercenary captains that agreed to offer their services at discounted rates should you choose to acquire their services. Time to take them up on their offers. Cost: Varies, depending on Choices. Time: One Year. Reward: Mercenary Hires Interlude
Cracking an Egg: The dragon egg you've acquired is currently stored in a specialized room of your castle, designed to ensure it is kept at the proper temperature. Archimedes, ever the problem-solver, claims he has a way to encourage the egg to hatch, or to prevent it from hatching, should you wish it. Honestly, you're not too sure what to do. Your people know little about dragons beyond the obvious; the closest thing to an expert you have is your wife, who only knows how to kill them. Still, it seems a waste to just leave it sitting in your palace as a glorified paper-weight. Fully grown dragons are forces of nature, capable of taking on entire battalions of Griffon warriors and burning whole villages to the ground in minutes. Then again, those also seem like good reasons not to allow the egg to hatch, now that you think of it. Cost: 0. Time: One Year. Reward: Hatched Dragon Egg.
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