Created
Status
Ongoing
Watchers
121
Recent readers
0

Join Spyro, hero turned reluctant King of Warfang as he navigates his new responsibilities and fights to restore the dragon city of Warfang to greatness.
Prologue

Nianque

Verified Dragon
The wind cut across the hills, warm and biting, tugging at Spyro's wings. It smelled of wet dirt and stubborn flowers, the kind that grew through cracked stone. He and Cynder flew hard, wings sore but steady. Below, the fields were green again, patched together after Malefor's war had scorched the world raw. For a second, Spyro let himself believe it was done.

"We did it," he said, voice rough from that final battle, still tasting the ash.

Cynder angled closer, her black scales glinting in the sun. "Yeah, we did," she said, her tone sharp but warm. "Don't let it go to your head, hero."

Spyro chuckled, banking into the breeze. Malefor was gone, torn apart in a blaze of purple fire, the earth cracking and healing under their claws. They'd won. "Warfang's close," he said. "I might actually get some rest."

"Rest?" Cynder snorted, her eyes glinting. "I'll believe it when I see it."

They were still laughing when Spyro spotted a thin trail of black smoke curling up from the peaks ahead. His stomach twisted. "That's not right," he said, squinting. Cynder's head snapped up, her tail twitching as faint shouts carried on the wind.

They cleared the ridge, and Warfang sprawled below. Spyro's chest tightened. He'd pictured the city standing proud, spires shining, dragons and moles rebuilding together. Instead, it was a mess. Walls were rubble, towers sagged like broken teeth, and the iron gate was a twisted wreck. Ash clogged the air, and tattered banners flapped uselessly.

"No," Spyro said, his voice catching. He dove, landing hard on cracked cobblestones. The streets were gutted, rubble piled where homes stood, the air thick with smoke and decay. Dragons shuffled past, scales dull, eyes empty. Moles, coated in dust, hauled debris with worn picks, their tool harnesses clinking. Nobody looked up. Nobody cheered.

"This isn't how it's supposed to be," Spyro said, claws scraping the stone. "We beat Malefor. They should be okay."

Cynder landed beside him, wings tucked tight. "Warfang didn't get the memo," she said, her voice low, scanning the ruins with a fighter's focus.
Yells broke out from the central square, angry and desperate. Spyro trudged toward the noise, dread heavy in his gut. Cynder followed, her steps sharp, ready for trouble.

The plaza was a wreck, flagstones split, a charred statue of a dragon hero toppled in the ash. A crowd of dragons and moles packed the space, shouting. The Guardians, Terrador, Cyril, and Volteer, stood tall but worn. Overseer Forticus, a stocky mole in a soot-crusted leather harness, loomed over the other moles, a heavy mallet swinging from his belt. The mole elders around him wore sturdy canvas vests, hammers and chisels dangling, their fur matted with grime. Across from them, dragon nobles flashed jeweled collars and polished scales, their wealth looking wrong in the filth.

"We're starving, Terrador," Forticus growled, paws clenched. "No food, no walls. Weeks of this."

Terrador stood firm, his deep voice steady. "We're alive, Forticus. That's where we start."

"That's not enough," a red-scaled noble dragon hissed, tail lashing, gems glinting on his chest. "We need a leader, not a council bickering till we rot."

Cyril raised his head, ice in his tone. "And you'd graciously volunteer yourself, I presume? How noble."

"The council's useless," an elder mole said, shifting his tool belt. "Overseer Forticus speaks for us. We need strength. Now."

"Spyro's here," a voice shouted.

The plaza went silent. Every head turned. Spyro froze at the square's edge, Cynder tense beside him. Whispers spread, "Spyro, he killed Malefor," and grew louder. The crowd surged forward, claws and paws scraping, eyes wild. "Save us," a gaunt dragon rasped, lunging too close.

Spyro stumbled back, heart pounding. "I don't," he started, but the words jammed up. Ignitus's warm voice echoed in his mind, telling him to be strong, and it hurt to know he wasn't here.

"Back off," Cynder snapped, wings flaring. Her tail whipped out, slamming the dragon down with a thud, her eyes blazing with protective fury.

"He's the one," Forticus said, stepping forward, his harness creaking. "A king could fix this. Food, walls, order."

"Spyro's our savior," a noble dragon called, his smile too slick, muttering about Avala's hoarded grain. "Crown him."
"Spyro. Spyro." The chant caught on, rough and frantic. An Earth Dragon roared, yanking a bent steel band from the rubble and hammering it into a crude ring. "Crown him," he bellowed, tossing it toward the center. A noble's wing clipped Cynder's side as the crowd pushed closer, claws and tools glinting.

"Enough," Terrador roared, his voice shaking the ground like an earthquake. He stepped in front of Spyro, broad frame shielding him. "He's not your tool."

Volteer's claws sparked, his words fast and sharp. "You nobles would chain him to your plots faster than a lightning strike! Despicable!"

"He's endured enough," Cyril said, his voice crisp, tail twitching with irritation. "This is beneath his dignity."

"He's all they'll follow," Forticus said, quieter now, paws flexing on his mallet. "Spyro, please. Or Warfang's finished."

"Spyro. Spyro." The chant turned wild, hungry. Spyro's eyes locked on the crude crown, his claws trembling. Cynder's wing brushed his side. "You don't have to do this," she said, her voice low, steady, like she'd fight the whole crowd for him.

"They won't let you walk away," Terrador said, his tone heavy, eyes locked on the nobles.

"You have a choice, young dragon," Cyril said, formal but strained, like he knew it wasn't true.

Volteer paced, sparks flying. "Act now, Spyro, or they'll decide for us! We can't hold this chaos much longer!"

Spyro looked at the crowd, their eyes desperate, angry, ready to snap. His throat tightened. He saw Ignitus's face, guiding him through fire, telling him the world needed heroes. He wasn't ready for this, but he couldn't let Warfang burn. "I'll do it," he said, voice barely above a whisper, pressing against Cynder's wing.

Terrador's jaw tightened. "So be it," he said, his voice low, resolute. He lifted the steel band with a pulse of earth magic. A broken stall nearby glinted, gold and gems flowing into the metal under his mastery. Terrador shaped it with precision, smoothing the edges, weaving gold into a pattern of sturdy vines and scales, and setting nine gleaming stones in a perfect circle. The crown was strong, elegant, a testament to Warfang's resilience, forged by the city's greatest earth dragon.

"Spyro. Spyro." The crowd's shouts drowned everything. Forticus stepped forward, paws steady as he held up the crown. Spyro lowered his head, and the cold metal settled on his skull. The cheers were deafening, but they felt like chains.

This wasn't victory. It was a throne in a broken city.
 
Last edited:
Main Characters
Dynasty

King Spyro
Titles: Purple Dragon, Savior, King of Warfang
Age: 16

Martial: 15+2=17 - Spyro has a natural talent for leading others, but no experience.
Diplomacy: 10+2+4+5+2=23 - Spyro has always had an innate charisma that draws others toward him. Overtime he has picked up some skill in the art of talking with people, though his reputation still carries him further than he would like.
Intrigue: 10-3+3+2=12 - Spyro is a very straightforward person who has no experience with deceit. He was forced to sneak around some during the war though.
Stewardship: 16-3+2=15 - Spyro is average at keeping things organized and ran efficiently. For a dragon.
Learning: 14+3+2=19 - Spyro is naturally a very fast learner with a clear aptitude for the spiritual.
Piety: 15+6+8+2+1+2=33 - As the purple dragon, Spyro has always had an incredibly strong connection to the world.
Combat: 16+2+5+1+5+2=31 - Spyro is well versed in elemental combat and has worked on integrating his skill with the elements into melee combat.

Dragon (Access to an element, 15P, +2D, +2C (scales with age), -3I, -3S, +3 Armor): Spyro was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Purple Dragon (+4D, +3L, +6P, can use Aether and Dragon Time, can learn any element, Heroic Affinity for all elements +30 to elemental training rolls (with the exception of Aether), much less likely to die): It is said that once every ten generations, a purple dragon will be born to usher in a new age. The weight of destiny hangs over Spyro, crushing him in expectations.
Expert of the Pillars (Can use Fire, Ice, Electricity, and Earth, +8P, 5C, +30 to all associated rolls): Spyro learned much under Guardians. His knowledge of the elements was further honed in the war against the Dark Master.
Aether Adept (+2P, 1C, +20 to aether rolls): In the long fight against the Dark Master, Spyro was forced to tap deeper and deeper into Aether, gaining a grasp on the primordial energy.
Savior (+5D, +3I, 1P, +5C): Spyro stood against the end of the world and put an end to the Dark Master Malefor.
Champion of the Planet (+2 to all Stats, +20 to interactions with the Ancestor Spirits, greatly decreased risk of corruption when using Aether, much more likely to gain traits): With a combination of his own power, fate, and the Ancestor Spirits bound to the planet, Spyro achieved the unthinkable; putting the planet back together after it had fallen apart.

Cynder
Titles: Terror of the Skies, Savior
Age: 16

Martial: 13+10=23 - Cynder was once the general of Malefor's armies and proved to be more than skilled enough to sweep aside any resistance.
Diplomacy: 12+2-10+5=9 - Cynder almost succeeded in bringing back Malefor and wiping out any resistance to the Dark Master. People still fear her.
Intrigue: 18-3+5+3=23 - Cynder knows all the ins and outs of sabotage and has shown skill in sneaking around.
Stewardship: 14-3+4=15 - Cynder is above average at management for a dragon, having had to keep her troops well supplied.
Learning: 13=13 - Cynder has never had a formal education and though she learns fast, lacks all of the basics.
Piety: 15+4+3+2+5+1=30 - Her corruption by Malefor served to connect her to the dark side of aether. Now purified, her connection to the world grows in leaps and bounds.
Combat: 14+2+10+1+1+1+5=34 - Despite her youth, Cynder can easily keep up with the best fighters of the age.

Dragon (Access to an element, 15P, +2D, +2C (scales with age), -3I, -3S, +3 Armor): Cynder was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Aether-Tainted (+4P, can use Aether, access to Shadow, Poison, and Fear, Heroic Affinity for the Elements, +30 to elemental training rolls, +20 to aether training rolls): Cynder was twisted and corrupted by the darkness and even after being purified, the infusion of aether has changed her.
Terror of the Skies (+10M, -10D, +5I, +4S, +10C, +50 to intimidation rolls, -20 to diplomacy rolls): Cynder served the Dark Master unwillingly and cast a dark shadow over the land as she led the Apes to victory after victory against the civilized peoples.
Wind Expert (Can use Wind, +3P, +1C, +30 to all Wind rolls) - Cynder has managed to master her first element, Wind. She can almost hear secrets whispered on the wind if she focuses.
Darkness Expert (Can use Shadow, Poison, and Fear, +5P, +1C, +30 to all associated rolls): Cynder learned quickly in her time as the leader of Malefor's forces. Her knowledge of the dark elements was further honed in the war against the Dark Master.
Aether Adept (+2P, +1C, +20 to aether rolls): Cynder has made an incredible amount of progress on learning to use aether. She fears that aether will consume her and make her into the Terror of the Skies once more. She prays Spyro will be there to snap her out of it when she loses control again.
Savior (+5D, +3I, +1P, +5C): Cynder stood against the end of the world and put an end to the Dark Master, Malefor.

Advisors

Fervis Novis
Titles: Martial Adviser, Commander of Warfang, The Inferno's Fury
Age: 178

Martial: 22+5+2+3+5=37 - Fervis is among the best military minds still living and has led his troops to victory countless times.
Diplomacy: 16+2+3+2=23 - As a noble, Fervis was forced to learn the niceties of politics, despite the fact he would rather be facing down a horde of apes in battle.
Intrigue: 16-3+3+3=19 - Fervis has little talent in sneaking around, but he has always had an eye for enemy subterfuge.
Stewardship: 19-3+3+3=22 - No matter how bad the war got, Fervis was able to find ways of keeping his forces supplied.
Learning: 10+2=12 - While knowledgeable about military matters, Fervis has not seen fit to broaden his knowledge.
Piety: 15+5+2+3=25 - Fervis appreciates the elemental might wields, but sees it as a way of winning his battles, not as anything spiritual.
Combat: 19+5+3+2+2+2=33 - Fervis has always been skilled in combat, but his time as a commander has forced him to push himself even further to stay alive.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to armor): Fervis was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Good Affinity - Fire (+10 to Fire element training rolls): He is above average with his element.
Fire Master (+5P, +3C, +50 to all Fire rolls): Through hard work, Fervis has developed a master's level of skill in Fire over the course of his long life.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Fervis grew up with the best education that his family could give him.
Master Tactician (+5M): Fervis is a master tactician whose skills at battlefield command kept him and those under him alive during the war.
The Inferno's Fury (+3M, +20 morale bonus and +2C to forces under his command): Fervis has a way of inflaming the hearts of those around him with his own fury, driving them to greater and greater heights.
Defender (+1M when defending, +5 to morale of force under his command when defending): Fervis has been forced to hone his skills in defensive warfare ever since Warfang started losing the war.
Commander of Warfang (+5M, +2D, +3S, +3I, +2C): By the end of the war, Warfang had lost nearly all of its experienced officers. Those few that survived represent the very best Warfang has to offer.
Survivor (+3P, +2C): Fervis survived the end of the world and witnessed its rebirth.

Fervis was born to the noble house of Novis, a family known for their martial mastery. Throughout his life he has been trained extensively in tactics both small and large scale, though he has always excelled at the former. His connection to the spiritual side of things has always been lacking for his age and he sees his element as a means to an end, not a connection to the world itself. Early skirmishes allowed him to hone his element and he created a technique that he calls "Inferno's Fury' where he shares his own fury and passion with those around him, strengthening their hearts and making them fight even harder.

It was not until the war with the apes started in earnest that he truly found his niche however. Fervis' grasp of tactics and his signature technique allowing him to hold out against superior forces with minimal losses. It was these things that allowed him to thrive in the war, surviving despite numerous decapitation strikes against him and his fellow officers. As the war raged on and the Terror of the Skies took to the battlefield however, he found himself on the defensive with dwindling resources and it was only by luck and skill that he managed to survive to the end of the war. House Novis considers him among their best and when King Spyro granted the family the honor of a seat amongst his council, they put forth Fervis to represent their interests and to serve Warfang as commander of its military.
Lustris Lux
Titles: Diplomacy Advisor, The Light Bringer
Age: 147

Martial: 12+2+1=15 - Lustris is merely average in matters of martial ability, despite often being a mediator with other races.
Diplomacy: 16+2+3+3+3+3=30 - Like all of House Lux, Lustris is both honest and a friend to the races that others consider 'lesser'.
Intrigue: 12-3+3-2-3=7 - The light shall not be blinded by the darkness.
Stewardship: 13-3+3=13 - Lustris has little time to spend on matters of the estate and numbers.
Learning: 13+2+5+2=23 - Lustris is a scholar of the strange interplay between the elements of fire and electricity; light.
Piety: 15+3+5+2+2+3+3+3=36 - Lustris' connection to his element is strangely diminished like the rest of his House, however he shines brightly with its light aspect.
Combat: 14+5+2+3+2+2=28 - To say that his combat style is strange and unusual would be an understatement. As a member of House Lux, he fights in a halo of blinding radiance.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Lustris was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Horrible Affinity - Electricity (-20 to electricity element training rolls): His connection to his element is diminished greatly and even the most average of dragons is far above him.
Electricity Expert (+3P, 2C +30 to all electricity rolls): Despite being more than old enough to have mastered his element, Lustris is merely an expert.
Light Master (+5P, 3C, +50 to all light rolls): Lustris has delved deep into the interplay between Fire and Electricity - Light.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Lustris grew up with the best education that his family could give him.
Honest (+3D, -2I): Like all members of House Lux, Lustris is a very honest person who will always tell the truth.
Friend of the Dragonflies (+10 to rolls involving dragonflies): Long has House Lux been friends to the dragonflies. All dragonflies, whether they are of the nearby colony or not, recognize House Lux as friends.
Rekindle the Pacts (+3D, +2P, +10 to rolls with non-dragon races): Far too many dragons forget the ancient pacts that were sworn between them and the other races. Let those pacts be rekindled by our light.
Illuminant Scholar (+5L, +3P, +20 to Light training rolls): House Lux has a strong connection to light, and Lustris has taken this even further, delving into the depths of the light aspect.
The Light Bringer (+3D, +2L, -3I, +3P, +20 to rolls to detect subterfuge, Aura of Truth): Like a ray of light piercing the clouds and cutting through the darkness, no lies shall be uttered in his presence.
Survivor (+3P, +2C): Lustris survived the end of the world and witnessed its rebirth.

Lustris was born to the lesser house Lux. An electricity dragon amongst other electricity and fire dragons. Lustris grew up raised around the Aurora dragonfly colony and has a tight bond with them. Like all members of House Lux, his natural affinity for his element is unnaturally abysmal. Upon awakening his element, he was trained not in the electricity element, but in its facet; light. At a young age Lustris showed a strong connection to light and has always been able to see through lies and deceit. As he grew older, Lustris delved deeper and deeper into the mysteries of light and honed his talent for seeing through deception to the point that deceit cannot even be uttered in his presence anymore.

The casual disdain of the nobility towards the other races has always offended him and Lustris has become disgusted by it, even amongst his own house. In the deepest recesses of the library and House Lux' own tomes, he found a reference to pacts that ancient dragons once swore to the other races and has sworn to rekindle them. It is by Lustris' own claw that House Lux has forged tighter bonds with the other races. No race is closer to House Lux than the dragonflies and though only the Aurora colony is fully aware of this, all dragonflies no matter the colony are drawn to House Lux as friends.
Troma
Titles: Stewardship Advisor, The Walking Law Book
Age: 66

Martial: 14-2=12 - Despite her insanity, Troma has a surprisingly average grasp of warfare.
Diplomacy: 14+2-2-5=9 - Troma has more than once used her extensive knowledge of lawfare to get out of social situations she would rather not be in.
Intrigue: 16-3-2+3=14 - As a fear dragon, Troma had to hone some knowledge of subterfuge, though her insanity makes it difficult.
Stewardship: 19-3+4+5+2=27 - Troma has a knowledge of paperwork and law that some have jokingly described as 'magic'.
Learning: 17-2+3+5=24 - If it's a law that has or used to be in place, Troma has memorized both it as well as every situation it could be used in.
Piety: 15+3-2+3=19 - Troma is incredibly average for a dragon in all things spiritual.
Combat: 15+5+2-2+2=22 - When her knowledge of laws failed to protect her, Troma had to learn how to protect herself.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Troma was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Good Affinity - Fear (+10 to Fear element training rolls): She is above average with her element.
Fear Expert (+3P, +2C, +30 to all Fear rolls): Despite being only of above average affinity, Troma has nonetheless put in the work to be considered an expert in his element.
Obsession - Paperwork (+4S, -2 all stats): Like nearly all fear dragons, Troma is insane. She has found some semblance of sanity in the monotony of paperwork. Without paperwork to ground her, she becomes stir crazy and restless.
Prosecuted (-5D, +3I, -20 to social rolls): Fear dragons were very much disliked because of what they represent and the uses of their element. As such Troma has little positive experience with other people and in fact has some skill in running away from people.
Master Bureaucrat (+5S, +3L, +15 to rolls related to laws, regulations, ect) - During the old government of Warfang that was ruled by a council of nobles, Troma used an encyclopedic knowledge of laws and regulations to protect her from prosecution from both the nobility and commoners.
The Walking Lawbook (+2S, +5L): Troma somehow managed to memorize every single law and how to use them, before Warfang's destruction.
Survivor (+3P, +2C): Troma survived the end of the world and witnessed its rebirth.

Troma was unfortunately born a fear dragon and shortly after awakening her element, she begun to exhibit signs of a growing insanity. This combined with the stigma against the dark elements, particularly Fear has made her a social outcast. It was her fascination with rules that mitigated much of this however, as more than once she has managed to force authorities to help by citing their own rules and regulations against them. Early successes in this vein led to her putting more and more effort into learning every single law or rule that could be useful as well as the ones that were too specific or obscure. Eventually this encyclopedic knowledge of Warfang's laws as well as every other rule or regulation in the city gained her some notoriety. She has jokingly been called 'The Walking Lawbook'
Therris
Titles: Learning Advisor, Warfang's Librarian
Age: 95

Martial: 11+1=12 - Therris' one excursion out of Warfang ended up with one of his wings shredded and he has avoided all forms of martial studies aside from the theoretical ever since.
Diplomacy: 14+2+1+2=19 - Therris treated with quite a few people over the course of his tenure as the city's librarian.
Intrigue: 13-3+1+1=12 - Even the nobility sees little point in messing with him and thus Therris has never cared to develop any form of subtlety.
Stewardship: 16-3+1+2=16 - Therris successfully ran Warfang's library for decades.
Learning: 18+1+2+3+4=28 - Therris is extremely well read, being both a purveyor of fine books and a skilled researcher.
Piety: 15+3+1-1+3=21 - Having a more scientific approach to things has made him less aware of the spiritual side of things than most dragons his age.
Combat: 13+5+2-3+2=19 - Therris is a fairly typical dragon for his age, aside from his shredded wing which inhibits his mobility.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to Armor): Terberis was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Good Affinity - Earth (+10 to Earth element training rolls): He is above average with his element.
Earth Expert (+3P, +2C, +30 to all Earth rolls): Despite being only of above average affinity, Therris has nonetheless put in the work to be considered an expert in his element.
Intelligent (+1 all stats): Therris is brilliant and often sees solutions that others do not.
Avid Reader (+3L): Therris is an avid reader and is always interested in new books.
Skilled Researcher (+2L +1I, -1P, +10 to research rolls): Therris has always been more concerned with asking why, instead of taking things at face value.
Warfang's Librarian (+2D, +4L, +2S): Therris has been the keeper of Warfang's library for several decades and as such has had an opportunity to study all kinds of topics.
Shredded Wing (-3C, cannot fly): Therris was deeply injured during the war against the Dark Master and as a result lost one of his wings and can no longer fly.
Survivor (+3P, +2C): Therris survived the end of the world and witnessed its rebirth.

Therris was born to an average family of earth dragons. It quickly became apparent that Therris was very intelligent as a hatchling. As he grew up, he proved to be quite voracious in terms of books and as such has always been a very well-learned dragon. Upon awakening his element, it was found that he was merely above average in it. It quickly became apparent that Therris simply did not care for the spiritual side of things and has always questioned why, much to the annoyance of the more typical dragon.

Therris ended up landing an apprenticeship with the city's librarian, much to his joy. His time as their apprentice has allowed him to flourish and broaden his knowledge, though he has never stopped asking why. When the war began to heat up once more however, Therris' mentor decided that the library was in good hands and signed up to fight; it would be the last time he saw his teacher. Therris has over the years taken quite good care of the Warfang Library and was much distraught when it was destroyed by the Destroyer and then the shattering of the planet.

Guardians

Cyril of House Hayle
Titles: Guardian of Ice
Age: 218

Martial: 14+5+2+6=27 - As one of the Guardians, Cyril is expected to be able to command others when needed in his duties of protecting the realms, something that he does with admirable skill.
Diplomacy: 7+2+8+3-3=17 - Not unlike other members of his clan, Cyril is very much a proud person who believes he knows best.
Intrigue: 16-3+3+3+1+2=22 - Cyril was born into the cutthroat world of the nobility and as such has seen more than his fair share of underhanded dealings and even has some experience with such.
Stewardship: 18-3+3+2+1+3+2=26 - As a member of the nobility, Cyril was raised with the expectation of knowing how to manage his family's estate; a skill which has served him well as a Guardian.
Learning: 9+8+2+1+2=22 - It can be hard for Cyril to admit when he does not have all the answers. Though none can gainsay his contributions to the Ice element.
Piety: 15+8+5+9+2+1+3=43 - As a Guardian, Cyril is expected to be the foremost expert in his element and he does not disappoint. There is no one with a greater connection to the element of Ice than himself.
Combat: 15+5+3+3+6+2+1+3=38 - In nearly four centuries of life, Cyril has fought both the mundane and the unbelievable and lived to tell the tale. New techniques and tricks come easily to him and serve to surprise the enemies of peace time and time again.

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to armor): Cyril was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Heroic Affinity - Ice (+30 to Ice element training rolls): Few are those who are talented enough to stand apart, above even those who would be considered exceptional. Cyril is a member of a prestigious group whose affinity for their element is so great that they stand apart from everyone else.
Grandmaster of Ice (+8P, +3C, can use more powerful ice techniques, +80 to all Ice rolls): Centuries of effort have allowed Cyril to rise to the pinnacle of his element, making him a true grandmaster who can be relied on to know the ins and outs of Ice.
Reflection Master (+5P, +3C, +30 to reflection rolls): Cyril has delved deep into the reflection aspects of ice that his family is known for.
Guardian of Ice (+5M, +8D, +8L, +9P, +6C, +3 all stats, +30 to all knowledge rolls): The Guardians have long kept the peace in the realms through knowledge, diplomatic ability, and their connection to the world. To be a Guardian is to be a keeper of peace and a living repository of knowledge.
Noble (+3D, +3S, +3I, +2 all stats): As a noble, Cyril grew up with the best education that his family could give him.
Proud (-3D, +1 all stats): Cyril has always been a proud person which has made him somewhat difficult to get along with, though has also served to push him to new heights.
Mind like Crystal (+3S, +2L): Long periods of study, self reflection, and teaching have served to hone his mind.
Commander of Warfang (+6M, +2D, +2S, +2I): During the war, Cyril could often be found leading mixed units of dragons and other races into battle.
Survivor (+3P, +2C): Cyril survived the end of the world and witnessed its rebirth.

Terrador
Titles: Guardian of Earth
Age: 229

Martial: 19+5+3+2+6=35
Diplomacy: 13+2+8+2+2=27
Intrigue: 12-3+3-2+2+2+2=16
Stewardship: 15-3+3+2+2+2=21
Learning: 15+8+2=25
Piety: 15+8+3+3+9+2+3=43
Combat: 17+5+5+2+2+6+3+1+2+2=44

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to armor): Terrador was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Heroic Affinity - Earth (+30 to Earth element training rolls): Few are those who are talented enough to stand apart, above even those who would be considered exceptional. Terrador is a member of a prestigious group whose affinity for their element is so great that they stand apart from everyone else.
Grandmaster of Earth (+8P, +5C, can use more powerful earth techniques, +80 to all Earth rolls): Centuries of effort have allowed Terrador to rise to the pinnacle of his element, making him a true grandmaster who can be relied on to know the ins and outs of Earth.
Stone Expert (+3P, +2C, +30 to stone rolls): Stone is often overlooked as the most basic aspect of Earth, but Terrador has taken it to new heights.
Metal Expert (+3P, +2C, +30 to metal rolls): Metal is something many earth dragons dream of manipulating, but few can overcome its rigidity and strength to truly command it.
Guardian of Earth (+5M, +8D, +8L, +9P, +6C, +3 all stats, +30 to all knowledge rolls): The Guardians have long kept the peace in the realms through knowledge, diplomatic ability, and their connection to the world. To be a Guardian is to be a keeper of peace and a living repository of knowledge.
Strong (-2I, +3C, +10% Fertility): Terrador was blessed with a strong body.
Stone Scales (+3 to armor): Prolonged use of the Earth element has hardened his scales with the solidity and rigidity of stone.
Expert Strategist (+3M, +2S, +2I, +30 to strategy rolls): Centuries of keeping the peace has ensured that Terrador knows his way around the logistics and strategy of war.
Experienced (+2 all stats, less likely to die): Terrador has done much through his life and seen even more.
Commander of Warfang (+6M, +2D, +2S, +2I): During the war, Terrador could often be found leading mixed units of dragons and other races into battle.
Survivor (+3P, +2C): Terrador survived the end of the world and witnessed its rebirth.

Volteer
Titles: Guardian of Electricity
Age: 208

Martial: 16+5+6=27
Diplomacy: 10+2+8-2+2=20
Intrigue: 14-3+3-2+2=14
Stewardship: 11-3+3-2+2=11
Learning: 14+8+5+5=32
Piety: 15+8+3+9+3+3=41
Combat: 12+5+5+2+6+3+3+2=38

Dragon (Access to an element, 15P, +2D, +5C (scales with age), -3I, -3S, +3 to armor): Volteer was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Heroic Affinity - Electricity (+30 to Electricity element training rolls): Few are those who are talented enough to stand apart, above even those who would be considered exceptional. Volteer is a member of a prestigious group whose affinity for their element is so great that they stand apart from everyone else.
Grandmaster of Electricity (+8P, +5C, can use more powerful electricity techniques, +80 to all Electricity rolls): Centuries of effort have allowed Volteer to rise to the pinnacle of his element, making him a true grandmaster who can be relied on to know the ins and outs of Electricity.
Magnetism Expert (+3P, +2C, +30 to all magnetism rolls): The study of how electricity can be manipulated to attract and repel metals has long been of interest to Volteer.
Guardian of Electricity (+5M, +8D, +8L, +9P, +6C, +3 all stats, +30 to all knowledge rolls): The Guardians have long kept the peace in the realms through knowledge, diplomatic ability, and their connection to the world. To be a Guardian is to be a keeper of peace and a living repository of knowledge.
Energetic (-2I, -2I, -2S, +3C): Volteer has always been a very energetic person, a common trait in electricity dragons.
Knowledge Seeker (+5L): Volteer has dedicated his life to the pursuit of knowledge and as such has an unbelievably wide breadth of knowledge.
Enchantment Natural (+5L, +3P, +50 to enchanting rolls): As a Guardian Volteer has a very good grasp on enchantments, but he displays a natural aptitude for connecting the various pieces of an enchantment together.
Commander of Warfang (+6M, +2D, +2S, +2I): During the war, Volteer could often be found leading mixed units of dragons and other races into battle.
Quick as Lightning (+3C, +20% to dodge): Volteer has honed his reflexes to their utmost through prolonged study into the electricity element. This has made him blisteringly fast, though he often appears somewhat jittery.
Survivor (+3P, +2C): Volteer survived the end of the world and witnessed its rebirth.
 
Last edited:
State of the Realm
Kingdom of Warfang

Population
Dragons: 863
Moles: ???
Cheetah: ???
Atlawa: ???

Warfang Stats
Large City (Ruined)
Combat: 5
Defense: 0
Morale: 2
Education: 0
Piety: 0
Food: Deficit (-0.5% Growth)

Military
Militia: 300~
Army: ???

Factions
Commoner: ???
Nobility: ???

Allies
???

Enemies
???


Economy
Treasury: 6,350 Gold
Income: +500 Gold
Upkeep: -300 Gold
Net Income: +200 Gold
Income
Miscellaneous: +100 Gold
Hunting: +200 Gold
Fish Farms: +200 Gold

Upkeep
Clean Drinking Water: -300
 
Last edited:
Mechanics
Hero Assignments: Each action must be assigned to a hero.
Bonuses: Noncombat stat bonuses apply at a -10 to the appropiate action. (a 24 martial gives a +14 bonus to martial actions)
Double Down: By doubling the cost of one action, you may increase the chance of success of that action by 20%. Can only be used on one action per turn. (LOCKED)
Focus: Focus is a kingdom-wide action that will encourage the other settlements of the kingdom to focus on the given task. (LOCKED)
Critical Rolls (actions): Critical: Natural 100 OR over 100 and 75 above target. Greater Critical: All of the above OR over 100 and 125 above target. Perfect Critical: All of the above OR over 100 and 200 above target.

Food: Food determines how quickly your kingdom grows. Having positive or negative growth will have narrative consequences and if it drops too low, starvation and death may begin.
Morale: Morale determines the mood of your kingdom. If it drops to 0, riots will take place. Morale will give bonuses to growth rate at set thresholds.

Affinity: Affinity governs how connected a dragon is to their element. It determines how quickly a dragon can learn their element and gives a set bonus to training rolls.
Horrible Affinity (-20): Fate has conspired to leave you in the dust where other dragons are concerned. Any growth at all in your element is an uphill struggle And though you may never know the highest peaks, It is likely you can reach what many consider acceptable standards with a lot of work.
Poor Affinity (-10): You are a little weak with your element, but nothing that hard work and determination cannot overcome.
Average Affinity (+0): Your connection to the elements is perfectly average, no better or worse than most dragons.
Good Affinity (+10): You have an above average affinity for your element. You learn things related to your element slightly faster than average and have an easier time shaping your element's energy.
Exceptional Affinity (+20): This is the point at which you begin to really stand out as you learn much faster when it comes to your element and your ability to call upon your element's energy is greatly increased.
Heroic (+30): You stand heads and shoulders above your peers when it comes to your element. What they struggle to learn or accomplish, you can do in half the time.
Prodigy (+40): The world sings in joy at your presence. Your element molds itself according to your will effortlessly and learning new techniques or skills comes easy to you such that you have never known true struggle to improve.


     

Stat
 
Skill equivalent

0-4

Terrible
 

5-9

Below Average
 

10-14

Above Average

User, Novice

15-19

Skilled

Skilled/Adept

20-24

Exceptional

Expert

25-29

Great
 

30-34

Edge of Mortal Capacity

Master

35-39

Superhuman


40-44

High Superhuman

Grandmaster

45-49

Low Demigod
 

50-59

Demigod, Paragon Trait

Paragon

60-69

Major God, Transcendent Trait

Transcendent

70+

Greater God, Divine Trait

Divine
*Borrowed from Durin with his permission.

Novice: The most basic skill level, at this point someone is no longer merely average and has started to stand out. Think street-level in power or skill.
Adept: At this level, you have gone beyond the basics and can be considered skilled. Think building-level in power or skill.
Expert: This is the level of a journeyman; an expert who stands out for their knowledge and skill. Think city block-level in power or skill.
Master: After decades of effort, one may be considered a Master. This is the common limit of any given skill that most will never manage to exceed. Think city-level in power or skill.
Grandmaster: Through centuries of determined practice or intense study grandmaster can be achieved. Typically reserved for those who are several hundred years old or who dedicate their life to the skill. Think regional-level in power or skill.
Paragon: By accomplishing a grand feat of improbable and near-impossible difficult, one can break mortal limits in a stat or trait. Progress in a stat may not go higher than 49 until such a feat is accomplished. Typically reserved for beings who are thousands of years old. Paragon is not a sure thing even after achieving the required feat and will require passing a roll which becomes easier each time a paragon level feat is performed. Think continent-level in power or skill.
Transcendent: By accomplishing a near impossible feat that affects the course of whole planets or beyond, one can begin to outright ignore reality in the chosen stat or trait. Progress in a stat may not go higher than 59 until such a feat is accomplished. Paragon cannot be skipped. Typically reserved for beings who are tens of thousands of years old. Transcendence is not a sure thing even after achieving the required feat and will require passing a difficult roll which becomes easier each time a transcendent level feat is performed. Think planetary-level in power or skill.

Paragon Trait: A paragon trait is a game-changing trait on the local scale. It is awarded upon reaching paragon and reflects both the individual in question and the feat that they achieved paragon with.
Transcendent Trait: A transcendent trait is a game-changing trait on the planetary scale. It is awarded upon reaching transcendent and reflects both the individual in question and the feat that they achieved transcendent with.

Village: 0-800
Town: 800-2,000
Large Town: 2,000-6,000
Minor City: 6,000-12,000
Large City: 12,000-24,000
Huge City: 24,000- 100,000
Metropolis: 100,000-1,000,000
Small Hive: 1,000,000-10,000,000
  City Size Village Town Large Town Minor City Large City Huge City Metropolis Small Hive
None   1.00 5.00 10.00 15.00 20.00 25.00 30.00 35.00
Very Light 1 10.00 50.00 100.00 150.00 200.00 250.00 300.00 350.00
Light 2 20.00 100.00 200.00 300.00 400.00 500.00 600.00 700.00
Medium 3 30.00 150.00 300.00 450.00 600.00 750.00 900.00 1050.00
Heavy 4 40.00 200.00 400.00 600.00 800.00 1000.00 1200.00 1400.00
Very Heavy 5 50.00 250.00 500.00 750.00 1000.00 1250.00 1500.00 1750.00
Super Heavy 6 60.00 300.00 600.00 900.00 1200.00 1500.00 1800.00 2100.00
Incredibly Heavy 7 70.00 350.00 700.00 1050.00 1400.00 1750.00 2100.00 2450.00
Ultra Heavy 8 80.00 400.00 800.00 1200.00 1600.00 2000.00 2400.00 2800,00
Sufficient 9 90.00 450.00 900.00 1350.00 1800.00 2250.00 2700.00 3150.00
Excessive 10 100.00 500.00 1000.00 1500.00 2000.00 2500.00 3000.00 3500.00
*Credit to Durin for the original
Massive Surplus: +.50 to growth
Huge Surplus: +.40 to growth
Large Surplus: +.30 to growth
Surplus: +.20 to growth
Small Surplus: +.10 to growth
Stable: +0 to growth
Slight Deficit: -.10 to growth
Deficit: -.50 to growth
Large Deficit: -1 to growth
Huge Deficit: -2 to growth
Massive Deficit: -5 to growth
 
Last edited:
So im going to vote the first thing we do is set up some farmland, or maybe send out hunting parties while having them double as scouts for farmland.

Can we get a simplified stat block that tells us just what numbers all the perks are adding up to? (or if there already is one, seperate it into its own paragraph?)
Would it help if I condensed the bonuses? Instead of +2+5+2+3, I just say +12?
 
Turn 1


Turn 1 - Year 1, Month 1​

"Are you ready for this Spyro?" Terrador asked as he led the way through to the newly established council chambers.

The purple dragon shook his head as he replied. "No, but this is what the people want." He was scared of failing the people that looked up to him.

"C'mon, let's get real here. They want Spyro to lead them? The big all mighty savior who has never lead anyone? Yeah I can see this going real well." Sparx commented.

Cynder glared at the dragonfly. "Hush Sparx. You're not helping." Her wing tip brushed over Spyro's scales reassuringly to comfort him.

"No, Sparx is right. I've never led anyone. How can they trust me to do this?" Spyro asked, half at himself and half at Terrador.

The massive earth dragon paused and looked down at the three of them. "Make no mistake Spyro, you are their hero and did what we Guardians could not. You freed Cynder, killed the ape king, managed to defeat Malefor, and even pull the planet back together in the end. As far as the average person is considered, you did the impossible Spyro"

"I had help though." Spyro protested. "You and the other Guardians taught me everything and I could never have fought Malefor without Cynder. It was the ancestors who really deserve the praise, they were the ones who imprisoned Malefor and they helped me restore the planet."

Cynder pressed against his side and covered him with her wing. "You don't give yourself enough credit Spyro. You were the one who freed me from Malefor's control, you were the one who chased after me when I left, and you were the one who pressed on through everything we encountered. Without you we never would have defeated Malefor."

"Yes, yes the Chosen One. Now are we doing this or not?" Sparx asked as he flew down in front of the three dragons and crossed his arms.

Terrador inclined his head. "Come, the others are waiting." He started walking, forcing Spyro and Cynder to disentangle themselves and hurry to catch up with the larger dragon's stride.

Treasury: 10000 Gold
Income: 100 Gold per turn.
Food: Large Deficit
Morale: 2/10

Turns start at one month long.
Each action must be assigned to a character.
Available Characters (5): Spyro, Cynder, Cyril, Terrador, Volteer

With Ignitus gone, Terrador has the most experience in martial matters. Knowing that your economic situation is poor at the moment, he has advocated for getting a proper count of your available forces. In addition to that the defenses of Warfang were heavily damaged by both the Destroyer and the sundering of the planet.
Making a Roster: Terrador admits that he no longer knows how many would answer the call to arms if it came to that and has decided this needs to be a priority so you know who you can count on if it came to another conflict.
Chance of Success: 80%. Reward: Accurate information on all willing and able fighters.

Patching the Holes Part 1: Between the damage from the siege, the Golem breaking open a hole, the Destroyer walking straight through the city, and then the sundering and reconstruction of the planet, the renowned defenses of Warfang are in bad shape. There are massive gaps in the wall from where the Destroyer walked through as well as where tremors shook the walls apart. Terrador would like to get started on the first phase of doing so which would be paying all available earth dragons to erect a temporary wall.
Cost: 1000 Gold. Time: 2 months. Reward: Enemies can no longer walk straight into Warfang.

Patrolling: There have been no monster sightings since the restoration of the world, though that does not mean threats do not exist. From looters to active hostility from those who resent the change in leadership. Terrador feels that patrolling Warfang until normal activities resume would help keep the populace under control.
Chance of Success: 80%. Cost: 100 Gold. Time: 1 month. Reward: Warfang patrolled. ???

Finding a New Adviser (Martial): Terrador has made it clear that his position as the martial adviser is temporary and would prefer to focus on his duties as a Guardian. The Earth Guardian has stated however that he would be fine staying as Spyro's martial adviser for the time being, but it would be better to have a designated adviser
Chance of Success: 80%. Time: 1 month. Reward: Permanent martial adviser.

You have no true diplomatic adviser as relationships with the other races had been quite civil before the war. However, if you are to rule out of Warfang, then the other races, particularly the moles, will need to have their voices represented. Unfortunately given the situation, this is likely to fall to the backburner.
Talking with the Moles: Cyril has decided that the number one priority needs to be re-establishing formal contact with the moles. The moles are experts in construction and have several ideas that the dragons could benefit from. As the moles both build Warfang and live inside of it, Spyro agrees with his reasoning.
Chance of Success: 90%. Time: 1 month. Reward: Diplomatic relations with the moles resumed. Can coordinate certain actions.

Talking with the Cheetahs: Hunter was an absolute blessing during the war. Unfortunately, not all of his people share his views and though Chief Prowlus eventually got over his hatred by the end, he still does not like dragons. Terrador feels that this could go either way, but that they would be able to greatly assist in scouting, patrolling, and knowledge of nature.
Chance of Success: 50%. Time: 1 month. Reward: Diplomatic relations with the cheetahs resumed. Can coordinate certain actions.

Talking with the Dragons: The populace are riled up, sure of the idea that Spyro can fix everything. It may be a good idea to rid them of this notion and soon
Chance of Success: 80%. Time: 1 month. Reward: Population calmed down, +1 Morale

Confronting Nobles: Cyril thinks now would be an excellent time to talk with the nobles and get everything straightened out. The nobles used to run all aspects of dragon life except which was run by the Guardians. Talking with them may help the surviving nobles accept the new government. With the nobles still rebuilding and figuring out what claims they have and which they can take for themselves, now would be an excellent time to strike. Nipping any attempt to turn Spyro into a puppet will need to be a priority.
Chance of Success: 60% (Goes down by 5 every month). Cost: N/A (Every 200 gold will increase success chance by 5%). Time: 1 month. Reward: Ease tensions with the nobility

Finding a New Adviser (Diplomacy): The Guardians agree that you need to find a true diplomacy adviser before anything meaningful can be done.
Chance of Success: 80%. Time: 1 month. Reward: Permanent diplomacy adviser.

Cynder and Cyril have the most expertise in the realm of Intrigue, though both admit that a more specialized advisor would be of great help. In the meantime, the Guardians have made it clear that sending out scouts needs to be done in order to see what changed when the world was remade. Given that any other factions are likely in the same shape of Warfang, you have some time.
Scouting: According to the Guardians, the first thing that needs to be done is finding what has changed since the planet was put back together. With proper maps of the area, they agree that they will be able to do more and start planning on how to best disrupt any potential enemies.
Chance of Success: 70%. Cost: 100 Gold. Time: 1 month. Reward: Basic maps of the area directly around Warfang.

Noble Matters: With the war over the nobles will be starting up their political schemes once more. For the moment they are satisfied with Spyro being the new leader of Warfang on account of how young and inexperienced he is in those matters. Cyril wants to get a grasp on the emerging political scene before they fully recover.
Chance of Success: 75% (goes down by 5 per month). Cost: 200 Gold. Time: 1 month. Reward: Early start on emerging political scene.

Finding a New Adviser (Intrigue): The Guardians agree that you need to find a true Intrigue adviser before anything meaningful can be done.
Chance of Success: 80%. Time: 1 month. Reward: Permanent intrigue adviser.

Cyril has volunteered to coordinate with the moles where it concerns rebuilding the city. He has stated that the priority needs to be on taking a census and ensuring that everyone has access to food and housing.
Gone Hunting: Food has become a very big problem due to the large population of dragons calling the city home. Cyril recommends sending out hunting parties immediately to make sure nobody goes hungry throughout the month.
Time: 1 month. Reward: Food, +300 Gold in loot. No morale drop from starvation.

Hunting Roster: Sending out hunting parties every month is well and good, but Cyril has made it clear that a system needs to be established to free up the manpower otherwise going toward setting them up every month.
Cost: 100 gold. Time: 1 month. Reward: Permanent +1 food level, +1 Morale, +200 Gold per month.

Taking a Census: Cyril admits that nobody knows for sure how many people are left in Warfang and suggests that this needs to be done immediately so that work can be started on fixing the economy and tackling the larger issues.
Chance of Success: 60%. Cost: 200 Gold. Time: 2 months. Reward: Knowledge of how many people are in the city, their races, and what kinds of dragons.

Clean Drinking Water: Cyril has made it clear that the most important priority at the moment is to secure a source of clean drinking water. With the aqueducts destroyed, disease and thirst are sure to ravage the populace. Until the aqueducts can be fixed, it will be expensive and time consuming to collect.
Cost: 300 Gold per month. Time: 1 month. Reward: Clean drinking water located, morale drop from lack of water halted.

Fixing the Aqueducts Part One: With a grimace, Cyril has declared the aqueducts utterly unsalvageable. He has stated that the first step is going to need to be clearing away the rubble of the old aqueducts which will be tedious by itself thanks to how extensive they were.
Cost: 500 Gold. Time: 2 months. Reward: Rubble of the old aqueducts cleared away.

A Temporary Shelter: With the majority of Warfang rubble at the moment, everyone agrees that one of the top priorities is to get some temporary shelters erected. Already dragons and moles have cleared some land and earth dragons have shaped stone into crude shelters, but clear leadership and oversight will go a long way in both morale and effectiveness.
Cost: 1000 Gold. Time: 1 month. Reward: Temporary shelters erected, morale drop from lack of shelter halted.

A Roof Overhead: Well over the majority of the houses have burned down and even more were shook apart in the tremors and quakes that followed. Even the most sturdy of stone buildings took great amounts of damage and the residential section is almost completely gone. Cyril warns that there may be complications if done before the census as they could end up building too few or too many.
Cost: 3000 Gold. Time: 5 months. Reward: Housing crisis resolved. +1 morale

Planning a Better City: Cyril has suggested that this may be the best time to redesign the city to be more efficient, have less in the way of complicated locking mechanisms and a more sensible layout.
Cost: 300 Gold. Time: 2 months. Reward: Easier to navigate, ???.

A Better Governing System: It has been suggested by many already that the current governing system which has Spyro and a small council of advisers ruling the city, could be further tuned to be more effective.
Cost: 500 Gold. Time: 2 months. Reward: Government solidified. Sub-vote.

Taxation Nightmare Part One: Financially, Warfang is in rather dire straits at the moment. Cyril would like to get a head start on revamping the tax system to account for the change in population. He admits that doing this before the Census would make it incredibly difficult.
Chance of Success: 20%. Cost: 500 gold. Time: 3 months. Reward: +500 income in gold.

Finding a New Adviser (Stewardship): Cyril has made it clear that his position as the stewardship adviser is temporary and would prefer to focus on his duties as a Guardian and as a noble.
Chance of Success: 80%. Time: 1 month. Reward: Permanent stewardship adviser.

Volteer is the Guardian of Electricity and is a brilliant scholar who loves learning, but has a tendency to be extremely verbose. He has offered to take over the more scholarly related aspects. His first priority is to resume the training of young dragons as soon as possible, but he has a few controversial options to go about doing it.
Noble and Squires: The current system is for a noble to take on an apprentice and train them, while the apprentice assists them as they learn important lessons. This is the approach preferred by the nobility as it gives them significant power in educating new dragons, but the education tends to be incomplete and bias, though it does result in more specialization. This option would give Volteer the go ahead to begin approaching the remaining nobles to persuade them to take on new apprentices.
Chance of Success: 100%. Cost: 200 Gold. Time: 1 month. Reward: Apprentice system continued. Nobles pleased. Cyril pleased.

Building a Place for Learning: Volteer's other option is copied from the moles and would consist of gathering all the young drakes, building a place to educate them, and selecting people to train them in a stable environment. This would give all young drakes a standardized education and ensure all dragons get an education. The downsides would be that this results in less specialization and the nobility would be very much displeased.
Chance of Success: 50%. Cost: 1000 gold. Time: 3 months. Reward: Schools. Nobles displeased. Cyril displeased.

Schools and Apprentices: The third option Volteer has proposed is not as much of a radical change as the second and would consist of mandating an education, but if a drake finds someone to sponsor an apprenticeship, then they may forgo the standardized education in favor of an apprenticeship. The nobility is split on this issue with half having issue with how the government would be more involved in the education system than before and half rallying behind it as the best solution to fix the issues with the current system.
Chance of Success: 75%. Cost: 1200 Gold. Time: 3 months. Reward: School built. Apprenticeship continued. Guardians pleased. Some nobles displeased.

Save the Books! Part One: With the Dragon Temple destroyed and with it priceless irreplaceable knowledge, Volteer has declared an emergency. He needs all claws on deck to find as many unique books as possible and get people on copying them immediately. Once you have the books, work can start on a place to store them and someone to manage them. Volteer admits that more gold to serve as bribes would make the process easier. Can be taken as a free action at double the price and time.
Chance of Success: 70% (goes down by 5 every 3 months). Cost: 500 gold (every 500 gold afterward, increase success by 10%; can go past 100). Time: 1 month. Reward: Less knowledge lost.

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.
Cost: 1100 gold. Time: 3 months. Reward: Library built. Librarian hired. Actions unlocked.

Finding a New Adviser (Learning): Volteer has made it clear that his position as the Learning adviser is temporary and would prefer to focus on his duties as a Guardian and as a scholar.
Chance of Success: 80%. Time: 1 month. Reward: Permanent learning adviser.

The elements are the foundation of the world. Though Fire, Ice, Electricity, and Earth are acknowledged as the pillars of the world, there also exist Water, Wind, Shadow, Poison, and Fear. All three Guardians are sharing the responsibility of being the Piety adviser and each has different ideas of priorities. With their current additional duties, they do not have as much time to focus on the spiritual as they would like.
Rebuilding the Temple: The Dragon Temple was a work of art before Malefor destroyed it. A millennia worth of priceless knowledge and secrets have been lost forever. Though the new temple will not be as defensible, nor have the many artifacts the Guardians had collected over the years, it would be the first step in continuing their ancient responsibilities to the world.
Cost: 2000 gold. Time: 3 months. Reward: New Dragon Temple constructed. No Pool of Visions and no protective enchantments to keep it safe.

Training New Guardians Part One, Version One: With Ignitus dead, the number of Guardians has declined to three. Cyril wishes to find a replacement for Ignitus as soon as possible. While some would argue that this is too soon, Cyril makes a good point that the sooner the start training, the sooner the new Guardian could start contributing.
Chance of Success: 60/75/90%. Time: 1 month. Reward: Fire Guardian Initiates are chosen.

Training New Guardians Part One, Version Two: With Ignitus dead, the number of Guardians has declined to three. Cynder has brought up an alternative that has Volteer intrigued. Traditionally only the four primary elements are represented by the Guardians, but she has argued that the other five elements are equally important and deserve their own Guardian to preserve the knowledge and secrets of the elements. Traditionally, initiates chosen are those with a Heroic Affinity, though an Exceptional Affinity is also acceptable if they have a powerful gift to complement it.
Chance of Success: 60/75/90%. Time: 1 month. Reward: One of Fire, Water, Wind, Shadow, Poison, or Fear Guardian Initiates are identified.

Recording Knowledge: The Guardians would like to get a head start on recording their collective knowledge of the elements. Though they would prefer to wait until the new temple was constructed, so they have a place to store them.
Chance of Success: 1/10/30/50/70/90/100%. Time: 3 months. Reward: Guardian knowledge preserved. Chance of priceless knowledge.

Spyro has found that he has less freedom than ever before with people constantly bothering him about new issues both urgent and trivial. Thankfully for his sanity, Sparx and Cynder have been very helpful in pulling him away from his new duties and keeping him together. Must be taken by Spyro.
Actions in this category must be taken by Spyro.

Continued Training (LOCKED): Spyro had a very combat oriented education and thus is lacking in what many would consider the basics. To further that the dragonflies had very different priorities in education than the dragons. In addition to this Cynder suffers from a similar problem and thus will be tutored alongside Spyro. Does not use an action.
Chance of Success: 30/50/70/90/100%. Time: 12 months. Reward: Holes in Spyro's and Cynder's education patched. Chance of stat gain. Chance of traits.

Spending Time with Cynder: Ever since the fight with Malefor, Spyro has felt closer to Cynder than ever before. He has a half remembered feeling that Cynder would like to be even closer. Spyro has been operating mostly on instinct regarding this and the older dragons are of no help when it comes to advice, always deflecting his questions or trying to hide a laugh.
Chance of Success: ??? Time: 1 month. Reward: Increased closeness with Cynder. ???

Spend Time with Sparx: Spyro and Sparx were inseparable at one point. Unfortunately he had to leave his foster brother behind before his fight Malefor as Sparx never would have made it through the Ring of Fire even with Ignitus' sacrifice.
Time: 1 month. Reward: Time spent with Sparx.

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 month. Reward: Information. Possible character sheet.

Mastering the Elements (Fire, Ice, Electricity, or Earth): 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 Ignitus dead and the other Guardians very busy at the moment, this will take twice as long to accomplish.
Chance of Success: 1d100 of 500 (half result before bonuses are added). Time: ??? Reward: Chosen element mastered.

Learning a New Element (Water, Wind, Shadow, Poison, or Fear): As a purple dragon, Spyro is the only dragon who can learn a new element. With Cynder's assistance, learning Wind, Shadow, Poison, or Fear would be comparatively easy. He has no current teacher for Water unfortunately.
Chance of Success: 1d100/100 (half result for water before bonuses are added). Time: ??? Reward: Learn 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: 1d100/600 (Low rolls have disastrous consequences). Time: ??? Reward: Become an expert 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: ???% (chance doubled if Cynder can be convinced to help). Time: ??? Reward: New Element.
 
Last edited:
Neat to see this quest rebooted; I was a big fan of the old one and want to see where it goes this time (maybe more streamlined).
Let's hope that this time, Terrador (and alll the other advisors) don't get murked by bad event rolls.
 
So my vote on martial would be for terrador to get a headcount (Making a roster).

For Diplomacy im stuck between calming the dragons down so there arent consequences later, doing the nobility one (ugh) because of the success chance decrease per month, or getting an actual advisor.

For intrigue i think we should scout this turn, THEN get an advisor next turn, simply because it would reveal food locations and stuff like that.

For stewardship we should make a hunting roster.

For the Learning category, i THINK save the books 1 is the best option here, simply because there's no reason to delay, the teaching situation isnt as critical atm because we are just starting out.

For Piety i would go with Training New Guardians Part One, Version Two simply because it seems like it would cause less resentment or something? (more friction with the nobles i would guess)

For Spyro's action, Spending Time with Cynder is my pick because SHIP SHIP SHIP SHIP..... then again they HAVE been tethered together for a while, maybe they need some breathing room?
 
One of Fire, Water, Wind, Shadow, Poison, or Fear Guardian Initiates are identified.

How would you handle the Omakes from before? I liked the idea of having Zap and others involved.

----

[X] Terrador:
-[X] Finding a New Adviser (Martial): Terrador has made it clear that his position as the martial adviser is temporary and would prefer to focus on his duties as a Guardian. The Earth Guardian has stated however that he would be fine staying as Spyro's martial adviser for the time being, but it would be better to have a designated adviser
Chance of Success: 80%. Time: 1 month. Reward: Permanent martial adviser.

[X] Spyro
-[X] Confronting Nobles: Cyril thinks now would be an excellent time to talk with the nobles and get everything straightened out. The nobles used to run all aspects of dragon life except which was run by the Guardians. Talking with them may help the surviving nobles accept the new government. With the nobles still rebuilding and figuring out what claims they have and which they can take for themselves, now would be an excellent time to strike. Nipping any attempt to turn Spyro into a puppet will need to be a priority.
Chance of Success: 60% (Goes down by 5 every month). Cost: N/A (Every 200 gold will increase success chance by 5%). Time: 1 month. Reward: Ease tensions with the nobility

[X] Cinder
-[X] Noble Matters: With the war over the nobles will be starting up their political schemes once more. For the moment they are satisfied with Spyro being the new leader of Warfang on account of how young and inexperienced he is in those matters. Cyril wants to get a grasp on the emerging political scene before they fully recover.
Chance of Success: 75% (goes down by 5 per month). Cost: 200 Gold. Time: 1 month. Reward: Early start on emerging political scene.

[X] Cyril
-[X] Taking a Census: Cyril admits that nobody knows for sure how many people are left in Warfang and suggests that this needs to be done immediately so that work can be started on fixing the economy and tackling the larger issues.
Chance of Success: 60%. Cost: 200 Gold. Time: 2 months. Reward: Knowledge of how many people are in the city, their races, and what kinds of dragons.

[X] Volteer
-[X] Recording Knowledge: The Guardians would like to get a head start on recording their collective knowledge of the elements. Though they would prefer to wait until the new temple was constructed, so they have a place to store them.
Chance of Success: 1/10/30/50/70/90/100%. Time: 3 months. Reward: Guardian knowledge preserved. Chance of priceless knowledge.

How does the gold thing work? We got 10K so burning 1000 for +25 seems reasonable.
 
Back
Top