"Any knowledge of who or what she actually is?" Spyro asked as he followed Umbra further into the caves that marked the Shadow Guardian's central intelligence hub.
'She' as it so happened referred to the dark gray dragoness that was asleep in the cell that they had just came up on. Spyro winced at the sight of the rune-filled walls of the room which were covered in what he recognized as a high level elemental suppression enchantment. Considering that the dragoness was both frail looking and covered in a substantial amount of wounds, Umbra must really be worried.
The spy gave him a grim look as he replied. "Mahjarrat. Not sure which faction she belongs to though. She is skilled in shadow and ice, though her real strength seems to be one of the other elements that her kind is known for. Every test we have come up with says that she is likely grandmaster level at one of the other two elements, but we are unsure which one."
If the mahjarrat's dragon form had been influenced by her strongest element… "Most likely smoke, though I would need you to deactivate the enchantments to be sure." Considering how attuned the mahjarrat seem to be to the four elements they are known for, that had to be as uncomfortable for her as it was for dragons, maybe even more. "Do we know what did this to her?" Spyro asked, wincing at the torn wings which looked like a shard of ice had smashed straight through them.
"I suspect it was another mahjarrat. Based on everything we know about them, it would take someone on Pyra's level to match one." Umbra replied as he watched one of the few cheetahs he had working for him open the doors and begin applying salves to the wounds. Despite treating her wounds with some of the best medicine they had access to, nothing seemed to actually be helping. "I recommend keeping her magically suppressed until she wakes up and we have a chance to talk with her. The choice is yours however."
Spyro suspected that the mahjarrat were far more tied to the spiritual side of things than a dragon and if that was the case, it was likely that the reason she was not healing was because of the suppression enchantments. In fact that could also be responsible for why she had not yet woken up. A powerful combatant skilled in three elements and grandmaster in another? ...Turning off the suppression enchantments would be incredibly risky and it would have to be done during a time that Pyra was available to assist. Between himself, Umbra, and Pyra they should be able to overpower the mahjarrat if she proved hostile, but there was still so much they did not know about the mysterious race.
What do you do with the mahjarrat?
[] Remove the suppression and wake her up.
[] Keep her suppressed
[] Kill her
[] Write in
Treasury: 5557 Gold
Income: 2100 Gold per turn.
Focus: Choose Two.
Now that the Kingdom of Avalar has been formed and Spyro elected as it's king, it is time to decide on a focus. This will allow you to influence the other settlements of the kingdom and direct their spare resources. Note: You may double up on the focus.
1st Avalar Army (1/2): At the recent conference to decide the fate of the government, it was decided to raise an army to defend Avalar. This army will be a combined arms force consisting of 10% of each group's total population. It would be best to focus on creating this army first. Note: The army does not currently exist.
Training (11): It is one's skill in battle that allows them to enjoy freedom. Focus on training both the warriors and soldiers of the kingdom, as well as the militia. Note: Overall skill level is currently below 15.
Defense (2): Ensuring that the kingdom is well defended is key to both prevent attacks and ensure that you are victorious when those attacks do come. Focus on strengthening the defenses of both the portals and the individual settlements throughout Avalar. Note: The portal to Hyrule is undefended.
Internal Ties (4/10): The many peoples of Avalar are as of yet not used to working together on such a large scale. Focus on binding the many peoples of Avalar closer together. Note: The kingdom is currently not unified.
Foreign Affairs: Now that the Kingdom of Avalar has been established, it is time to found new alliances and establish trade with other polities. Focus on sending diplomats to other realms in order to build better relationships with other realms. Note: The kingdom is mostly unknown.
Growth: The overall population of Avalar is still small and recovering from the war against the Dark Master. Focus on expanding food production and growing infrastructure in order to grow the kingdom.
Education (5): While Warfang currently boasts an outstanding level of education, the other parts of the kingdom are not so fortunate. Focus on making sure everyone in the kingdom is well educated. Note: Education is lacking in the kingdom.
Research: Research and development is one of the best ways to keep ahead of rivals and enemies. Focus your efforts on creating new developments for the betterment of the kingdom.
Spiritual (10): It has been found that developing a healthy spirit is key to one's growth. Focus on ensuring the spiritual growth of the kingdom by honing one's connection to the world. Note: The introduction of Armadyleanism has thrown matters of the spirit into flux.
Write In: There are many things throughout the Kingdom that need attention.
Martial: Choose One. One Locked.
Now that you have the ability to craft truly powerful dragon armor, Clarity recommends beginning work at once. Though she would like to begin training the 2nd Flight as well, since the dragons that will form it are already part of the 1st Avalar Army. The water dragoness is rather adamant that all three hundred of Warfang's contribution should receive the best training that can be offered and that means forming a whole three flights and training them to her incredibly high standards.
The Second Flight: Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar.
Cost: 100 Gold. 150 Gold per year. Time: 2 years. Reward: A second flight of dragon soldiers.
A Different Kind of Hunting: With the food situation as bad as it is, Clarity has offered her time toward organizing more hunting trips to make sure everyone has enough food.
Chance of Success: 90%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.
Secure Portal (Hyrule): Working together with Ventis, Clarity would like to cooperate with Reliquia to build defenses around the Hyrule portal. As the portal is a continent a way, this will be quite expensive though Reliquia will provide half of the expense. Clarity regards this as urgent due to the known threat of monsters on Hyrule.
Chance of Success: 90%. Cost: 300 gold. Time: 2 years. Reward: +100 to rift defense rolls. Locked - One year remaining. (Virii)
Patching the Holes Part 3 (Martial): With the walls finally repaired, Clarity and Glacies think it time to start replacing the large array of siege equipment that used to line the tops of the walls. As the moles have the most knowledge about siege weapons, the two dragonesses will need to work together with them in order to repair, replace, and man the cannons, catapults, and ballista. With the walls fully repaired and enchanted, this is not nearly as big of a priority and is something that Glacies believes could wait while other things take precedence. Due to the intricateness of the siege equipment, this will be quite expensive.
Cost: 1905 Gold. Time: 3 years. Reward: Warfang defenses upgraded to level 5 (Very Heavy).
Study Tactics and Equipment (Group): Clarity recommends studying how other peoples and nations conduct war in order to broaden your own knowledge on the subject. While studying the moles, cheetah, centaurs, or humans will allow an easier blending of the 1st Army of Avalar, the study of an enemy's tactics and methods will allow her to plan around fighting them.
Chance of Success: Various. Cost: 100 gold. Time: 1 year. Reward: Bonus when fighting with or against the chosen group.
Commissioning New Armor (Army): Now that the secrets to orikalkum have been unlocked, Clarity believes it time to properly outfit all of the dragons under her command. She believes that three hundred sets will be enough for the moment, allowing her to equip all of the current soldiers as well as the reserves who had helped form Warfang's contribution to the 1st Avalar Army. As orikalkum is still a very rare metal and difficult to produce enmasse, doing this will be both expensive and time consuming. To further strengthen the new armor it would be best to make it all 'in house' so to speak which will require the soldiers contributing in whatever ways that they can to the process.
Cost: 1500 gold. Time: 3 years. Reward: All 300 of Warfang's contributions to the army are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 armor.
Commissioning New Armor (Flight): Now that the secrets to orikalkum have been unlocked, Clarity believes it time to properly outfit all of the dragons under her command. Instead of creating enough armor to outfit all three hundred of the dragons, she could instead order a mere third of that and outfit just the 1st Flight. As orikalkum is still a very rare metal and difficult to produce enmasse, doing this will be both expensive and time consuming. To further strengthen the new armor it would be best to make it all 'in house' so to speak which will require the soldiers contributing in whatever ways that they can to the process.
Cost: 500 gold. Time: 1 year. Reward: Warfang's 1st Flight are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 armor.
Diplomacy: Choose Two.
Ventis has a lack of new proposals to suggest this year and would prefer to spend the time constructing profiles on the other leaders of the kingdom and seeking out new allies. In particular he is sure that with enough time he can convince Kahkan Tsa'ar and her zu'uk to join the kingdom. Aside from that, Ventis would prefer to be deepening the bonds in the kingom, though opening diplomatic relations with other friendly realms would also be quite agreeable to him.
Coordinate with the Moles (action): The moles have agreed to coordinate on construction projects around the city. They are eager to rebuild the city and have expressed worries about the lack of walls.
Chance of Success: 100%. Time: 1 year. Notes: Must be done on the first turn of the project. Reward: Half cost and time of selected construction project.
Coordinate with Cheetahs (action): Ventis says that the cheetah are greatly worried about the rift and are willing to send what warriors they can to help. They offer their expertise in either fortifying the rift, patrolling around it, or scouting the other side.
Chance of Success: 100%. Time: 1 year. Notes: Must be done on the first turn of the project. Reward: +10 to most martial or intrigue actions (excluding political ones)
Deeper Ties (Group): According to Ventis it would a good idea to deepen the ties with not just the other parts of the kingdom, but also other kingdoms and peoples. At the moment Ventis would prefer to bring the peoples of the new kingdom closer together.
Chance of Success: Various. Cost: 50 gold. Time: 1 year. Reward: Increase closeness and opinion with chosen group.
Diplomatic Negotiations (Group and Topic): Ventis has offered to enter talks with one of the other races or groups. Several of the known races have knowledge or services that dragons do not and the Wind dragon is willing to see if he can negotiate a deal of some kind. There are many groups that could be negotiated with, though not all would be easy. Ventis would also like to see if he can negotiate the admittance of other peoples into the kingdom, both on and off of Avalar.
Chance of Success: Variable. Time: 1 year. Reward: Negotiations for goods, services, knowledge or other information.
Persons of Interest (Target): With the help of Umbra's intelligence network, Ventis has offered to build a profile on notable individuals to assist in diplomacy or intrigue. Gathering this information will depend on how friendly you are with them and thus trying to ascertain information on the leader of a hostile or unknown power would be extremely difficult and unlikely to gather much usable information.
Chance of Success: Variable. Time: 1 Year. Reward: Character sheet for given character.
Intrigue: Choose Two.
Umbra has finally impressed Cyril and Volteer enough that they have formally welcomed him as the Shadow Guardian. While this has freed him from the constant studying and training, it comes with it's own tasks and he is expected to lead by example and be someone that all dragons can look up to, not just shadow. Umbra's other responsibility as spymaster has gotten significantly easier and he feels like now would be the best time to scout Hyrule. With the knowledge that an almost dead mahjarrat appeared at the Gielinor fort looking like a dragon, Umbra wants to do a quick sweep of the kingdom in order to ensure that nobody has snuck past his agents thus far. Finally, the feud between Baselt and Sonis is winding down and it is likely that one of them will emerge the victor soon.
Feuding Nobility (Support Family/Resolve/Dissolve): With the downturn in Novis fortunes, only the Baselt and Sonis remain reliable contenders for dominance amongst the nobility. Supporting the Baselt family would see a sharp uptake in mining as they can afford to expand their mining activities. The Sonis on the other claw have the most skilled traders and supporting them could see an upturn in trading. Another option would be to try and resolve the situation peacefully which would be difficult, but would restore things to how they were before the shadow-war. The last option Umbra has proposed with much prompting by Glacies, would be to work toward dismantling the nobility entirely; neither of them are entirely sure what the result will be without the noble families propping up crucial aspects of life.
Chance of Success: 50%/30%/30%. Cost: 200 Gold. Time: Variable. Reward: Increase to mining, trading, status-quo, or ???. Bad things happen if discovered.
Investigate (Target): Umbra has offered to investigate any of the groups on Avalar or Gielinor. He is however uncertain about his chance to sneak around where the mahjarrat are concerned which rules out any Zarosian, Zamorakian, or Kharidian territory as those are likely locations of the mysterious race. Additionally sneaking around a god or other entities who can use shadow is also a risky move. On the other paw, the wealth of information gained could outweigh the risks. As the dragons of Warfang already have a strong rapport with the aviansie, he thinks he could investigate any Armadylean aligned group relatively hassle-free, though how much he gains from such an endeavor is open to question.
Chance of Success: Variable. Time: 1 year. Reward: Information on chosen group.
Scouting Hyrule: With the more immediate issues taken care of, Umbra believes that it would be a good time to scout Hyrule and find out what possible allies and enemies can be found in this new land. He would prefer to do this as soon as possible in order to not be blindsided; there may be things worse than the already encountered monsters and the spy would like to know what he needs to prepare for. Umbra does believe it likely that the natives are for the most part friendly, but you have likely not encountered all of the different races that call Hyrule home.
Chance of Success: ???. Cost: 100 gold. Time: 3 years. Reward: Knowledge of factions, monsters, and possible resources among other things.
Monitor the Kingdom: With the knowledge that there is a powerful race of shapeshifters and the potential for similar threats, Umbra would like to do a sweep of the kingdom in order to be sure that you have not been infiltrated by subversive elements. While this will hopefully ensure that there are no threats to the kingdom already inside your borders, the other settlements may not appreciate Umbra's Shadows sulking around investigating every little thing.
Chance of Success: Variable. Time: 1 year. Reward: No espionage detected against you. Small chance it may anger parts of the kingdom.
Stewardship: Choose Two. One Locked.
Glacies has put forward two new plans to expand food production with the fish farms and increase Warfang's defenses even further. However she believes that the priority needs to be on getting the education district built and prospecting the area around Warfang for ore. With the discovery of orikalkum's effects on dragons alongside adamantium and titanium's effects on the moles, Glacies would like to find out whether or not any deposits of the now very valuable metals exist near the city.
Gone Hunting: Food has become a very big problem due to the large population of dragons calling the city home. Glacies recommends sending out hunting parties immediately to make sure nobody goes hungry throughout the year. Now that you finally have a small surplus of food, Glacies believes that you can lay off on the hunting. However a supplement every few years for the extra food and gold generated by the trophies would not hurt.
Chance of Success: 100%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.
Expanding the Fish Farms: Glacies and Phydra believe that the population of fish has replenished enough to begin expanding the fish farms. While as right now Warfang has a small surplus, this will not last as the population continues to grow. Glacies would like to preempt any kind of food situation by starting it and claims that the extra food will convince more dragons that it is a good time to start a family.
Time: 2 years. Cost: 476 Gold. Reward: Medium fish farm, +1 Food Level (+.10% population growth), +100 gold in income from fish.
Rebuilding the City Education (Stewardship): The new school is a good first step toward ensuring the best possible education, but Glacies and Therris would like to take it even further. They have plans to create buildings designed to assist in the training of all major specialties including healers, enchanters, diplomats, and construction among others. With assistance from the other advisers, they will be able to have talented dragons trained and directed their way. In addition to the proposed university,
Cost: 2857 Gold 200 Upkeep. Time: 3 years. Reward: Education district, university for continued education, library, increase in trait chance for specialized skills, higher base stats for all future dragons.
Patching the Holes Part 3 (Stewardship): With the walls finally repaired, Clarity and Glacies think it time to start replacing the large array of siege equipment that used to line the tops of the walls. As the moles have the most knowledge about siege weapons, the two dragonesses will need to work together with them in order to repair, replace, and man the cannons, catapults, and ballista. With the walls fully repaired and enchanted, this is not nearly as big of a priority and is something that Glacies believes could wait while other things take precedence. Due to the intricateness of the siege equipment, this will be quite expensive.
Cost: 1905 Gold. Time: 3 years. Reward: Warfang defenses upgraded to level 5 (Very Heavy).
Prospecting Gold: With the new maps that the cheetahs have helped to supply, Glacies is salivating over the potential gold to be made in hard to acquire materials. As it stands right now, most dragons make use of the already existing materials as the families who worked the various gem and metal deposits were mostly killed off during the early stages of the war as easy targets. This means that there are very few new sources of critical materials, such as gold, silver, iron, coal, or gems, let alone the more magical materials. Glacies would like to remedy this soon.
Chance of Success: Variable. Cost: 95 Gold. Time: 3 years. Reward: Gem and ore deposits uncovered.
Rebuilding the City Government: Now that the Kingdom of Avalar has been formed with Spyro and Cynder as it's rulers and Warfang as the de facto Capital, it is time to build a headquarters for the Kingdom's government. This will take the form of what some would call a palace, though Clarity and Glacies insist that said palace have defenses formidable enough to defend the beating heart of the kingdom. As such the 'palace' will have runed walls like Warfang itself has, though with greater enchantments instead of major enchantments. Alongside it's own minor garrison and storage houses, the palace will be able to act as the ultimate fallback point should everything else go wrong.
Cost: 2857 Gold. Time: 3 years. Reward: Personal Attention action, government district constructed, Increased ties to the rest of the kingdom, ultimate fallback point, massive show of prestige to visitors, +200 gold in taxes. Locked - Two years remaining. (Argent)
Learning: Choose Two.
Now that Volteer has discovered that titanium enhances adamantium's effects on the moles, Therris would like to do more research on the metal. Though the moles are likely to figure out the process to extract pure titanium at some point, he is sure that with him or Volteer could figure it out in a short time. The most truly pressing thing in Therris' opinion is building the education district of the city, or failing that just the library so his researchers will no longer have to hunt down the reference material that they are looking for. He is of course also eager to get back to researching more advanced sympathetic enchantments.
Therris gains trait Skilled Enchanter (+2L, +10 to enchanting rolls): Throughout the many years of experiments, Therris has learned the ins and outs of enchantments. There is still much for him to learn in the field though.
Save the Books! Part Two: With the Dragon Temple destroyed and with it priceless irreplaceable knowledge, Volteer has declared an emergency. The other half of the issue is that with the Warfang library and Dragon Temple gone, there is no longer a place to store books. Volteer has deemed this a lesser priority, but says that the sooner it is done, the sooner they can take inventory and figure out what they have and what the Guardians and other older dragons may have to rewrite from memory. Cannot be taken with 'Rebuilding the City (Education)'
Cost: 500 gold. Time: 2 years. Reward: Library built, librarian hired, actions unlocked.
Rebuilding the City (Education): The new school is a good first step toward ensuring the best possible education, but Glacies and Therris would like to take it even further. They have plans to create buildings designed to assist in the training of all major specialties including healers, enchanters, diplomats, and construction among others. With assistance from the other advisers, they will be able to have talented dragons trained and directed their way.
Cost: 2857 Gold 200 Upkeep. Time: 2 years. Reward: Education district, university for continued education, library, increase in trait chance for specialized skills, higher base stats for all future dragons.
Finding the (Race) Metal: With the revelation that orikalkum resonates incredibly strongly with dragons, Therris wonders about whether or not similar metals exist for the other races. With the knowledge that Gielinor is not the original world for most of the races who inhabit it, the studyies into centaur and human metals will have to wait until access to their original planets can be undertaken. For the moles and centaur however, Therris is sure that a thorough search of Avalar will turn up something that resonates strongly with the race. In fact the limited research that he has managed to do into the metal that the aviansie use has revealed that it resonates with them and one of the main components of it is a metal that they have thus far only found on Abbinah, lending credit to his theory.
Chance of Success: 50% (cheetahs/atlawas)/0% (centaurs/humans). Cost: 200 gold. Time: 2 years. Reward: Metal that resonates with chosen race (considerable boost in capabilities when used by that race).
Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, enchantments, the connection with aether, and combining the knowledge.
Chance of Success: -5%. Time: 3 years. Reward: Sympathetic enchantments for portals.
Viewing the World Part 1 Enchantments: One of the great losses of the war was the loss of the Dragon Temple's Pool of Visions. This unassuming artifact allowed the Guardians to keep abreast of everything going on in the world and seemed to be even further amplified by a rare talent that very few had. Unfortunately the knowledge of how to make the artifact was lost and recreating it will be incredibly difficult, perhaps even more difficult than portals.
Chance of Success: -25%. Time: 4 years. Reward: Sympathetic enchantments for the pool of visions.
Advanced Sympathetic Enchantments: Now that Therris has discovered how sympathetic enchantments works, he has discovered that there is far more to the subject than he had first thought. From portals, to the pool of visions, to even the disease that killed Terrador. All of these things and more used the same concepts and Therris thinks that he can figure out the underlying principles. This will enable the use of the enchantments on a far wider range of things, such as connection distant locations, the Fire of a volcano to a place far away, and other such things.
Chance of Success: 35%. Time: 3 years. Reward: +30 to other sympathetic enchantment projects.
Study Element (Element): With the reports back from the Guardians and their trips to the elemental nexuses, Therris would like permission to delve into the more material side of each element. For example the strange sight of electricity flowing through the ground at Sky's Conduit has made the researcher question whether a more physical use of the element could be identified. Further the elements of earth and poison have a great many varied compounds that could prove interesting such as the metal titanium or the neural toxin that a frog of all things afflicted a poison dragon with. To start with Therris recommends that he does a comprehensive in order to catalogue everything related to the element in question.
Chance of Success: 60% (increased by studying the respective element). Cost: 100 gold. Time: 3 years. Reward: Increased knowledge of the chosen element's interactions with the physical world, new actions unlocked.
Study Titanium: The existence of titanium in metal which resonates with the moles has Therris quite excited. Obviously there is more to the powdery white metal than is currently known and the researcher is eager to unlock it's secrets. Currently it takes an expert earth dragon to isolate miniscule amounts of the actual metal from the powder and in order to get it in any noteworthy amounts, a master is needed. Seeing as to how this is just not possible for the moles, Therris has volunteered to look into unlocking titanium's secrets. This will be a tremendously difficult process due to both how little is known about titanium and the lack of mundane techniques for separating metals from their ores.
Chance of Success: 30%. Cost: 50 gold. Time: 1 year. Reward: Able to use titanium without earth dragons. Grants moles access to their racial metal in large quantities.
Piety: Choose Two.
As Pyra joins Umbra in attaining true mastery of their elements, the Guardians proceed to test the fire dragon who sweeps through every challenge that Cyril and Volteer can throw at him. His success in this demonstrates the benefits of having been an apprentice for his entire life. Umbra however required all of last year until he had finally proven himself to the standards expected of him. In other news the other apprentices are fast behind them with Zephyr being on the very edge of becoming grandmaster of wind. Volteer's experiments in enchanting continue to produce amazing results at the cost of often leaving Volteer with strange and often dangerous side-effects. Additionally Zephyr and Timor have finally come forward with the project that they have been planning, though the focus of the Guardians remains on Armadyleanism and the elemental balances of Avalar and Gielinor.
Pyra upgrades trait Fire Master (+5P, +1C, can use more powerful fire techniques, +50 to all fire rolls) into Fire Grandmaster (+8P, +3C, can use even more powerful fire techniques, +80 to all fire rolls) - Pyra has gone through a fiery rebirth from the once eager apprentice of Ignitus who should have died to the battle-hardened warrior who knows few equals in combat. Through intense study and self reflection, Pyra has catalyzed the element of fire within himself and now embodies the element in a way that few can manage.
Pyra gains trait Guardian of Fire (+5M, +8D, +8L, +9P, +5C, +3 all stats, +30 to all knowledge rolls): Pyra has at long last completed his apprenticeship and graduated to become a full fledged Guardian. Having spent almost his entire life preparing for this, Pyra finally accomplished his dream of becoming a Guardian and in the process honored his deceased mentor, Ignitus.
Umbra gains trait Guardian of Shadow (+5M, +8D, +8L, +9P, +5C, +3 all stats, +30 to all knowledge rolls): Umbra has at long last completed his apprenticeship and graduated to become a full fledged Guardian. This momentous achievement is made more so by the fact that he is both a Guardian and spymaster for the kingdom.
Argent upgrades trait Earth Expert (+3P, +30 to all Earth rolls) into Earth Master (Can use Earth, +5P, +1C, can use more powerful earth techniques, +50 to all Earth rolls): Under first Terrador and then Spyor's tutelage, Argent has rapidly advanced in her knowledge of Earth. The expedition to the Earth nexus at Mount Terris seems to have given her a new outlook on the element and provided the means to master it at an impressively young age.
Training New Guardians Part Two Elemental: With five new Guardian Initiates and the Fire Guardian Apprentice Pyra found alive, it is time to resume training. The first step in this training would be to instill what the Guardians consider the basics. This would consist of patching the holes in the initiates' education. As a Guardian, they are expected to be polite, knowledgeable, capable leaders, and able to take care of themselves in combat.
Chance of Success: 1d100 of 1000. Reward: Progress made toward elemental traits. Argent/Phydra/Zephyr/Virii/Timor gain Earth/Water/Wind/Poison/Fear Grandmaster.
Research (Element) (Planet): With Umbra's successful investigation into Gielinor's Shadow, the Guardians have decided that additional investigations into not just Gielinor's elements, but also Avalar's elements might be warranted in order to catch any surprises. This is particularly important as Malefor's destruction and Spyro's restoration of Avalar might have had unforeseen consequences on the elements.
Chance of Success: 50% (Avalar)/20% (Gielinor). Time: 1 year. Reward: Knowledge of current state of element on chosen planet.
Research Religion (Religion): Now that Armadyleanism has spread to Avalar and is thus far the only accepted religion of it's kind, Cyril thinks it a good idea to research it in depth. Studies into how worship of the gods impact their worshipers could prove to be most enlightening. Though he suggests studying Armadyleanism first, there are a wide number of religions on Gielinor that could also be studied.
Chance of Success: Varies. Time: 2 years. Reward: Knowledge of the chosen religion, knowledge into how the religion affects both the god and tt's worshipers.
Temples for the Elements (Element): In some of the oldest stories and records that Timor has found, there are tales of grand temples being established at the nexuses which served as an incredible school and research center dedicated to that element. This practice seems to have fallen out of favor hundreds or even thousands of years ago and the temples have long since been destroyed. Timor and Zephyr would like to see these temples rebuilt and in time serve as places of learning and reverence once again. There is only one problem; such an endeavor will be extraordinarily expensive and is likely why the practice was discontinued so long ago. This will require ground-breaking new engineering techniques unique to each temple, enchantments rivaled only by the Pool of Visions, and it must be done almost exclusively by dragons of the respective element as others will not be able to get close enough to the nexus.
Chance of Success: 50% (Uses stewardship). Cost: 3000 gold. Time: 4 years. Notes: Must be done by the respective Guardian. Success chance, cost, time, and rewards affected by inventing portals. Reward: Incredible breakthroughs in the elements both physical and spiritual, massive increase in elemental skill level and spiritual average.
Personal: Choose Three (Spyro, Cynder, and Either)
Galena has continued to be quite the delightful young whelp, though she has shown a strong tendency for curiosity and exploration that puts other young wind dragons to shame. Hopefully this is the side-effect of her strong affinity toward her element. Her dislike of enclosed space is a bit worrying however and as she grows older, it takes both Spyro and Cynder to keep her from slipping away. Among other things to do this year is the opportunity to call in some favors and begin work on mastercrafted dragon armor, though the likelihood of getting the best aviansie smiths and enchanters to help out is rather low.
Relaxation: Now that Spyro and Cynder are used to their new lives, they can afford to take it easy every once in a while to unwind or simply spend more time together.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.
Spend Time with (Character): There are many significant individuals in Warfang, both dragon and non-dragon. Spend some time with one of them and you may learn something. (May choose a character or leave it up to QM)
Chance of Success: Variable. Time: 1 year. Reward: Information. Increased Relationship. Chance of stat gain or elemental progress.
Spyro - Mastering the Elements (Element): While Spyro can be considered an expert in using the elements, he could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Water/Shadow/Poison/Fear), 300 (Wind), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
Cynder - Mastering the Elements (Element): While Cynder can be considered an expert in using the elements, she could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Fire, Ice, Electricity, Earth, Water), 500 (Wind/Shadow/Poison/Fear), 1000 (Wind). Reward: Progress made toward chosen element.
Mastering the Code of Reality: Aether allows one to alter reality with enough will and provides both the ultimate offense and the ultimate defense. Unfortunately Aether is incredibly difficult to master as nobody, save Spyro and Cynder can even use it and both have been almost lost to the dark side of it forever. Mastering the conventional elements first may make this easier.
Chance of Success: 1d100/1000 (Low rolls have disastrous consequences). Reward: Progress toward becoming a master in Aether.
Shaping Reality: It is a purple dragon's spiritual right to master the elements. Malefor however did something nobody had even considered and added the elements of Shadow, Poison, and Fear. With this revelation, there have been rumors that Wind and Water are not original elements either and that only the prime elements of Fire, Ice, Electricity, and Earth are natural. While Spyro is nowhere near Malefor's level of mastery over Aether, it could be done.
Chance of Success: 18% (Spyro)/16% (Cynder). Time: ??? Notes: Can double up Spyro and Cynder actions. Reward: New Element.
Thinking with Portals Part 2 Aether: In order to make portals a reality, Therris has determined that the connection between portals and aether must be figured out. This means that Spyro and/or Cynder will have to touch the one thing that truly scares them. Just as aether can be a tremendous force for good, so too can it be a catastrophic force of destruction. Despite this concern, both dragons are willing to admit that being able to create portals would a massive help and that it should not be too dangerous, so long as they avoid overreaching themselves.
Chance of Success: 30%(50% with both dragons). Time: 2 years. Notes: Can double up Spyro and Cynder actions. Reward: Aether connection to portals unraveled.
Masterwork Dragon Armor (Spyro or Cynder): The potential of a masterwork piece of orikalkum armor enfused with greater/master/grandmaster level enchantments for the elements and aether exists. In order to make this possible a year will need to be completely dedicated toward making a single set of this armor as well as other dragons to help in the forging process. If an aviansie master or grandmaster smith and enchanter could be persuaded to assist then the quality will increase dramatically. This will be an expensive undertaking since the ore has to be attained, willing metalworkers and enchanters paid, and the prestigious master or grandmaster aviansie smiths and enchanters convinced..
Chance of Success: 100%/50%/10% (uses diplomacy). Cost: 500 gold. Time: 1 year. Reward: Tier 8, 9, or 10 armor. +200 to combat rolls.