Turn 8: A New Era
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.
 
Turn 8 Results
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.

-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 in the event of invasion.

Kingfeather is both overjoyed and somewhat disappointed by this assignment. Overjoyed because it gives him an opportunity to exchange boasts, taunts, drinks, and the occasional punch with the roughest and toughest Griffons in their respective village and town militias. The disappointment comes from the fact that after that the task is almost entirely administrative in nature, with mountains of paperwork to sort through and sign off on. Still, by the end of the year, the disorganized and scattered militias have been loosely incorporated into the structure of the Imperial Army. You can't call upon them for an offensive action, but in the event your lands are directly threatened, your army can be supplemented with these part-time warriors. Militia Incorporated into Imperial Military, can be called upon in Event of Invasion

-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.

Once again, locations are scouted out and chosen to be the sites of Knightly Citadels. Once again, tons of stone are carved from quarries and laboriously carried up the mountain slopes. Once again, the existing knights begin seeking out acceptable candidates for training and induction into the soon-to-be created orders. The real difference this time is the scale.

Two fortresses, more than twice as many applicants, and a much greater number of knights available to act as mentors to their new comrades in arms. It's going to be some time before construction finishes and the new orders are officially established, but the names have already been picked out by Hardbeak and the other Knights of the Inner Circle: The Knights Talon shall be the guardians of Wingbardy, and the Knights Panther shall be the guardians of Aquileia. Perhaps not the most original names, but good ones nonetheless. Will Finish Next Turn


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.

-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%

Required: 40. Rolled: 44+18=62

The last remaining holdouts of civilized Dogs are hesitant to meet with your Griffon envoys, but the Dogs of the Empire receive a slightly warmer welcome, though even they are viewed with some suspicion at first. The Dogs that pledged their fealty to you explain their decision to their wild brethren, and they demonstrate the benefits of Imperial Integration with gifts of trade goods and stories of everyday life in the Empire.

You are once again reminded of just how privileged you and yours are when stories of everyday occurrences in Griffon cities are seen as nearly miraculous by the packs, who often struggle to survive day-to-day in the wild. Gradually, the more reluctant dogs begin to come around as one, then two, and then several packs come forward out of the forests and mountains to pledge their fealty to you in the hopes of a better life under your rule. The reduced risk of monster attacks alone is reason enough for some to come join your subjects behind the walls of your cities. You're glad to see them join you in the light. Last of Domestic Diamond Dog Packs Successfully Integrated, +50 Tax Revenue


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.

-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.

After a great deal of expended gold and many months of hard work on the part of local laborers and Griffonian experts, Rosewing states that Aquileia has reached a level of economic development nearly on par with its neighbors. There is still a gap, but it's much smaller now than it was before, and now that you've gotten the ball rolling the natural market forces are expected to push the Aquileians along without any need for further action on your part. Of course, with increased economic activity comes greater tax revenues, making this a fruitful investment for the Empire as a whole. Aquileian Infrastructure/Economic Institutions attain near-parity with Griffonia, +300 Tax Income


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

-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.

After a great deal of work on the part of Archimedes, his staff, and the countless farmers who volunteered to test his theories, the grand agricultural experiment has concluded. And the results, while perhaps not as dramatic as some had hoped, are unquestionably a success. Larger, healthier crops and livestock have been produced on most of the participating farms, and now that the theory has been proven and the information disseminated throughout the populace, crop yields are expected to grow exponentially over the years. A cheerful Archimedes tells you that it wouldn't be unreasonable to expect a doubling or even tripling of harvest sizes within a decade.

You congratulate your friend on his achievement, though you choose not to inform him that he's become something of a folk hero amongst the farming community as a result of his work. You think it'll be funnier if he finds that out himself. +200 Farming Income


-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?

Of course, part of Archimedes' folk hero status comes from his latest and simplest invention: Shroomshine, or Mushroom Liquor. Distilled from a few select species of mushroom, it's relatively simple to make and hits like a charging troll. It's lack of any inherent flavor also makes it a versatile intoxicant, able to be mixed and served in any number of ways. The taverns and taprooms of the Empire have already begun serving shots of the stuff, and a few enterprising Griffons and Diamond Dogs have started constructing mushroom farms intended to grow nothing but fungus intended for conversion to the new alcohol. New Product: Shroomshine, +50 Tax Income from Alcohol Sales.


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.

-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%

Required: 40. Rolled: 24+13=37

Despite Ravenburg's repeated, exhaustive attempts to track down his feminine counterpart, he can't seem to turn anything up. Informants are silent, leads go nowhere, sightings are eventually revealed to be nothing more than false alarms. There is a similar lack of results in the case of the missing treasury. Not a single gold coin is recovered. It's almost as though Lady Nightingale and the Treasury have simply vanished off the face of the Earth. After almost a year of fruitless work, you instruct a frazzled Ravenburg to call off the search. Any intel he would have found would have been useless by this point anyway. No Info. Trail has gone cold.


Personal
: You refuse to let your duties as Emperor take up every moment of your day.

-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.

Rosewing desires a retirement, and there may soon be other members of your privy council in need of replacement for one reason or another. As such, you take it upon yourself to research some skilled individuals who might make good advisors.

First, a steward, the position most urgently in need of filling. At present the most obvious replacement for the position would be Frida Bronzeclaw, the hard-partying head of one of Griffonia's, and now the Empire's, largest Merchant Houses. Once considered an eligible bachelorette and a potential marriage candidate for you, Frida is no longer single, having married another noble merchant a few years previously. Some may view her as an...unorthodox choice, but her profit margins speak for themselves.

Grandmaster Hardbeak of the Knights Lion has expressed some interest in the idea of being named your martial should the position open up, but he states that it will be a few years before he can consider accepting. He will need to train a successor and build up the Order to a state where he is comfortable with the idea of leaving them. You doubt anyone would question his abilities. You suppose you could also give the job to Gabriella. She certainly has the aptitude for it.

Another former marriage candidate, Genevieve Talonuelli, stands out as a potential replacement for either Archimedes or the aging Elva von Cleef. Possessing both a keen mind and years of experience navigating her father's court, she would be equally well suited to act as either a diplomat or a researcher. Her father would certainly appreciate the gesture, though some may see her as inexperienced, having never held official office in Wingbardy.

As for a spymaster...well, as Ravenburg says when he learns what you're trying to do, if someone has a reputation for getting up to sneaky stuff, they're probably not the right person for the job. He reassures you that should you ever need to replace him, one of the graduates from his "spy school" would be sufficient. You take him at his word. You don't see any reason you'd need to replace him soon anyway.
Potential Councilors Identified


-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.

You figured the best way to get to really know what Diamond Dogs are all about was to just ask a few of them. After they get over the initial surprise that their "Great Winged Alpha" would deign to speak with and seek to learn about them, they act as a veritable font of information about their customs and culture.

Diamond Dogs are social creatures, instinctively seeking out, entering into, or building social hierarchies. This instinct also leads to many Dogs seeking to follow an "Alpha" or natural leader that will sit at the top of the metaphorical (and possibly literal) food chain, the so-called "Pack Mentality" that led the Dogs you now call your subjects to pledge their fealty to you in the first place. As the current situation illustrates, the Alpha need not be a fellow Diamond Dog, only an individual seen as "worthy" by a majority of the pack. The Alpha position can be transferred down a bloodline, or earned through some display of prowess, traditionally a duel. In extreme cases where an Alpha is suddenly regarded as "unworthy" by their own pack, it is not unheard of for the other members of a pack to remove them from power by force.

Another piece of information you learn is that the so called "Feral" Dogs that still inhabit some corners of the Empire are not a sub-species of the more civilized Dogs but the results of a horrific, unnamed sickness that gradually destroys a Dog's ability to reason and think, reducing them to little more than bloodthirsty animals. Every Dog fears this disease and their infected brethren more than anything else, and several outright state they would prefer to simply die rather than risk becoming a threat to all they know and love. You might want to have Archimedes look into this at some point.

All of the Diamond Dogs you speak to repeatedly state they are proud to be members of the Empire or the "Great Pack" as most call it. Before, they struggled to survive in the wilds, often wondering whether they would be able to eat the next day. Now they have homes, ample food, warm beds, and luxuries like clothing. On one particularly memorable occasion, a Diamond Dog mother gave you a tearful hug after explaining that her pups would never have to know the fear that she had growing up in the wilds thanks to you and your people. Needless to say, you're pretty sure you don't have to worry about one of those rebellions they told you about.
Diamond Dog Info Gained, New Actions Unlocked



Hazard/Random Event Rolls
:
(40, Pass)
(52, Pass)


If anyone is wondering what the Hazard/Random Event Rolls are for...well, remember when I said the outside world would come to you if you waited around long enough? That's what this is.
 
Last edited:
Turn 8 Rumor Mill
Aquileia (Re)Builds: After generous funding from Emperor Golden-Feather and assistance from Griffonian experts, Aquileia's economy undergoes a great resurgence as new mines, farms, and roads are built across the province. Griffins from other provinces had expressed their surprise that such improvements had not already been made as they had been in Griffonia, Wingbardy, and the Feathersian League, but the former King Brochard apparently favored military spending over domestic economic management. His former subjects greatly appreciate the fact that they now have an Emperor who is willing to spend his gold on more than just swords and armor.

Knights of the Realm: Grandmaster Konrad Hardbeak, "The Kingslayer", has announced the imminent creation of two new Orders of Imperial Knights to act as the guardians of Wingbardy and Aquileia: the Knights Talon and the Knights Panther. Young nobles and aspiring members of the middle class flock from across the Empire to sign up in hopes of becoming members of such grand institutions. Two great citadels have already begun construction in the respective provinces, and the local Griffons are ecstatic at the idea of having their own armored protectors nearby.

Archie's Brew: The Imperial Science Advisor's latest innovation in the realm of alcohol has taken the Empire by storm! The new mushroom-derived intoxicant is being brewed by the barrel and sold and consumed across the Empire. It's strong nature and the fact it is distilled from a source that can be grown pretty much everywhere year round has led to great interest amongst enterprising entrepreneurs. Meanwhile, Archimedes, while pleased that his creation is appreciated by the general public, is a bit disappointed that he is now known across the Empire as "the guy who made mushroom moonshine", rather than being renowned for any of his more conventional academic achievements.
 
Turn 9: Days of Empire
"Dad! Dad wake up!"

Such was your wake up call, as your young son clambered his way up onto you and your wife's bed and began poking and prodding you as you struggled to blink the sleep from your eyes. Beside you, your wife shifted under the covers, and you could hear the smile in her voice.

"Your son is awake."

You huff.

"Before sunrise, he's your son."

Gawain continues his assault, now bouncing up and down on you.

"Come on Dad, you promised!"

You remember. Yesterday Gawain had asked if you would take him up to the very summit of the mountain to watch the sunrise over the Empire. You'd agreed without really thinking about it, and now you were paying the price. You manage to sit up and blearily look your young heir in the eye. He stares back defiantly. Yep, he's Gabriella's son alright. You slowly pry yourself out of bed.

"Alright, I'm up. I'm up."

Your son smiles and lets out a cheerful chirp, following you about the room as you don your regalia. Wouldn't do for the Emperor to be walking about nude now would it? As you follow your eager son out the door, Gabriella calls out to you, still comfortably tucked into bed, her tone almost sickeningly sweet.

"Bye dear, you two have fun."

You snort with amusement and shake your head as you shut the door behind you. As you walk through the halls of your palace, you thank the ancestors that you get the chance to spend this time between your duties with the family you've managed to build. You know that, in just over an hour, reports and paperwork will start piling up on your desk, and a line of nobles and petitioners will have formed outside the throne room, waiting for you to settle their grievances and hear their concerns. But right now, you're going to take your son up the mountain and show him the Empire he will one day inherit. The work may never end, but it's moments like this that make it all really worthwhile.



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) One Action Locked

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

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

[ ] The 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. Will Finish this Turn

[ ] 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.


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

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

[ ] Repairing Wingbardy: Brochard's Invasion devastated the lands of Talonuelli's Archduchy. Much of the damage has been repaired since, but not all of it. Many farms still lie in ruins, villages still only partially habited, and Wingbardy's famously fertile fields lie fallow. You opened up your coffers for the Kingdom that invaded them, surely you can do the same for the people that you saved? Cost: 500. Time: One Year. Reward: Wingbardy returns to pre-Invasion status, Additional Farming Income from Revitalized Agriculture. Chance of Success: 90%

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

[ ] Blast Mining: Archimedes' fire powder, while little more than a noise maker in small amounts, is a potent explosive in large doses. A few miners have expressed interest in using it to blast their way through solid rock that can't be easily excavated. It's risky, but the rewards make it worth consideration. Cost: 200. Time: One Year. Reward: Increased Mining income. Chance of Success: 80%

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



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

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

[ ] Mad Dog Disease: The mind-killing disease the Diamond Dogs told you about is frightening in its lethality and infectivity. You can scarcely imagine the carnage and chaos that would ensue if an outbreak occurred amongst your Dog subjects. Even worse, what if the disease jumped from Dogs to Griffons, as Archimedes says could potentially occur? If you're going to fight this thing, you'll need to understand how it works. And to do that, Archimedes needs to see it up close. Have your soldiers fetch some "test subjects" from the few remaining feral dens and see if your thinkers and healers can't come up with something. Cost: 200. Time: One Year. Reward: Information on Feral Disease. Chance of Success: 70%

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

[ ] Water Pumps: While the inclusion of Diamond Dogs brought a great deal of innovations and increased productivity to your mines, there was one problem even they couldn't really solve: the issue of flooding and water leaking into the tunnels. It's not often a problem in most mines, but every now and then a excavation has to be halted so a line of buckets can be set up to bail out the water that has seeped in from either rainfall, melting mountain ice, or underground water sources. Archimedes claims to have a solution. Using a complex system of tubes and pipes, a device can be constructed to heat water and produce steam, creating a vacuum that will raise water from below and then use steam pressure to raise it higher and out of the mines. Or something. You honestly had difficulty following much of Archimedes' explanation, but the idea of a device that can improve mine production is certainly an attractive one. Cost: 300. Time: One Year. Reward: Increased Mining Income. Chance of Success: 80%


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.



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%

[ ] 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 someone is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, but a dagger worthy of a Prince. Cost: 50. Time: One Year. Reward: Master-Crafted Dagger for Gawain.

[ ] The Apprentice-The Old Bird: Genevieve Talonuelli seems like a good candidate for your privy council, but if she is going to eventually replace one of your advisors she'll need to gain some practical experience. Elva von Cleef is getting on in years, and though her workload is currently light, you're sure she'd appreciate another pair of competent talons to assist her and her department in their everyday duties. Cost: 0. Time: One Year. Reward: Genevieve Talonuelli becomes assistant to Elva von Cleef, will eventually replace her when the time is right.

[ ] The Apprentice-The Nutty Professor: Genevieve Talonuelli seems like a good candidate for your privy council, but if she is going to eventually replace one of your advisors she'll need to gain some practical experience. Archimedes has a lot of energy considering his age and workload, but he has a number of learned Griffons around him at all times to assist him in whatever project he's currently invested in. You're sure he'd be more than happy to add the young Genevieve to his staff. Cost: 0. Time: One Year. Reward: Genevieve Talonuelli becomes assistant to Archimedes, will eventually replace him should it become necessary.
 
Last edited:
Turn 9 Results
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.

-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.

After almost two years of construction, the Citadels of the new Knightly Orders are finally completed. The Archduke Talonuelli presides over the official establishment of the Knights Talon, the new guardians of Wingbardy, while you yourself give a speech upon the steps of the headquarters of the Knights Panther of Aquileia. Hundreds of Griffons take up residence in the new fortifications, from veteran knights to young nobles and aspiring members of the middle class. Your Empire now has a trio of Knightly Orders to defend it, one for each of its provinces.
New Knightly Orders: Knights Talon, Knights Panther


-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.

A few dozen of your finest scouts volunteer for the expedition. A handful of aspiring diplomats accompany them in the event they encounter new and unknown cultures. They pack ample provisions and supplies, wishing to be prepared for any eventuality, unsure as to how long their journey will last. You commend each Griffon on their bravery and service to their nation, and personally see them off as they head West. You don't know what, if anything, they'll find, but you can only hope they return with good news. To Be Continued in "The Cold West"



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.

-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.

Teaching Griffons to communicate with beings that not only don't speak their language, but might not even have the same ideas and modes of thought as them is...difficult. Still, Elva does her best to train her staff in the art of talking without speaking, teaching them to communicate through body language, simple gestures, pictographs, and even mathematical equations. It's a less than efficient means of communication, but it should serve as a good stopgap measure until your people can learn to speak a new language. It should also go a long way towards preventing a potentially catastrophic misunderstanding between your people and any new cultures. First Contact Protocols Established, Bonus to First Impressions with Other Factions



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.

-Repairing Wingbardy: Brochard's Invasion devastated the lands of Talonuelli's Archduchy. Much of the damage has been repaired since, but not all of it. Many farms still lie in ruins, villages still only partially habited, and Wingbardy's famously fertile fields lie fallow. You opened up your coffers for the Kingdom that invaded them, surely you can do the same for the people that you saved? Cost: 500. Time: One Year. Reward: Wingbardy returns to pre-Invasion status, Additional Farming Income from Revitalized Agriculture. Chance of Success: 90%

Required: 10. Rolled: 13+15=28

You figure it's time you kept your promise to Talonuelli. The elder Statesgryph is grateful for your assistance in rebuilding his ravaged lands, and directs funds and expertise where it's needed most. Gradually, as days turn to weeks and weeks turn to months, the damage done by Brochard and his brigands is repaired. Fields are re-plowed, homes rebuilt, villages repopulated, and by the end of the year Wingbardy reclaims the title of "The Empire's Breadbasket." Talonuelli appreciates your reliability and prompt action, as do his subjects. The increased farming income is a nice bonus as well. Wingbardy Repaired, +200 Farming Income



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

-Mad Dog Disease: The mind-killing disease the Diamond Dogs told you about is frightening in its lethality and infectivity. You can scarcely imagine the carnage and chaos that would ensue if an outbreak occurred amongst your Dog subjects. Even worse, what if the disease jumped from Dogs to Griffons, as Archimedes says could potentially occur? If you're going to fight this thing, you'll need to understand how it works. And to do that, Archimedes needs to see it up close. Have your soldiers fetch some "test subjects" from the few remaining feral dens and see if your thinkers and healers can't come up with something. Cost: 200. Time: One Year. Reward: Information on Feral Disease. Chance of Success: 70%

Required: 30. Rolled: 66+18=84

Several patrols are briefed on their mission and sent to comb through the untamed wilds of your lands in search of their infected prey. Most return empty handed, but a few come back with a muzzled, frothing beast tied up in chains. After putting all the soldiers through a period of quarantine as a precaution, you ensure the successful soldiers are compensated for a job well done, then hand the feral beasts over to Archimedes and his staff. You don't know exactly what your chief scientist does with the infected dogs, nor do you really want to, but by the end of the year Archimedes states that he has a much better idea of exactly what you are facing.

The Dogs who first told you about the disease were remarkably accurate in their descriptions , despite their ignorance of the specifics. The disease targets the brain, infecting and destroying the tissues responsible for higher mental functioning while leaving the parts responsible for instinctual responses mostly intact, leaving a once sapient bearing little more than a wild animal. It appears to spread primarily through saliva and bites, though Archimedes states it could also potentially be spread through blood and other bodily fluids. Unfortunately, without testing on healthy dogs, Archimedes is restricted in exactly what he can learn, and you're not about to sacrifice your subjects to a horrific disease. Still, Archimedes tells you that he now has a much better idea of exactly how this sickness works, and is now one step closer to finding a way to fight it. Mad Dog Disease Identified and Studied. New Actions Unlocked.


-Water Pumps: While the inclusion of Diamond Dogs brought a great deal of innovations and increased productivity to your mines, there was one problem even they couldn't really solve: the issue of flooding and water leaking into the tunnels. It's not often a problem in most mines, but every now and then a excavation has to be halted so a line of buckets can be set up to bail out the water that has seeped in from either rainfall, melting mountain ice, or underground water sources. Archimedes claims to have a solution. Using a complex system of tubes and pipes, a device can be constructed to heat water and produce steam, creating a vacuum that will raise water from below and then use steam pressure to raise it higher and out of the mines. Or something. You honestly had difficulty following much of Archimedes' explanation, but the idea of a device that can improve mine production is certainly an attractive one. Cost: 300. Time: One Year. Reward: Increased Mining Income. Chance of Success: 80%
Required: 20. Rolled: 34+18=52

Archimedes assembles a prototype, a curious contraption of pipes and pulleys and chains, all built around what looks like an oversized oven meant to heat water in a basin and produce steam.

The device is tested at a mine that has suffered continuously from flooding in recent months, and after evacuating the mine as a precaution, the "steam pump" is activated and begins its work of draining the water out from the mine. Though the process is not as fast as everyone had hoped, it's doubtlessly more efficient than a line of buckets, and a second test proves that the mine can operate normally even as the pump runs continuously, draining water even as it bubbles up from the ground. You congratulate your friend on his latest invention, and offer funding for similar devices to be constructed at mines across the Empire. You're sure that this will significantly improve productivity. Steam Pumps Constructed, +100 Mining Income.



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.

-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.

After his failure to track down his Aquileian counterpart the previous year, Ravenburg sets to the gathering of blackmail material with a furious dedication, unearthing incriminating secret after incriminating secret. Nothing actually criminal, but plenty of lies to the public, plots against rival houses, extramarital affairs, forbidden romances, and in one particularly memorable case, a young baron having an affair with his maid who also happens to be his half-sister, though it's unclear whether either of them are aware of their familial connection. You thank Ravenburg for all his hard work, and instruct him to secure any notes and evidence where no "unauthorized persons" could access them. You now have an additional bargaining chip should you find yourself negotiating with your own nobility. Blackmail Material against Nobility Acquired



Personal
: You refuse to let your duties as Emperor take up every moment of your day.

-The Apprentice-The Nutty Professor: Genevieve Talonuelli seems like a good candidate for your privy council, but if she is going to eventually replace one of your advisors she'll need to gain some practical experience. Archimedes has a lot of energy considering his age and workload, but he has a number of learned Griffons around him at all times to assist him in whatever project he's currently invested in. You're sure he'd be more than happy to add the young Genevieve to his staff. Cost: 0. Time: One Year. Reward: Genevieve Talonuelli becomes assistant to Archimedes, will eventually replace him should it become necessary.

The young Talonuelli is all too eager to work alongside the renowned inventor, and Archimedes is delighted to have an assistant who is already well versed in academic and scientific matters. The two seem to be getting along well, complementing each other's strengths. While Archimedes inspires his young colleague, Genevieve serves to ground him and reel him back in when his ideas get too outlandish or when he gets bogged down in the details. The Archduke informs you that the letters he has been receiving from his daughter have held nothing but good things, and thanks you for giving his "precious Genevieve" a job that she seems to enjoy. Archimedes goes so far as to say that Genevieve is his favorite fellow scholar. You're glad to hear it. Genevieve Talonuelli becomes Assistant to Archimedes.


-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.

Archimedes brews up the "nutrient solution" that he claims will encourage the egg to hatch. A handful of rare gemstones are gathered as a precaution, as are a few of your best soldiers, should the worst come to pass. You don't think that you'll need them, but it's best to be prepared. You can't take risks with a dragon.

Only you and your wife Gabriella are present in the "incubation chamber" when the egg starts to crack, upon the advice of Archimedes and against the protests of your bodyguards. If Dragons are anything like Griffons, then they'll "imprint on", and form a sort of connection with the first living beings they see upon their birth. You're still not sure if you intend to raise the hatchling as your own, but you're sure it would be a good idea if the fire-breathing reptile felt a sort of attachment to you regardless. You had considered having Gawain present as well, but decided against it. If anything did go wrong, you didn't want him in harm's way.

Gabriella tenses as the egg begins to crack. You wrap a wing around her and squeeze her talons in yours, silently urging her to remain calm. You'd never seen a dragon before, but she had, and it had nearly killed her before she managed to slay it. Her tension washes away, however, when the newborn dragon finally breaks its way through the shell, and you both get your first clear look at it.
(Coin Flip: Tails. Female Dragon)

It's...oddly adorable. Not as adorable as your newborn son had been, but still cute. You give the newborn a quick once over, checking for any physical defects or oddities, as Archimedes had requested. You're somewhat surprised when the tiny scaled creature weakly grasps one of your talons and stares up at you with a questioning, innocent gaze. You slowly move your other clawed hand to the bag at your waist, grasping for one of the gemstones and bringing it up to show to the infant. The young dragoness (for you are fairly certain this is a female of the species), reaches up for it, grabbing the tiny shining pebble and placing it in her mouth, gently sucking on it like a piece of candy.

As the child enjoys the treat, still clutching one of your talons, you look to your wife, who seems to be visibly suppressing the urge to hug the adorable bundle of scales. "So...what should we call her?"
Dragon Egg Hatched! Female Hatchling Gained!

[ ] Name?
 
Last edited:
The Cold West
Your expedition returns sooner than expected, only a month after they had departed. Their report does a great deal to explain why.



While the lands immediately beyond the Black Cliffs of Aquileia are similar in terrain and appearance to much of the lands of Gryphus, past a certain point the trees give way to vast arid plains, with little flora beyond grasses, wildflowers and the occasional shrub, only the occasional mountain or hill breaking up the monotony.



The lack of trees to cut down forced your scouting party to rely entirely on the stocks of firewood they had brought with them. Firewood which was consumed at a rapid pace, as the lands to the West are just as cold, if not even colder, than your own.

They are also inhabited.


They call themselves Yaks. They're big, strong, and completely ground-bound. They appear to be a largely nomadic society, moving from place to place, feeding upon what plant life there is to be found in the freezing lands they call home.

The aspiring diplomats and interpreters amongst the expedition attempted communication with members of a few of the roving bands that they stumbled upon.

(First Impressions: 57+10(First Contact Protocols)=67)

The Yaks responded cautiously. They didn't seem too sure what to make of your emissaries. They'd clearly never seen a Griffon before, but they didn't respond with hostility. Your emissaries didn't have much time to communicate before they and the nomads were forced to part ways, but they managed to gather that these lands are divided between numerous different clans or tribes, and that they don't seem to be aware of any other sapient races.

They also managed to gather some information about the lands even further west. Despite what they had seen themselves, the Yaks assured them that there were rivers, lakes, and pockets of forest scattered about infrequently, though control of these areas is apparently heavily contested between numerous clans. And while the Winter lasts most of the year here, it does briefly give way to a more bearable Spring and Summer.



The Yaks repeatedly expressed interest in the steel tools and armor that your scouts carried, and judging by their cloth armor and crude iron tools, they appear to lack the technology and mineral wealth that you possess, though your scouts state that they had no way of knowing if the few Yaks they encountered were indicative of the greater population.

The scouting expedition has given you much to think about. Now you know you have neighbors, a whole different species just beyond the Western Border. Neighbors that might be open to trade...or interested in raiding your territory to get what they want. This will make things interesting.

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

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

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

"I know mom."

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

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

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


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

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

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

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

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

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

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



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

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

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

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



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

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

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

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

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

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

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



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

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

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

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

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



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

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



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

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

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

[ ] The Royal Dragon: Gwyndlyn, the young Dragoness you've more or less adopted, has been unusually docile. Despite being a fire-breathing reptile, she has acted almost exactly like a Griffon of similar age and development. You, your wife, and the castle staff entrusted to help you care for her have been very careful about not overfeeding her or letting her enter the infamous "greed growth" that the ancient records speak of. Still, while you've made the decision to adopt and care for her, there are many things you have not yet decided. How will you raise her? Will she be in line for the Throne? These are only some of the decisions you need to make about the newest addition to your family. Cost: 0. Time: One Year. Reward: Plans made for Gwyndlyn's Future.
 
Turn 10 Results
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.

-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.

Once again, the word goes out that you're seeking to recruit new blood for the Imperial Army. But this time you have a much larger population to draw from, and it shows in the results as thousands of Griffons flood the recruitment centers and mustering grounds, undergoing the mandatory health checks and basic training that all new recruits are now required to undergo. Blacksmiths and smelters work overtime to produce the mountains of steel armor and weapons needed to outfit the new soldiers, and the Imperial bureaucracy is also expanded to properly coordinate and supply so many.

Surprisingly (or not, considering their newfound patriotism), hundreds of Diamond Dogs also answer the call to serve and protect their home, seeking to prove their worth and loyalty to their nation. They are of course accepted into the ranks of your army, which is now of such size and quality that it can truly be considered deserving of its name. Army Expanded. +2500 Warriors, 1250 Archers, 1250 Polearms, 500 Diamond Dogs.


-Expeditious Exploration: You have no real idea what lies beyond your borders. Discord altered the geography of the planet itself, and most records from before his arrival and reign of terror were lost amidst the madness of his reign. You know the world is bigger than your Empire though, and you're almost certain that other races, tribes and kingdoms managed to survive the era of chaos. Such potential neighbors could be allies and trade partners...or a threat to you and your people. Either way, it's better if you find them before they find you. Cost: 200. Time: Variable. Reward: Info on lands beyond your borders.
South: The Peregrine Mountains form a natural border to your South, preventing easy travel for Dogs and Griffons alike. Pre-Discord records indicate that the climate is warmer the further south one goes. You suppose there is only one way to find out for sure.

Another band of scouts and explorers are gathered for another trek beyond your borders. This time their destination is the land beyond the Peregrines, to the South. Having learned from the previous expedition, they make sure to pack as much supplies and provisions as possible before setting out. Some are optimistic that they'll find warmer lands with fewer monsters. Others wonder if they'll encounter another civilization like the Yaks. All remain cautious, prepared for anything they might encounter in the unexplored wilderness. To Be Continued in Exploration Interlude



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

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

Required: 20. Rolled: 75+18=93 (Art. Crit!)

The linguists you sent over the border did more than just translate the Yak language. Apparently, after managing to interpret Yakyakistani in full, the team of scholars decided to ask some questions and keep their ears open in hopes of learning more from their hosts.

And learn they did. By the end of the year, they'd collected detailed notes on Yak culture, politics, and economic activity. The information they gathered allowed for a much clearer picture of Yakyakistan to be gained.

While there are dozens of Yak clans, most are relatively small, and pledge their allegiance to one of the "big four" clans that form the major factions in Yak politics: the Broken Horns, the Thunder Warriors, the River Walkers, and the Raw Hides.

Yakyakistan Clans
An approximation of the territory of the four largest Yak clans

While the clans frequently quarrel and occasionally come to blows over land ownership and control of strategic resources, relations between the four clans are relatively cordial, and skirmishes are infrequent and rarely result in significant numbers of deaths. Their idea of war is a much more limited thing, an alternative to diplomacy rather than a means of wiping out an enemy. Still, after watching a single Yak break a boulder in half with his bare hooves, your translators can understand why they seem hesitant to truly go to war with each other.

Your translators have also noticed that, while many transactions are handled via a barter system, the Yaks possess coinage minted from gold and silver, suggesting that they have at least some mineral deposits in their lands.

You commend the interpreters on their accomplishments and thank them for all their hard work in service to the Empire. What was previously thought to be the work of two years has been shortened to one, and now your people can negotiate with the Yaks with a full grasp of their political situation, as well as their language. Yakyakistani language translated, Information on Yak Politics, Economy gained.



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.

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

Claus is honored for his service in a tasteful formal ceremony before he is quickly whisked away by his replacement to a party in his honor at the nearest tavern. Two hours and countless drinks later, a passed-out Rosewing is carried home by a pair of his former employees, leaving a triumphant Frida nursing a sizable hangover on her first day on the job. You said you'd miss Claus, and you were being truthful. But he's more than earned his retirement, and you're sure the Lady Bronzeclaw will bring some much-needed energy to the position. Frida Bronzeclaw becomes Imperial Steward, +1 Stewardship Action per 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.

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

Archimedes and his staff are totally dedicated to the issue of communicable disease this year. Starting with official contingency plans for an outbreak of "Feral Disease", should the worst come to pass. No detail is unaddressed in the plan, from terrain and population distribution to the observed capabilities of the infected and military tactics that may prove effective in containing and eliminating an outbreak. These plans can also be easily adapted to the containment of other, more mundane diseases. Copies of the finalized quarantine protocols are sent to local leaders and military commanders across the Empire, ensuring that you and your people are as prepared as they can conceivably be for a future pandemic. Quarantine Plans written, published and distributed. Bonus to Disease Outbreak Rolls.


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

Of course, Archimedes isn't simply drawing up plans. He's gathering together some of the finest minds in the areas of biology, anatomy, and medicine to form the foundation of a new government institution: the Office of Disease Control. A suitable headquarters is constructed just outside the capital, part bureaucratic office and part medical laboratory. Lines of communication are established with clinics and houses of healing across the Empire, ensuring that the experts will be informed of any new outbreaks as soon as they begin to manifest.

Wagonloads of glassware, surgical implements, and experimental medicines are ordered and stored, and by the end of the year, you have a fully-functional medical institution dedicated to the eradication of communicable disease. Of course, as a government sponsored entity it will require consistent funding from the crown, but it's a small price to pay for a healthy population. Office of Disease Control Established, Bonus to Disease Outbreak Rolls, Upkeep of 10 Gold per Year.



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.

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

Ravenburg gathers his best and brightest, forming a committee to brainstorm solutions to this latest problem, perhaps the greatest yet faced in the realm of espionage. After the obvious idea of dressing Griffons up as Yaks is discarded for equally obvious reasons, some more practical techniques of information gathering are suggested. Archimedes is brought in to consult and add his technical knowledge to the conversation, and by the end of the year your spy corps has a wider range of tools and techniques available to it.

The primary solution involves the recruitment of informants from the target population, which naturally required a change of doctrine and training for your own agents. Another new method involves leveraging your race's natural propensity for flight, having specially trained and equipped Griffons perform high-altitude reconnaissance flights. Another method involves the use of new Diamond Dog recruits who will use their digging skills to infiltrate foreign territory from below.

These methods aren't exactly ideal, but they're better than nothing, and Ravenburg assures you that his agents can perform any assignments you give them regardless of what obstacles they may face. You intend to hold him to that. New Intelligence Gathering Methods Developed, Can Now Spy on Foreign Powers



Personal
: You refuse to let your duties as Emperor take up every moment of your day.

-Royal Hobbies: Your son is beginning to reach the age where simple "playing" isn't enough to keep his attention. He needs a hobby. You could wait for him to develop his own interests, but there's no reason you can't try to introduce him to some activities that could expand his horizons a bit. Who knows, he might even develop some skills that could aid him in ruling. Cost: 0. Time: One Year. Reward: Choice of activities for Gawain, chance for him to develop new traits and increase stats.

Archimedes tells you that Gawain has been doing excellently in his studies, and has been absorbing all the knowledge and academic information he's been presented with. He's clearly inherited your sharp mind. Gawain has Genius Trait (+2 to all stats)

But books can only take him so far. Now that he's older, he can start to apply some of his lessons "in the field" as it were. The fact that he might take an interest in activities that could teach him new skills is only a bonus. The only question is: what activity should he be introduced to?

[ ] Board Games: He will learn patience, strategy, and how to read people by playing numerous board and card games with you and members of the Imperial court.

[ ] Hunting: He shall be given a spear and a bow and be taught how to hunt the beasts of the untamed forests.

[ ] Gardening: He shall apply his understanding of botany and plant biology to the palace gardens, tending to the decorative flowers as well as the herbs and vegetables bound for the Imperial kitchens.


-The Royal Dragon: Gwyndlyn, the young Dragoness you've more or less adopted, has been unusually docile. Despite being a fire-breathing reptile, she has acted almost exactly like a Griffon of similar age and development. You, your wife, and the castle staff entrusted to help you care for her have been very careful about not overfeeding her or letting her enter the infamous "greed growth" that the ancient records speak of. Still, while you've made the decision to adopt and care for her, there are many things you have not yet decided. How will you raise her? Will she be in line for the Throne? These are only some of the decisions you need to make about the newest addition to your family. Cost: 0. Time: One Year. Reward: Plans made for Gwyndlyn's Future.

Gwyndlyn remains an adorable bundle of scales that melts the heart of anyone who sees her. Though she is still young, by your standards and especially by dragon standards, there's no reason you can't make some plans for her future.

While she has been officially adopted into your family, the obvious question of royal succession has yet to be addressed. The idea of a dragon being named Empress of the Griffonlands would certainly ruffle some feathers, especially as she wouldn't be dying of old age for centuries, perhaps even millennia! On the other talon, should anything (ancestors forbid) happen to Gawain, it would be beneficial to at least have someone to take over and avoid plunging the realm into anarchy. There are numerous options available, and while some may be better than others, none are simply right or wrong.

[ ] In Line: Gwyndlyn will be treated like any other child of royalty, and will become second in line for the throne after her big brother Gawain. This will likely upset some of the more conservative members of the nobility, to say nothing of any other children you may wind up having.

[ ] Designated Regent: The first of two compromise positions. Once she is of age, Gwyndlyn will be named the designated Regent. In the event that the rightful ruler cannot take up the crown or is otherwise unavailable, Gwyndlyn will assume the role of ruler until the situation can be resolved satisfactorily. While not as controversial as directly placing her in line for the throne, some may still protest this decision.

[ ] Bottom Rung: The latter of the compromise options. Gwyndlyn will be in line for the throne, but she will perpetually be the last in line. The only way she will be named Empress is if every other potential heir is dead or otherwise unavailable. The nobility aren't likely to protest this, as, if every other heir is dead at the same time, they'll likely have much bigger problems to worry about.

[ ] Out of Line: The simplest option. Though she will be your child in all other respects, Gwyndlyn will not be in line for the throne. While this will placate the nobility, it means you have one less backup heir, to say nothing of what message this might send to Gwyndlyn, or the precedent this would set concerning non-Griffon rulers.

Of course, once that's sorted out, you still need to worry about how to raise your new draconic daughter. Dragon or not, she deserves an education as much as her brother! But what to teach her?

[ ] Mistress of None: She will receive instruction in all subjects, ensuring a well-rounded education. +None, -None

[ ] Like Mother like Daughter: She shall spend time amongst knights, soldiers, and hunters who shall mold her into the legendary warrior this realm needs. +Martial, +Intrigue, -Learning

[ ] The Scaled Scholar: She shall follow in her brother's footsteps, spending her days amidst the tomes and scrolls of the Royal library, familiarizing herself with the sciences and the arts, and imbuing her with a head for numbers. +Learning, +Stewardship, -Intrigue

[ ] Golden-Scales: Your daughter shall learn the intricate and complicated laws of the market, tutored by bankers, burghers, merchants, and other industrious fortune-builders in the art of accumulating wealth, something her draconic ancestry should give her a natural motivation towards. +Diplomacy, +Stewardship, -Martial


Hazard/Random Event Rolls
18(Pass)
35(Pass)
27(Bare Failure) To Be Continued in Rumor Mill
 
Last edited:
Turn 10 Rumor Mill
The Age of Organized Medicine: Doctors, healers, apothecaries, and medically inclined Griffons across the Empire take keen interest in the founding of the Imperial Office of Disease Control, a first-of-it's-kind administrative innovation in the never ending war against illness. Now physicians across the Empire can coordinate and share information on the latest diseases, treatments, and medical knowledge. Some optimistic souls dare to state that this is the first step on the road to a future free of sickness.

Draconic Regent: The Imperial Court is abuzz with the news of the Imperial Dragon's latest "promotion". Many had speculated, and feared, that the long-lived reptile would be placed in line for the throne. The news of her being named designated regent has placated some and concerned others. Still, few dare to voice their concerns aloud, especially seeing as it will be several years until the young Dragon is capable of assuming the position, assuming she is needed at all.

Red Sails: There have been unusual and concerning sightings of strange ships with red masts in the Eastern Sea.

Some Fishing and Naval vessels have attempted to make contact with the ships and open dialogues with their crews, but the unknowns keep their distance, and no Griffon dares to pursue them into the uncharted sea from which they came. No one knows who the ships belong to or why they are here, but speculation abounds in the absence of facts.
 
Back
Top