Turn 8: A New Era
- Location
- Maryland
You are Garrick Golden-Feather. Born a Merchant, made a King, and now, crowned Emperor. As you wave to cheering crowds from a gilded sky-chariot pulled along by a squadron of Knights, your wife and their Empress at your side on this tour of the lands of the newly reunited Empire, you marvel at the unbelievable path your life has taken over the past few years. You are now the most powerful Griffon alive, ruler of all the lands of the known world.
Truthfully, you try not to think about it too much. You wrap a wing around your wife, your anchor in this storm of politics, and she gives you a brief but meaningful glance as she covertly squeezes your other talon. You continually remind yourself that, no matter how much power you have, her and your son are the most important things in the world to you.
You sigh internally, your "Royal smile" still plastered to your face for the benefit of the public. The palace has been an utter madhouse over the past month as offices and bureaucracies are expanded to coordinate and carry out activities and process information from across the length and breadth of the Empire, your advisors buckling down in preparation for the increased workload. You shudder at the thought of how much work will be waiting for you when you return from this cross-country tour. But such is the cost of ruling.
Not for the first time, you wonder who really won the battle at Wingbardy: you or Brochard? You're sure wherever he is he's having a laugh at your expense. You swear, if you hadn't cremated his body immediately after the battle you'd piss on his grave.
Martial: Gustav Kingfeather is still a wild gryphon, never caught dead without his flask, though the increased workload brought about by the unification means he's had to curb his wilder tendencies in the interest of keeping up with his subordinates. Still, he's more than up for the job of Imperial Martial, especially with Gabriella around to provide her own military experience when needed. (Two Actions Per Turn)
[ ] The Imperial Army: You've got a lot more territory to guard now, and a larger treasury to dip into. It might be a good idea to take a page out of Brochard's book and expand your army so that it's worthy of the moniker "Imperial". Cost: 2000. Time: One Year. Reward: Warriors recruited, Army Expanded.
[ ] 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, can be called upon n the event of invasion.
[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 200. Time: One Year. Reward: +5 mobile Ballistae added to army.
[ ] The Second Founding: Grandmaster Hardbeak of the Knights Lion has come to you with a proposition. Now that the Empire is reunited, a great many young nobles and ambitious commoners are petitioning to join the Knights Lion, more than he believes they can accept. He proposes establishing two more Knightly Orders to serve as the guardians of Aquileia and Wingbardy, in much the same way the Knights Lion have been the guardians of Griffonia. He even has a list of volunteers from his own order willing to go lead and train the "new blood". Of course, these new Knightly Orders will need start-up capital and citadels of their own. Cost: 800. Time: Two Years. Reward: Two Additional Knightly Orders Established in Aquileia and Wingbardy.
[ ] Expeditious Exploration: You have no real idea what lies beyond your borders. Discord altered the geography of the planet itself, and most records from before his arrival and reign of terror were lost amidst the madness of his reign. You know the world is bigger than your Empire though, and you're almost certain that other races, tribes and kingdoms managed to survive the era of chaos. Such potential neighbors could be allies and trade partners...or a threat to you and your people. Either way, it's better if you find them before they find you. Cost: 200. Time: Variable. Reward: Info on lands beyond your borders.
—[ ] West: The lands beyond the Black Cliffs to the west of Aquileia are a mystery to you. Not even Brochard knew much about them, fixated as he was on issues closer to home. Gather some volunteers to venture amidst the peaks and report back with whatever they find.
—[ ] South: The Peregrine Mountains form a natural border to your South, preventing easy travel for Dogs and Griffons alike. Pre-Discord records indicate that the climate is warmer the further south one goes. You suppose there is only one way to find out for sure.
—[ ] East: To the East, the open ocean beckons. Few Griffons have ever had cause to sail beyond sight of the shore, and as a result the sea is regarded as a mysterious place filled with equal promises of danger and unclaimed treasures. You have the Caravels, now it's time to put them to good use.
Diplomacy: Elva Von Cleef remains your head diplomat, though at present there isn't much for her to do. A united Empire means no other known kingdoms to negotiate with, so she passes the time keeping her office in order and preparing her subordinates for the inevitable encounters with truly foreign cultures beyond your mountains. (One Action Per Turn)
[ ] First Contact Protocols: It's inevitable that your people will eventually journey beyond your borders. And when they do, they will likely encounter other peoples, with their own kingdoms, cultures and languages. First impressions are important, so set up some classes and procedural regulations to prepare diplomats for meeting and negotiating with unknown peoples. Cost: 100. Time: One Year. Reward: First Contact Protocols established, bonus to first impressions with other cultures.
[ ] Rounding Up the Strays: The Diamond Dogs that inhabit your Empire alongside your Griffon citizens have proven their worth time and again. As laborers, as warriors, and as decent people. You really lucked out when those few scattered packs pledged their loyalty to you as their "Alpha." As those packs flourished and thrived under your rule, others began to follow in the footsteps of their canine brethren. Some, but not all. A handful of packs within your borders still remain isolated, either ignorant of the opportunity or too hesitant to take it. Send some diplomats along with some of your Dog citizens and see if you can't convince these stragglers to join you in the light of civilization. Cost: 100. Time: One Year. Reward: Last Diamond Dog Packs integrated into Empire. Chance of Success: 60%
Stewardship: Claus Rosewing remains as your Steward, though most know this is likely a temporary arrangement. Claus has served you admirably since your rise to the throne of Griffonia, but he's not really equipped to handle the finances and infrastructure of an entire Empire. He intends to stay on for as long as you need him, but he's made it clear you'd probably be better off with someone else in his position. (One Action per Turn) Choice Locked In
-Infrastructural Development: Brochard was a warrior king, with everything that that entails. He poured tons of funding into his military and generally left the finances and economic policy to his advisors, who didn't seem too interested in rocking the boat. As a result, much of the farming, mining, and trade infrastructure in Aquileia is well behind that of Griffonia. Open up the treasury and see if you can't fix that. Cost: 500. Time: Two Years. Reward: Aquileia and Griffonia achieve parity in development, increased income. Will Finish This Turn
Learning: Archimedes now has to juggle his duties as the Imperial Science Advisor with his task of tutoring and mentoring your son. He can hardly complain, as he volunteered for the latter task completely unsolicited, claiming that it was his responsibility to ensure Gawain received an "exhaustive education fit for a future Emperor". You're not sure how he does it all. You suspect stimulants are involved. (Two Actions per Turn) One Action Locked
-Selective Breeding: By carefully controlling the reproductive processes of crops and food animals, desirable traits such as pest resistance, stronger immune systems, and greater size can become widespread across farm populations. At least, that's what Archimedes tells you. The difficulty lies in getting farmers to go along with the plan. Cost: 100. Time: Two Years. Reward: Increased Farming Income due to greater yields. Will Finish This Turn
[ ] Mushroom Moonshine: During his research on fungal growth and nutrition, Archimedes discovered that a few particular species of mushroom could potentially be used to produce alcohol. It's...ok, it's a weird idea, but so was mushroom farming, and that turned out pretty well. Grant him some funds to investigate these...alcoholic mushrooms...further. Cost: 50. Time: One Year. Reward: New Source of Alcohol?
[ ] Explosive Siege Weapons: The success of his ballistae and his access to supplies of fire powder has given Archimedes some ideas. The idea is simple, if unorthodox: a metal tube, sealed off at one end, filled with an amount of fire powder that, when ignited, propels a metal or stone ball out the opening at great speed. It…honestly sounds kind of dangerous, but Archimedes is the expert on this sort of thing. Cost: 400. Time: Two Years. Reward: New Siege Weapon. Chance of Success: 60%
Intrigue: As the Imperial Spymaster, Ravenburg now has access to more resources, but he also has greater responsibilities, and must gather and analyze information on a much larger scale. Despite the added workload, he seems unperturbed, and maintains his appearance and attitude of a stoic professional. (One Action per Turn)
[ ] 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.
[ ] Picking Up a Trail: Lady Nightingale, the former spymistress of Aquileia, is missing, as is the bulk of the Aquileian Royal Treasury. You're not sure if the two disappearances are related, but you can't discount the possibility. Ravenburg, for the first time since you've met him, seems honestly frustrated at his inability to gather leads on the locations of either. Allocate some extra funds and see if he can't dig up something that might be able to point you in the right direction. Cost: 200. Time: One Year. Reward: Info on Nightingale and the missing Treasury. Chance of Success: 60%
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions Per Turn)
[ ] 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.
[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%
[ ] Job Interviews: Rosewing is requesting a replacement, and some of your other advisors might need to retire at some point in the near future as well. You could task the members of your privy council with finding their own future successors, but there's no reason you can't scout the field and get an idea of who would be best for the job yourself. Cost: 0. Time: One Year. Reward: Info on potential replacements for members of your privy council.
[ ] A Small Blade: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon a person is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, a dagger worthy of a Prince. Cost: 50. Time: One Year. Reward: Master-Crafted Dagger for Gawain.
[ ] What's Up Dog?: It occurred to you that, despite being your subjects for years now, you actually know very little about Diamond Dogs. Their race, culture, history, psychology, all of it is mostly a mystery to you. Well, only one way to remedy that: go talk to one and see what you can find out. Cost: 0. Time: One Year. Reward: Diamond Dog Info.
Just to clarify, each direction of exploration is a singular action. You can launch two expeditions at once, but that would take up both martial actions.
Truthfully, you try not to think about it too much. You wrap a wing around your wife, your anchor in this storm of politics, and she gives you a brief but meaningful glance as she covertly squeezes your other talon. You continually remind yourself that, no matter how much power you have, her and your son are the most important things in the world to you.
You sigh internally, your "Royal smile" still plastered to your face for the benefit of the public. The palace has been an utter madhouse over the past month as offices and bureaucracies are expanded to coordinate and carry out activities and process information from across the length and breadth of the Empire, your advisors buckling down in preparation for the increased workload. You shudder at the thought of how much work will be waiting for you when you return from this cross-country tour. But such is the cost of ruling.
Not for the first time, you wonder who really won the battle at Wingbardy: you or Brochard? You're sure wherever he is he's having a laugh at your expense. You swear, if you hadn't cremated his body immediately after the battle you'd piss on his grave.
Martial: Gustav Kingfeather is still a wild gryphon, never caught dead without his flask, though the increased workload brought about by the unification means he's had to curb his wilder tendencies in the interest of keeping up with his subordinates. Still, he's more than up for the job of Imperial Martial, especially with Gabriella around to provide her own military experience when needed. (Two Actions Per Turn)
[ ] The Imperial Army: You've got a lot more territory to guard now, and a larger treasury to dip into. It might be a good idea to take a page out of Brochard's book and expand your army so that it's worthy of the moniker "Imperial". Cost: 2000. Time: One Year. Reward: Warriors recruited, Army Expanded.
[ ] 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, can be called upon n the event of invasion.
[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 200. Time: One Year. Reward: +5 mobile Ballistae added to army.
[ ] The Second Founding: Grandmaster Hardbeak of the Knights Lion has come to you with a proposition. Now that the Empire is reunited, a great many young nobles and ambitious commoners are petitioning to join the Knights Lion, more than he believes they can accept. He proposes establishing two more Knightly Orders to serve as the guardians of Aquileia and Wingbardy, in much the same way the Knights Lion have been the guardians of Griffonia. He even has a list of volunteers from his own order willing to go lead and train the "new blood". Of course, these new Knightly Orders will need start-up capital and citadels of their own. Cost: 800. Time: Two Years. Reward: Two Additional Knightly Orders Established in Aquileia and Wingbardy.
[ ] Expeditious Exploration: You have no real idea what lies beyond your borders. Discord altered the geography of the planet itself, and most records from before his arrival and reign of terror were lost amidst the madness of his reign. You know the world is bigger than your Empire though, and you're almost certain that other races, tribes and kingdoms managed to survive the era of chaos. Such potential neighbors could be allies and trade partners...or a threat to you and your people. Either way, it's better if you find them before they find you. Cost: 200. Time: Variable. Reward: Info on lands beyond your borders.
—[ ] West: The lands beyond the Black Cliffs to the west of Aquileia are a mystery to you. Not even Brochard knew much about them, fixated as he was on issues closer to home. Gather some volunteers to venture amidst the peaks and report back with whatever they find.
—[ ] South: The Peregrine Mountains form a natural border to your South, preventing easy travel for Dogs and Griffons alike. Pre-Discord records indicate that the climate is warmer the further south one goes. You suppose there is only one way to find out for sure.
—[ ] East: To the East, the open ocean beckons. Few Griffons have ever had cause to sail beyond sight of the shore, and as a result the sea is regarded as a mysterious place filled with equal promises of danger and unclaimed treasures. You have the Caravels, now it's time to put them to good use.
Diplomacy: Elva Von Cleef remains your head diplomat, though at present there isn't much for her to do. A united Empire means no other known kingdoms to negotiate with, so she passes the time keeping her office in order and preparing her subordinates for the inevitable encounters with truly foreign cultures beyond your mountains. (One Action Per Turn)
[ ] First Contact Protocols: It's inevitable that your people will eventually journey beyond your borders. And when they do, they will likely encounter other peoples, with their own kingdoms, cultures and languages. First impressions are important, so set up some classes and procedural regulations to prepare diplomats for meeting and negotiating with unknown peoples. Cost: 100. Time: One Year. Reward: First Contact Protocols established, bonus to first impressions with other cultures.
[ ] Rounding Up the Strays: The Diamond Dogs that inhabit your Empire alongside your Griffon citizens have proven their worth time and again. As laborers, as warriors, and as decent people. You really lucked out when those few scattered packs pledged their loyalty to you as their "Alpha." As those packs flourished and thrived under your rule, others began to follow in the footsteps of their canine brethren. Some, but not all. A handful of packs within your borders still remain isolated, either ignorant of the opportunity or too hesitant to take it. Send some diplomats along with some of your Dog citizens and see if you can't convince these stragglers to join you in the light of civilization. Cost: 100. Time: One Year. Reward: Last Diamond Dog Packs integrated into Empire. Chance of Success: 60%
Stewardship: Claus Rosewing remains as your Steward, though most know this is likely a temporary arrangement. Claus has served you admirably since your rise to the throne of Griffonia, but he's not really equipped to handle the finances and infrastructure of an entire Empire. He intends to stay on for as long as you need him, but he's made it clear you'd probably be better off with someone else in his position. (One Action per Turn) Choice Locked In
-Infrastructural Development: Brochard was a warrior king, with everything that that entails. He poured tons of funding into his military and generally left the finances and economic policy to his advisors, who didn't seem too interested in rocking the boat. As a result, much of the farming, mining, and trade infrastructure in Aquileia is well behind that of Griffonia. Open up the treasury and see if you can't fix that. Cost: 500. Time: Two Years. Reward: Aquileia and Griffonia achieve parity in development, increased income. Will Finish This Turn
Learning: Archimedes now has to juggle his duties as the Imperial Science Advisor with his task of tutoring and mentoring your son. He can hardly complain, as he volunteered for the latter task completely unsolicited, claiming that it was his responsibility to ensure Gawain received an "exhaustive education fit for a future Emperor". You're not sure how he does it all. You suspect stimulants are involved. (Two Actions per Turn) One Action Locked
-Selective Breeding: By carefully controlling the reproductive processes of crops and food animals, desirable traits such as pest resistance, stronger immune systems, and greater size can become widespread across farm populations. At least, that's what Archimedes tells you. The difficulty lies in getting farmers to go along with the plan. Cost: 100. Time: Two Years. Reward: Increased Farming Income due to greater yields. Will Finish This Turn
[ ] Mushroom Moonshine: During his research on fungal growth and nutrition, Archimedes discovered that a few particular species of mushroom could potentially be used to produce alcohol. It's...ok, it's a weird idea, but so was mushroom farming, and that turned out pretty well. Grant him some funds to investigate these...alcoholic mushrooms...further. Cost: 50. Time: One Year. Reward: New Source of Alcohol?
[ ] Explosive Siege Weapons: The success of his ballistae and his access to supplies of fire powder has given Archimedes some ideas. The idea is simple, if unorthodox: a metal tube, sealed off at one end, filled with an amount of fire powder that, when ignited, propels a metal or stone ball out the opening at great speed. It…honestly sounds kind of dangerous, but Archimedes is the expert on this sort of thing. Cost: 400. Time: Two Years. Reward: New Siege Weapon. Chance of Success: 60%
Intrigue: As the Imperial Spymaster, Ravenburg now has access to more resources, but he also has greater responsibilities, and must gather and analyze information on a much larger scale. Despite the added workload, he seems unperturbed, and maintains his appearance and attitude of a stoic professional. (One Action per Turn)
[ ] 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.
[ ] Picking Up a Trail: Lady Nightingale, the former spymistress of Aquileia, is missing, as is the bulk of the Aquileian Royal Treasury. You're not sure if the two disappearances are related, but you can't discount the possibility. Ravenburg, for the first time since you've met him, seems honestly frustrated at his inability to gather leads on the locations of either. Allocate some extra funds and see if he can't dig up something that might be able to point you in the right direction. Cost: 200. Time: One Year. Reward: Info on Nightingale and the missing Treasury. Chance of Success: 60%
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions Per Turn)
[ ] 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.
[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%
[ ] Job Interviews: Rosewing is requesting a replacement, and some of your other advisors might need to retire at some point in the near future as well. You could task the members of your privy council with finding their own future successors, but there's no reason you can't scout the field and get an idea of who would be best for the job yourself. Cost: 0. Time: One Year. Reward: Info on potential replacements for members of your privy council.
[ ] A Small Blade: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon a person is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, a dagger worthy of a Prince. Cost: 50. Time: One Year. Reward: Master-Crafted Dagger for Gawain.
[ ] What's Up Dog?: It occurred to you that, despite being your subjects for years now, you actually know very little about Diamond Dogs. Their race, culture, history, psychology, all of it is mostly a mystery to you. Well, only one way to remedy that: go talk to one and see what you can find out. Cost: 0. Time: One Year. Reward: Diamond Dog Info.
Just to clarify, each direction of exploration is a singular action. You can launch two expeditions at once, but that would take up both martial actions.