Spyro's Kingdom (Legend of Spyro Crossover)

Turn 10
It was rather unusual for one of the moles to be sitting in on the annual meeting. Usually Forticus had things of his own to worry about and in this case he did, though they also concerned the dragons for once. "I can only see two outcomes. The first and most likely is that a vast majority of my people will break away to found their own city, while the second is that I will be disposed of and my people stay in the city, but isolate ourselves in our own quarter." Forticus explained.

"How did this happen?" Cyril asked. "You seemed to be a popular leader." It was not an exaggeration to say that Forticus was the longest serving Overseer of the moles in record, which only made it more baffling that his people would start going against him.

The decorated mole sighed. "We are not as united as it appears and many of my competitors dislike being 'dragon-servants' as they call my followers and I. Spyro's actions in restoring the planet mended many of the fissures, however this has been building up far longer than anyone is aware. For as long as our records extend we have been your faithful allies and there are some who see this as us being mere servants toward dragons. Your efforts in fixing the city have provoked jealousy in doing what was typically mole work and my attempts at binding us together even further seem to have backfired."

"Why would you risk the long-standing alliance on doing so?" Cynder asked from where she was sharing the head of the table with Spyro.

Ventis looked up from the notes that he had been taking and voiced his own question, "Is there anything we can do to help?"

Forticus shook his head. "Ignitus and I made a plan to unify our peoples under one government. This would curtail the dragons' nobles which were doing whatever they wanted, as well as focus the other foremen in benefitting the city as a whole instead of just their crews. He believed that with enough effort we could unite not just the dragons and moles, even the cheetah tribes in time. The talk of splintering has hurt the plan, but if they leave peacefully and we are able to make a working government with which to unite under, then we would be in an excellent position to suggest such a move to other prominent groups." The much smaller mole slowly looked all of the gathered dragons in the eye. "This project has become more important than ever with the discovery of Gielinor; there are too many threats both known and unknown to risk going at it alone. With this we can pool our resources and talents together to keep Avalar safe."

Spyro could already tell that Clarity, Ventis, and Glacies had taken the idea and started to fly with it. Umbra was as difficult to read as always, but no doubt the Shadow Guardian in training was making new plans to account for the information revealed. The question however was whether or not to embrace the idea and aim at unifying the planet, or continuing to go at it alone. Both ideas had their own strengths and weaknesses… Spyro felt this was decision was important enough to be made over the next couple of years instead of immediately. First thing first however was o try and calm down the moles.


Treasury: 4285 Gold
Income: 1850 Gold per turn.

Martial: Choose Two.
Clarity has come up with two plans for the military this year. The first of which is to recruit another flight of 100 soldiers and the second is to train the existing soldiers to a new level of skill. The water dragoness believes that the current priority however needs to be building the military district so that she has somewhere for the soldiers to live, train, and relax together which according to her will build the bonds between her soldiers and make them their teamwork more effective.

Patching the Holes Part 2 (Martial): Now that new walls have been erected, it is time for the stone to be fused together into one whole piece. Clarity and Glacies would like to get started immediately as the sooner the walls are made stronger, the less likely an enemy will be able to breach them. Durability enchantments combined with a massive amount of Earth manipulation will be required for this. As such they expect this project to take a while to finish, but once done it will greatly increase the protection granted by Warfang's walls.
Cost: 952 Gold. Time: 3 years. Reward: +400 to defense rolls.

Rebuilding the City Military (Martial): With Clarity's new professional soldiers proving to be well worth the time and money it took to train them, she and Glacies would like to construct a district dedicated to training and equipping future soldiers. This will also give the soldiers a place to stay when they are not on assignment and ensure that training replacements or new flights will go smoothly.
Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls.

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: 200 Gold. 300 Gold per year. Time: 2 years. Reward: A second flight of dragon soldiers.

Drilling Dragons: The battle for the fort was a complete success as far as Clarity is concerned, however there is plenty of room for improvement. Now that she knows how durable the Bandosians' army is, Clarity wants to ensure all of her soldiers have at least expert level skill in their element. In addition there are several minor improvements alongside a complete revamp of tactics when dealing with the Bandosians in general. The retraining will take some time to complete, but the expected benefit more than outweighs the time lost in her eyes.
Time: 2 years. Reward: +100 to soldier skill level.

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.

Diplomacy: Choose One. One Locked.
Ventis has his paws full this year as not only are the last of the scouts starting to return, but the aviansie are requesting a meeting at the Empyrean Citadel, and the moles are beginning to fracture. Unfortunately the wind dragon has neither the time nor the skill to balance all three of these things. Then of course there were other peoples that deserved an official envoy from Warfang such as the Reliquia, other cheetah tribes, the manweersmalls, and the many peoples of Gielinor.

Look for Survivors: Now that maps of the continent have been completed, Ventis proposes sending scouts out to look for survivors. Small enclaves of dragons or other races may be out there still in hiding. In particular small villages of dragons and tribes of cheetahs used to dot the world, while lesser known races such as the atlawa could be found in isolated communities. Ventis thinks that most of these groups were either wiped out during the war or never came out of hiding and would like to send scouts to find them.
Chance of Success: 70%. Time: 4 years. Rewards: Possible new allies or immigrants. Locked - One year remaining.

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: 90%. 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 Securing the Rift, Patrolling, or similar action.

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.
Chance of Success: Variable. Time: 1 year. Reward: Negotiations for goods, services, knowledge or other information.

Dragon Emissary (Armadyl): Tsa'ar has offered to introduce Ventis to the aviansie court and Armadyl himself in the Empyrean Citadel. Correspondence has already been taken back to the citadel and she believes now would be the best time to make introductions, while the recent battle is in everybody's memories. Establishing a proper relationship is crucial according to the wind dragon and the sooner you jump on it, the better off both peoples will be.
Time: 1 year. Reward: Empyrean Citadel interlude.

Calming Down the Moles: Information from both Umbra's spy network and Head Foreman Forticus suggests that the moles of Warfang are beginning to fracture. Not all of the mole foremen wish for friendly relationships with the dragons as too many have seen the grim records of the pre-war situation with the dragon nobles treating all non-nobles badly. Ventis thinks that negotiating with the groups is possible, but it would definitely be difficult.
Chance of Success: 40% (9 times). Cost: 200 gold. Time: 1 year. Reward: Mole factions swayed to pro-dragon stance.

Intrigue: Choose Two.
Though not many would be capable of catching it, Umbra came back from his trip into Gielinor's shadow realm unnerved. He seems unable to describe just how truly massive the strange realm is and believes that it is a useful tool, but full of unknown dangers. In particular, he doubts that he is the only shadow user of such skill to find the shadow realm and suspects that the mahjarrat whom are rumored to wield shadow routinely travel the realm. As skilled as he is, the mahjarrat seem unimaginably powerful and such an unpredictable force with access to the shadow realm is dangerous.

Feuding Nobility (Support Family/Resolve/Dissolve): With the noble clans falling upon themselves in a three-way shadow war, Umbra has decided this would be an excellent time to influence the result one way or another. 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. Meanwhile the Novis are very much in favor of going on the offense and smashing the enemies of the city aside in order to secure dragon dominance. 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, military, status-quo, or ???. Bad things happen if discovered.

Investigate (Group): 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.

Widen the Network: Though the fledgeling spy network is a good start, it is just that, a start. Umbra wants to recruit more operatives and widen the area within which you get usable intelligence from. This will result in more accurate information, foreknowledge of important events, and potentially uncover important secrets. In particular Umbra would like to try and recruit more varied races from Gielinor into his network, though he is unsure of how hard this will be to accomplish.
Chance of success: 40% Time: 3 years. Reward; Accurate information on Avalar and the Kandarin, Feldip, Forinthry, and Kharidian provinces of Gielinor.

Stewardship: Choose One. Two Locked.
Glacies has several projects that she thinks should be completed, but only one of those is a priority in her mind. In her 'humble' opinion, it is high time to revamp the city government as the inefficiencies in running the city with just a small number of chosen advisors, are beginning to pile up in a big way. In fact Clarity thinks that unless this is done soon, you will begin seeing the more morally corrupt dragons finding ways around the current system as the current system is simply not big enough to catch everything.

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. The food situation has finally stabilized and Glacies would like to give the animals in the area around the city a chance to repopulate
Chance of Success: 70%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.

Farming Prey: Now that you have maps detailing the migratory routes and locations of prey, Glacies would like to see if purposely containing large amounts of prey species to be bred and harvested enmasse is possible. If successful this could very well solve the food problem that having nearly two thousand carnivores the size of dragons in a single city brings. Unfortunately this project is very much going to be trial and error and Glacies is not even sure if anything will come from this.
Cost: 286 Gold. Time: 3 years. Reward: Ranching; +1 Food level, +200 income in gold. Locked - Two years remaining.

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.

Rebuilding the City Military (Stewardship): With Clarity's new professional soldiers proving to be well worth the time and money it took to train them, she and Glacies would like to construct a district dedicated to training and equipping future soldiers. This will also give the soldiers a place to stay when they are not on assignment and ensure that training replacements or new flights will go smoothly.
Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls.

Patching the Holes Part 2 (Stewardship): Now that new walls have been erected, it is time for the stone to be fused together into one whole piece. Clarity and Glacies would like to get started immediately as the sooner the walls are made stronger, the less likely an enemy will be able to breach them. Durability enchantments combined with a massive amount of Earth manipulation will be required for this. As such they expects this project to take a while to finish, but once done it will greatly increase the protection granted by Warfang's walls.
Cost: 952 Gold. Time: 3 years. Reward: +400 to defense rolls.

A Legal Conundrum: Now that Glacies has for the most part untangled the laws relating to taxes, she believes that her next step should be in updating the rest of the laws. Due to the centuries where the noble families had free run of the kingdom except where it concerned the Guardians, they have written new laws or changed existing laws at their convenience. This has resulted in a horrendous mess of legal contradictions that makes it incredibly difficult to go without breaking at least one law in everyday life. Fortunately with the nobles holed up in their own district and occupied with their feuds, Glacies has spotted an opportunity to work on fixing it.
Chance of Success: 60%. Cost: 285 Gold. Time: 4 years. Reward: Updated laws, ???. Locked - One year remaining.

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.

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.
Time: 2 years. Reward: Government solidified. Sub-vote, ???.

Learning: Choose Two.
If Therris had to consider something a priority, it would be building a library or the education district and discovering a simple, yet mass-producible armor (if only to stop Clarity's constant requests). He would much rather be furthering the research into enchantments, but even he must acknowledge that there might be more important things than research.

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.

Reverse Engineering (basic bandosian enchantments): According to Therris the enchantments on the weapons and armor recovered are incredibly simple, if crude. In fact such enchantments are ideal for mass production and if superior dragon knowledge is applied, then he is sure that he can create an easy to make enchantment which could be applied on a large scale with ease. Such enchantments consist of durability, strength, sharpness, weight, and similar attribute enhancements. In fact this would serve as an ideal stepping stone for his other related project to greatly improve attribute enhancing enchantments.
Chance of Success: 70%. Time: 1 year. Reward: Mass producible basic enchantments. +10 toward Attribute Amplification.

Reverse Engineering (bandosian metal): The metal that makes up the Bandosian weapons and armor is unlike anything Therris has seen before outside of dragon armor. Preliminary research suggests that the metal is highly magical and that it is over three times tougher than almost anything he can think of. Though the metal compares favorably to the metal dragon armor was made of, he can already tell that it is heavier and as such not a complete match. Nonetheless, the amount of this metal recovered suggests that it should be easy to mass produce and as such would be ideal for outfitting large amounts of dragons in.
Chance of Success: 55%. Time: 1 year. Reward: Bandosian metal identified, first step toward mass producible armor.

Adamant Orbs: In ancient times, the adamant orbs were used as a secure locking mechanism by linking together an incredibly heavy orb to a switch and then separating them. This made it so that whenever somebody want to unlock the mechanism, they had to carry the orb a very long distance often filled with hazardous terrain or traps. While such locks are truly unwieldy for the day-to-day use, when locking something that you do not want opened, they were top notch. Therris insists that though adamant orbs may not be too useful now, the information gleaned on how to make them will be useful for other more relevant projects.
Chance of Success: 40%. Cost: 50 gold. Time: 1 year. Reward: Adamant orbs, +10 to other sympathetic enchantment projects.

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, the enchantments, the connection with aether, and combining the knowledge.
Chance of Success: -10%. 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: -30%. Time: 4 years. Reward: Sympathetic enchantments for the pool of visions.

Advanced Sympathetic Enchantments: Now that Therris has discovered how sympathetic enchantments works, he had 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: 30%. Time: 3 years. Reward: +30 to other sympathetic enchantment projects.

Piety: Choose Two.
With the majority of the apprentices having reached mastery of their element and Argent having been made an official apprentice, there is much cause for celebration in the Dragon Temple. Project-wise, it is much agreed that finding the elemental nexuses for each element on Avalar is an important task and that beginning research into the state of the nine elements on both Avalar and Gielinor could reveal important information on the states of the planets. Additionally there is the research into the mysterious seers for the Pool of Visions, though Cyril and Volteer are not clear on where to start concerning that.

Argent upgrades trait Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety) into Apprentice Guardian (+5 Diplomacy, +5 Learning, +6 Piety, +2 all stats, +10 to all knowledge rolls): Argent has reached the point in her training where she can be called a proper Guardian Apprentice. This fast speed is as much a credit to her as it is to the new standardized education in the city.

Timor upgrades trait Fear Expert (+3 Piety, +30 to all Fear rolls) into Fear Master (+5 Piety, +1 Combat, can use more powerful fear techniques, +50 to all Fear rolls): Timor treads upon a path none save Malefor have walked to it's end. His unerring control over himself is what has allowed him to become the first known master of fear excluding the Dark Master.

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 (500, or 1000). Reward: Progress made toward elemental traits. Argent/Timor gain Earth/Fear Master, Pyra/Umbra gain Fire/Water/Wind/Shadow/Poison Grandmaster.

Viewing the World Part 2 Spiritual: The possibility of recreating the incredible pool of visions has greatly interested Volteer, who goes on at length to convey all of the different possibilities of the artifact. Unfortunately not only is the knowledge lost, there was a spiritual component to it as well that they do not seem able to pin down. In addition that, they describe that only Ignitus and a handful of others throughout history could use the pool of visions to it's utmost potential. They describe the rare dragon capable of mastering the artifact as 'seers', though just what being a seer means is not something either of them were fully aware of. They seek to answer these important questions, so that when Therris has figured out the enchantments, work will be able to begin immediately on building it.
Chance of Success: 40%. Time: 2 years. Reward: Spiritual component to pool of visions figured out.

Elemental Nexuses: Now that all of the Guardian Apprentices bar Argent are masters, Cyril and Volteer suggest that this would be an excellent time to locate the most powerful nexus for each element and meditate there. Not only might this give further insight into their elements, it would also locate the most critical nodes of that element on the planet which could open up a number of new projects down the road. Zephyr and Timor in particularly are eager to do this, muttering something about their mysterious project.
Time: 2 years. Reward: +1d100 to elemental trait progress. Nexuses for each element are identified and explored.

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). Reward: Knowledge of current state of element on chosen planet.

Personal: Choose Three (Spyro, Cynder, and Either)
Spyro has at last done his late mentor Terrador proud and achieved mastery with Earth. Though he still has far to go if he wishes to pursue the next step, it would be nice to take a break from the element to work on other things. In particular it has been suggested that Spyro should unlock all nine of the elements in order to be more balanced spiritually. The Guardians agree that there is wisdom in this, but nobody knows quite what will result in such a feat. Cynder meanwhile has been working on her fear element and has become emboldened through talking with Timor about what the element is truly about.

Spyro upgrades trait Earth Expert (Can use Earth, +3 Piety, +30 to all Earth rolls) into Earth Master (Can use Earth, +4 Piety, +1 Combat, can use more powerful earth techniques, +50 to all Earth rolls): Spyro has at last mastered the first of the four pillar elements of Avalar. If he focuses he can almost hear Terrador whispering congratulations on the wind.

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/Wind/Shadow/Poison/Fear), 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 500 (Wind/Shadow/Poison/Fear). 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 has 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: 16% (Spyro)/15% (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 the 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.

Dragon Emissary (Armadyl): Tsa'ar has offered to introduce Ventis to the aviansie court and Armadyl himself in the Empyrean Citadel. Correspondence has already been taken back to the citadel and she believes now would be the best time to make introductions, while the recent battle is in everybody's memories. Establishing a proper relationship is crucial according to the wind dragon and the sooner you jump on it, the better off both peoples will be. Ventis believes that bringing Spyro and/or Cynder will make the negotiations much more binding.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.
 
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Treasury: 4285 Gold
Income: 1850 Gold per turn.
[X] Plan: This looks Important
Martial
-[X]Patching the Holes Part 2 (Martial):
Cost: 952 Gold. Time: 3 years. Reward: +400 to defense rolls.
-[X]Drilling Dragons:
Time: 2 years. Reward: +100 to soldier skill level.

Diplomacy
-[X]Calming Down the Moles:
Chance of Success: 40% (9 times). Cost: 200 gold. Time: 1 year. Reward: Mole factions swayed to pro-dragon stance.

Intrigue
-[X]Feuding Nobility (Support Family - Baselt):
Chance of Success: 50%/30%/30%. Cost: 200 Gold. Time: Variable. Reward: Increase to mining, trading, military, status-quo, or ???. Bad things happen if discovered.
-[X]Widen the Network:
Chance of success: 40% Time: 3 years. Reward; Accurate information on Avalar and the Kandarin, Feldip, Forinthry, and Kharidian provinces of Gielinor.

Stewardship
-[X]Prospecting Gold:
Chance of Success: Variable. Cost: 95 Gold. Time: 3 years. Reward: Gem and ore deposits uncovered.

Learning
-[X]Reverse Engineering (bandosian metal):
Chance of Success: 55%. Time: 1 year. Reward: Bandosian metal identified, first step toward mass producible armor.
-[X]Adamant Orbs:
Chance of Success: 40%. Cost: 50 gold. Time: 1 year. Reward: Adamant orbs, +10 to other sympathetic enchantment projects.

Piety
-[X]Training New Guardians Part Two Elemental:
Chance of Success: 1d100 (500, or 1000). Reward: Progress made toward elemental traits. Argent/Timor gain Earth/Fear Master, Pyra/Umbra gain Fire/Water/Wind/Shadow/Poison Grandmaster.
-[X]Elemental Nexuses:
Time: 2 years. Reward: +1d100 to elemental trait progress. Nexuses for each element are identified and explored.

Personal
-[X]Spyro - Mastering the Elements (Wind):
Chance of Success: 1d100 of 100 (Water/Wind/Shadow/Poison/Fear), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
-[X]Spyro - Dragon Emissary (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.
-[X]Cynder - Dragon Emissary (Armadyl):
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

Total cost = 952 + 200 = 1152 + 200 = 1352 + 95 = 1447 + 50 = 1497

Martial - Looks important.
Diplomacy - We can try to push our viewpoint or don't, but we still need to do something. My original plan was to use "Diplomatic Negotiations" to network with the moles, but that might take too long to see results.
Intrigue - If we can restore things to the old status quo that would be good, probably perfect. I'd like to put Spyro's support on the mining family, but the mole issues... Martial family comes off as speciest, the trading family scares me due to ambitious merchants in fiction. In the end, to deal with the chance of success succeeding here, I'm supporting a family. And going with an long term intrigue action for the long term.
Stewardship - More cash?
Learning - I'm hesitant to build the academy right now (don't quite have the cash for it with this plan, and I want to keep the current income for one more turn)
Piety - More study
Personal - Diplomacy interlude, and study.
 
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Things that we should really do:
- Emissary to Armadyl, ideally with Spyro and maybe also Cynder combined with doing it through the Diplomacy option. We can afford to have some moles splinter away from us, but getting an alliance with one of the major factions is critical since the Bandosians are very much hostile.
- For learning we should reverse engineer bandosian enchantments, that will probably lead to armor for our soldiers, a priority as every loss we take is disastrous considering that we have less than 2000 dragons total I believe
- For military, I think we should both drill our soldiers and recruit a second flight, as we don't have enough soldiers to do anything.
- I think we should avoid doing intrigue actions against the nobles, as low rolls could be pretty bad
 
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- I think we should avoid doing intrigue actions against the nobles, as low rolls could be pretty bad
I reccomend you check the bonuses for intrigue actions from last turn results. If we support a family we need a roll above 50. The bonuses should push us into the 40 range, so we only need a roll above 10 there. It's status quo or dissolving that are risky. We also should do something about the nobles through intrigue if we still won't get a government solidified. Some nobles are not idiots.

- For military, I think we should both drill our soldiers and recruit a second flight, as we don't have enough soldiers to do anything.
We also don't have the money to recruit a second flight. I mean we sorta do have it, but a 300 reduction to our income each turn is a strong blow when we don't have a way to make more than that in one turn from stewardship actions, anymore. (the military academy, the walls, and the learning academy are expensive if we take an income blow now, if we wait 1 more turn we can have a bit saved up to take the hit)
 
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[X] Plan Building up for Tomorrow
Martial:
-[x]Rebuilding the City Military (Martial)

Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls.
-[x]Drilling Dragons
Time: 2 years. Reward: +100 to soldier skill level.
Diplomacy:
-[x]Calming Down the Moles

Chance of Success: 40% (9 times). Cost: 200 gold. Time: 1 year. Reward: Mole factions swayed to pro-dragon stance.
Intrigue:
-[x]Investigate (Other dragon village)

Chance of Success: Variable. Time: 1 year. Reward: Information on chosen group.
-[x]Widen the Network
Chance of success: 40% Time: 3 years. Reward; Accurate information on Avalar and the Kandarin, Feldip, Forinthry, and Kharidian provinces of Gielinor.
Stewardship:
-[x]Patching the Holes Part 2 (Stewardship)

Cost: 952 Gold. Time: 3 years. Reward: +400 to defense rolls.
Learning:
-[x]Reverse Engineering (basic bandosian enchantments)

Chance of Success: 70%. Time: 1 year. Reward: Mass producible basic enchantments. +10 toward Attribute Amplification.
-[x]Reverse Engineering (bandosian metal)
Chance of Success: 55%. Time: 1 year. Reward: Bandosian metal identified, first step toward mass producible armor.
Piety:
-[x]Training New Guardians Part Two Elemental

Chance of Success: 1d100 (500, or 1000). Reward: Progress made toward elemental traits. Argent/Timor gain Earth/Fear Master, Pyra/Umbra gain Fire/Water/Wind/Shadow/Poison Grandmaster.
-[x]Viewing the World Part 2 Spiritual
Chance of Success: 40%. Time: 2 years. Reward: Spiritual component to pool of visions figured out.
Personal:
-[x]Spyro - Mastering the Elements (Fire)

Chance of Success: 1d100 of 100 (Water/Wind/Shadow/Poison/Fear), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
-[x]Dragon Emissary (Armadyl) (Spyro & Cynder)
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

plan Cost: 2104
Treasury: 4285 Gold
Income: 1850 Gold per turn.

Ok so I feel that we're going to need a strong military in the future so I figured it would be wiser to get the military city section done sooner rather then later just so it's cheaper to upgrade our solders in the future and going for drilling our dragons because it's cheaper so it makes since that we pick it before rebuilding the city military is finished. Diplomacy is calming down the moles as that's close to home and should probably be taken care of sooner then later and cheating a little by have cynder and spyro double down the emissary mission. Intrigue I want to get a closer look at the other dragon village since we have some basic knowledge on the races on the other side of the portal but know next to nothing about our neighbors. Also widening the net because duh. Patching the holes because we need to knock that out at some point anyways and with the threat of being attacked growing with every passing year this is something I also feel should be taken sooner rather then later. Reverse engineering to again help with the army and I want a little bit more income before rebuilding the education city sector. Piety I feel that getting the pool of visions is something that will help us out if we can get an idea on what threats may be looming in the background that we have overlooked and nexus finding to help future training for our future guardians. Also spyro learning fire because I want him to master what he already knows and fire was the first element he learned.
 
I don't understand the issue with the moles.
The ruling class of dragons treated everyone like crap for a long time. You've been asking the moles to help rebuild the city and their leader has used this oppertunity to try and lay the groundwork for merging your governments. It backfired because grudges die hard and certain mole factions will cause trouble simply because its not them in charge.
 
The ruling class of dragons treated everyone like crap for a long time. You've been asking the moles to help rebuild the city and their leader has used this oppertunity to try and lay the groundwork for merging your governments. It backfired because grudges die hard and certain mole factions will cause trouble simply because its not them in charge.
So we lost the auto-action we just earned and have to succeed in a whole bunch of rolls to fix it all, because our ally rolled too low on his integration action?
 
I'm changing how I do critical successes because certain bonuses are too large. Nat 100 or above 125 for a regular crit. I haven't decided on levels above that, but maybe an additional level of crit every 25 or 50 past that.
 
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Turn 10 Results
Treasury: 2181 Gold
Income: 1850 Gold per turn.

Martial: Choose Two.
Clarity has come up with two plans for the military this year. The first of which is to recruit another flight of 100 soldiers and the second is to train the existing soldiers to a new level of skill. The water dragoness believes that the current priority however needs to be building the military district so that she has somewhere for the soldiers to live, train, and relax together which according to her will build the bonds between her soldiers and make them their teamwork more effective.

Rebuilding the City Military (Martial): With Clarity's new professional soldiers proving to be well worth the time and money it took to train them, she and Glacies would like to construct a district dedicated to training and equipping future soldiers. This will also give the soldiers a place to stay when they are not on assignment and ensure that training replacements or new flights will go smoothly.
Cost: 952 Gold, 300 Upkeep. Time: 2 years. Reward: Military district, Reduce training cost, time, and upkeep for soldier flights, +10 soldiers' rolls. Locked - One year remaining.

- If there was a single word to describe the district that Clarity has started building, it would be that it was… plain. For the moment the dragons involved have been clearing the build site and erecting a simple stone wall around the district. The plan calls for a semi-self-sufficient area within Warfang that the Flights can use as a staging ground even if the rest of the city is lost. So far the only other thing in the district is a massive stone building with enough room to house a hundred dragons. Each flight will get one of these stone buildings which will be fortifications in and of themselves, serving has hardpoints should all other defenses fail. Reward: Military District cleared and walled off. A single stone barracks has been erected.

Drilling Dragons:
The battle for the fort was a complete success as far as Clarity is concerned, however there is plenty of room for improvement. Now that she knows how durable the Bandosians' army is, Clarity wants to ensure all of her soldiers have at least expert level skill in their element. In addition there are several minor improvements alongside a complete revamp of tactics when dealing with the Bandosians in general. The retraining will take some time to complete, but the expected benefit more than outweighs the time lost in her eyes.
Time: 2 years. Reward: +100 to soldier skill level. Locked - One year remaining.

- It is an unfortunate fact that as the soldiers get used to their life, they lose something of themselves. Clarity has taken the previous training method and fine-tuned it and then put the soldiers through it once again. This time the objective is to reach a new level of elemental skill, but new tactics and discipline are once more drilled into the unfortunate dragons' heads. ...It hurts Clarity everytime she sees those under her command not come back from a battle and she is determined to make all of Warfang's enemies bleed before they can have a single one of her dragons. Reward: Training proceeds as planned. Soldiers are being beaten into shape with insane training drills. Also learning to rely on the dragon beside them more in battle.

Diplomacy:
Choose One. One Locked.
Ventis has his paws full this year as not only are the last of the scouts starting to return, but the aviansie are requesting a meeting at the Empyrean Citadel, and the moles are beginning to fracture. Unfortunately the wind dragon has neither the time nor the skill to balance all three of these things. Then of course there were other peoples that deserved an official envoy from Warfang such as the Reliquia, other cheetah tribes, the manweersmalls, and the many peoples of Gielinor.

Look for Survivors: Now that maps of the continent have been completed, Ventis proposes sending scouts out to look for survivors. Small enclaves of dragons or other races may be out there still in hiding. In particular small villages of dragons and tribes of cheetahs used to dot the world, while lesser known races such as the atlawa could be found in isolated communities. Ventis thinks that most of these groups were either wiped out during the war or never came out of hiding and would like to send scouts to find them.
Chance of Success: 70%. Time: 4 years. Rewards: Possible new allies or immigrants. Locked - One year remaining.
Needed: 30. Rolled: 78+10(bonuses)=88.

- It is with much joy that the last of the atlawas are found, led by the beleaguered Kane. Shortly after the scout returns with news, Spyro makes a point of sending a letter to his friend. The return letter shortly before the end of the year details what happened to the atlawas; the plains that had been their home was consumed in the cataclysm brought about by Malefor and out of the thousands of atlawas spread among several tribes, less than a thousand made it below ground in time to ride out the event. In the chaos that followed, Kane was left with about 600 people and as far as he knows, they are the last atlawas in existence. Kane is a proud leader, but he will not doom his people and already he leads his people in a trek to Warfang that will last three years. He plans to set up in the plains immediately outside of the city and requests Spyro's help in protecting the last atlawas. Reward: Atlawas almost extinct and Kane leads the last of them to Warfang in search of protection.

Calming Down the Moles:
Information from both Umbra's spy network and Head Foreman Forticus suggests that the moles of Warfang are beginning to fracture. Not all of the mole foremen wish for friendly relationships with the dragons as too many have seen the grim records of the pre-war situation with the dragon nobles treating all non-nobles badly. Ventis thinks that negotiating with the groups is possible, but it would definitely be difficult.
Chance of Success: 40% (9 times). Cost: 200 gold. Time: 1 year. Reward: Mole factions swayed to pro-dragon stance.
Rolled: 22+11=33.
Rolled: 35+11=46.
Rolled: 63+11=74.
Rolled: 12+11=23.
Rolled: 78+11=89.
Rolled: 70+11=81.
Rolled: 3+11=14.
Rolled: 23+11=34.
Rolled: 14+11=25.

- Of the nine mole fractions, Ventis only managed to persuade three of them to remain allied with the dragons. Of the remaining tribes, one of them tried to kill Ventis when he came to negotiate and another two radicalized behind that faction. Tensions began to mount and by the end of the year it looked like a small war was about to break out inside the mole district of Warfang. Forticus finds himself leading less than half of his people and it is looking increasingly likely that the anti-dragon faction will be forced out of the city early next year. It is Forticus' opinion that the three crews responsible for this are now past the point of reason and the best option will be to let them leave the city. Reward: 2/5 of moles follow Forticus. 3/10 have radicalized behind a hatred of dragons. Remaining 3/10 just want out of the city to do their own thing.

Intrigue:
Choose Two.
Though not many would be capable of catching it, Umbra came back from his trip into Gielinor's shadow realm unnerved. He seems unable to describe just how truly massive the strange realm is and believes that it is a useful tool, but full of unknown dangers. In particular, he doubts that he is the only shadow user of such skill to find the shadow realm and suspects that the mahjarrat whom are rumored to wield shadow routinely travel the realm. As skilled as he is, the mahjarrat seem unimaginably powerful and such an unpredictable force with access to the shadow realm is dangerous.

Investigate (Reliquia): 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.
Needed: 40. Rolled: 68+15(Intrigue)+15(Traits)+20(bonuses)=118.

- Umbra found Reliquia far harder to infiltrate than he had expected, as they seemed to have an outright bizarre amount of shadow dragons among their number. Where Warfang drew all of the dragons in the eastern half of the world to it, dragons on the western continent were found by Reliquia scouts and guided to their underground city. Reliquia is led by the quartet Incindous, Taiga, Galvan, and Gaia; fire, ice, electric, and earth dragons respectively. While dragons of all elements are prominent in the city, there seems to be a sizeable shift in the births of new dragons: favoring earth, water, shadow, and fear above the others. This has lead to a peculiar reverse of the norms as fire dragons find their offspring almost as likely to be a shadow or fear dragon as they are a fire dragon. The ruling council theorize that this shift is from living beneath the ground, but tensions seem to be mounting in the city alongside an upswing in fear dragon births. Reward: Information on Reliquia. Earth, water, shadow, and fear dragons are far more likely to be born in the underground city.

Widen the Network:
Though the fledgeling spy network is a good start, it is just that, a start. Umbra wants to recruit more operatives and widen the area within which you get usable intelligence from. This will result in more accurate information, foreknowledge of important events, and potentially uncover important secrets. In particular Umbra would like to try and recruit more varied races from Gielinor into his network, though he is unsure of how hard this will be to accomplish.
Chance of success: 40% Time: 3 years. Reward; Accurate information on Avalar and the Kandarin, Feldip, Forinthry, and Kharidian provinces of Gielinor.
Needed: 60. Rolled: 84+15(Intrigue)+15(Traits)+10(bonuses)=124.

- Umbra's Shadows manage to convince a handful of humans to share any interesting new that they hear. A single centaur also agrees to share what she hears, though neither group will tell the Shadows anything incriminating. It is particularly interesting how much the information changes when reported by four different races. Though the network did not gain any more aviansie or anyone in a far flung province, the centaur informant regularly hears things from the other centaur herds who are spread out around the southern stretches of Forinthry, while the humans in northern Kandarin regularly trade with the Fremennik peoples. Reward: Handful of human informants across northern Kandarin and western Forinthry. A single centaur informant who hears things from the other centaur herds.

Stewardship:
Choose One. Two Locked.
Glacies has several projects that she thinks should be completed, but only one of those is a priority in her mind. In her 'humble' opinion, it is high time to revamp the city government as the inefficiencies in running the city with just a small number of chosen advisors, are beginning to pile up in a big way. In fact Clarity thinks that unless this is done soon, you will begin seeing the more morally corrupt dragons finding ways around the current system as the current system is simply not big enough to catch everything.

Farming Prey: Now that you have maps detailing the migratory routes and locations of prey, Glacies would like to see if purposely containing large amounts of prey species to be bred and harvested enmasse is possible. If successful this could very well solve the food problem that having nearly two thousand carnivores the size of dragons in a single city brings. Unfortunately this project is very much going to be trial and error and Glacies is not even sure if anything will come from this.
Cost: 286 Gold. Time: 3 years. Reward: Ranching; +1 Food level, +200 income in gold. Locked - One year remaining.

- Glacies has been working hard to make sure that proper measures are taken to both capture and contain all of the animals. So far things are proceeding apace and with the culling of some of the more problematic animals, such as the pack leader that caused the disaster last yet, Glacies claims that the project will be complete next year. In order to make sure of this, she has hired one two additional fear dragons to keep watch on the ranch at all times. Reward: Glacies is taking no chances; project is going as planned finally.

Patching the Holes Part 2 (Stewardship):
Now that new walls have been erected, it is time for the stone to be fused together into one whole piece. Clarity and Glacies would like to get started immediately as the sooner the walls are made stronger, the less likely an enemy will be able to breach them. Durability enchantments combined with a massive amount of Earth manipulation will be required for this. As such they expects this project to take a while to finish, but once done it will greatly increase the protection granted by Warfang's walls.
Cost: 952 Gold. Time: 3 years. Reward: +400 to defense rolls. Locked - Two years remaining.

- Massive teams of earth dragons and enchanters have been hired this year. Thus far the side of the wall facing the Gielinor portal has been successfully hardened and enchanted, making the wall a single mass of stone enchanted with major-strength durability enchantments. According to the ice dragoness, these new walls will be able to hold even an ourg at bay, though one like Raghzor would still have bashed his way through eventually. Reward: Side of Warfang facing the portal has been hardened to resist ourgs.

A Legal Conundrum:
Now that Glacies has for the most part untangled the laws relating to taxes, she believes that her next step should be in updating the rest of the laws. Due to the centuries where the noble families had free run of the kingdom except where it concerned the Guardians, they have written new laws or changed existing laws at their convenience. This has resulted in a horrendous mess of legal contradictions that makes it incredibly difficult to go without breaking at least one law in everyday life. Fortunately with the nobles holed up in their own district and occupied with their feuds, Glacies has spotted an opportunity to work on fixing it.
Chance of Success: 60%. Cost: 285 Gold. Time: 4 years. Reward: Updated laws, ???.
Needed: 40. Rolled: 61+15(stewardship)=76.

- There is no one event that anyone can point to as a result of the new laws being finalized. What does happen is several dragons are hired on by Glacies to track down lawbreakers which results in the discovery of a gang, several people cheating the city out of it's money, and a scandal that completely wipes out the Astra noble clan. Despite the attention that each of these should have gotten, Glacies managed to keep them out of the light and only a scant few rumors and the mysterious disappearance of the Astra family are the only indication that anything at all happened. Instead of letting Astra's property circulate back to the nobility, Glacies managed to have all of the books, artifacts, and gold seized. This does unfortunately leave the problem of what to do with the now captive dragons as apparently nobody was enforcing laws before this, save the nobles. In the end Glacies locks the nobles inside their now empty estate as they are too scared by the scandal to be much of a threat, while suitable punishments are found for the rest. Reward: Actual legal system. +500 gold, discovery of bad stuff happening, occasional seized goods.

Learning:
Choose Two.
If Therris had to consider something a priority, it would be building a library or the education district and discovering a simple, yet mass-producible armor (if only to stop Clarity's constant requests). He would much rather be furthering the research into enchantments, but even he must acknowledge that there might be more important things than research.

Reverse Engineering (basic bandosian enchantments): According to Therris the enchantments on the weapons and armor recovered are incredibly simple, if crude. In fact such enchantments are ideal for mass production and if superior dragon knowledge is applied, then he is sure that he can create an easy to make enchantment which could be applied on a large scale with ease. Such enchantments consist of durability, strength, sharpness, weight, and similar attribute enhancements. In fact this would serve as an ideal stepping stone for his other related project to greatly improve attribute enhancing enchantments.
Chance of Success: 70%. Time: 1 year. Reward: Mass producible basic enchantments. +10 toward Attribute Amplification.
Needed: 30. Rolled: 83+10(learning)+10(traits)+20(bonuses)=123.

- The simplicity of Bandosian enchantments amazes Therris. While they lack the power of aviansie or dragon enchantments, they are far easier to mass produce. In fact they are about as simple as they can be while still being enchantments; just about anyone with the slightest bit of magic knowledge could replicate these quite easily if shown how. In fact despite how simple they are, Therris can tell it had to have taken a master enchanter to invent them originally as they touch upon the most basic and fundamental parts of enchanting. Therris guarantees that with only a little bit of work, every dragon would be able to make these enchantments and they are simple enough to be taught in the school. Reward: 'Basic Enchantments' discovered. These are a step below minor enchantments in power, but can be produced by anyone.

Reverse Engineering (bandosian metal):
The metal that makes up the Bandosian weapons and armor is unlike anything Therris has seen before outside of dragon armor. Preliminary research suggests that the metal is highly magical and that it is over three times tougher than almost anything he can think of. Though the metal compares favorably to the metal dragon armor was made of, he can already tell that it is heavier and as such not a complete match. Nonetheless, the amount of this metal recovered suggests that it should be easy to mass produce and as such would be ideal for outfitting large amounts of dragons in.
Chance of Success: 55%. Time: 1 year. Reward: Bandosian metal identified, first step toward mass producible armor.
Needed: 45. Rolled: 98+10(learning)+10(traits)=118.

- The metal recovered from the Bandosians was something that Therris was quite simply unable to identify, at least until he looked into a previously useless material. Necrite is rather useless in it's original form, but has been known to catalyze strangely in places of great death. Due to the sheer amount of death required to work the metal into it's far more powerful form, pure necronium was and still is useless according to Therris. The Bandosians seem to have gotten around this by alloying it with steel and then working enchantments into the forging process. The resulting metal seems to resonate with the Bandosians on a spiritual level and is not as effective for dragons, Therris theorizes that Gielinor's gods are more significant than previously believed and that being followers of the war god unlocks some of necrite's powerful properties. With the revelation of magical metals resonating on a spiritual level using some of the same properties as sympathetic enchantments, Therris believes that he has a lead on a metal that resonates incredibly strong with dragons. Reward: Alloy used by Bandosians resonates with their god, empowering it. Therris is looking into metals that resonate with dragons.

Piety:
Choose Two.
With the majority of the apprentices having reached mastery of their element and Argent having been made an official apprentice, there is much cause for celebration in the Dragon Temple. Project-wise, it is much agreed that finding the elemental nexuses for each element on Avalar is an important task and that beginning research into the state of the nine elements on both Avalar and Gielinor could reveal important information on the states of the planets. Additionally there is the research into the mysterious seers for the Pool of Visions, though Cyril and Volteer are not clear on where to start concerning that.

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 (500, or 1000). Reward: Progress made toward elemental traits. Argent/Timor gain Earth/Fear Master, Pyra/Umbra gain Fire/Water/Wind/Shadow/Poison Grandmaster.
Pyra: 42+26(piety)+25(bonuses)=93.
Argent: 44+20(piety)+25(bonuses)=89.
Phydra: 29+24(piety)+25(bonuses)=78.
Zephyr: 25+24(piety)+25(bonuses)=74.
Umbra: 80+19(piety)+25(bonuses)=124.
Virii: 33+19(piety)+25(bonuses)=77.
Timor: 54+24(piety)+25(bonuses)=103.

- The seven apprentices made decent amounts of progress on their training this year, but perhaps more importantly, Cyril and Volteer had began to share some of the deeper secrets of the world and of the Guardians with them. They talked at length about how each element affect both the world, the inhabitants of the world, and even the other elements. It had long been the duty of the Guardians to care for balance of elements with the world and to prevent any one element from falling out of this intricate weave. In order to truly begin understanding such things it required a mastery of one of the elements, though it was only grandmasters who could truly comprehend in full the scale of such things. Argent was unfortunately left out of this discussion, but in a few years she too would be let in on the deeper mysteries. Reward: Training continues. Guardians spill some of their secrets to everyone but Argent. The apprentices have been oddly subdued, as if they have been shown just how small they truly are in relation to the world and the elements.

Viewing the World Part 2 Spiritual:
The possibility of recreating the incredible pool of visions has greatly interested Volteer, who goes on at length to convey all of the different possibilities of the artifact. Unfortunately not only is the knowledge lost, there was a spiritual component to it as well that they do not seem able to pin down. In addition that, they describe that only Ignitus and a handful of others throughout history could use the pool of visions to it's utmost potential. They describe the rare dragon capable of mastering the artifact as 'seers', though just what being a seer means is not something either of them were fully aware of. They seek to answer these important questions, so that when Therris has figured out the enchantments, work will be able to begin immediately on building it.
Chance of Success: 40%. Time: 2 years. Reward: Spiritual component to pool of visions figured out.
Needed: 60. Rolled: 81+28(piety)+30(traits)=119.

- Though Cyril and Volteer are both oddly reluctant to share all of what they discovered, they do reveal that the reason the Pool of Visions could work as it did was that it interacted with elements in a way that touches upon some of the Guardians' mysteries. They suggest that waiting until Argent has mastered Earth would make their side of things easier, while waiting until all seven of the apprentices had become grandmasters would make the spiritual component easy enough to accomplish that they could guarantee their success. While they discussed this, Cyril began negotiations with the nobility in order to find information on 'seers'. Reward: Knowledge of how the Pool of Visions reacts with the world. Negotiations with nobility for access to libraries to hunt down 'seer' information.

Personal:
Choose Three (Spyro, Cynder, and Either)
Spyro has at last done his late mentor Terrador proud and achieved mastery with Earth. Though he still has far to go if he wishes to pursue the next step, it would be nice to take a break from the element to work on other things. In particular it has been suggested that Spyro should unlock all nine of the elements in order to be more balanced spiritually. The Guardians agree that there is wisdom in this, but nobody knows quite what will result in such a feat. Cynder meanwhile has been working on her fear element and has become emboldened through talking with Timor about what the element is truly about.

Spyro - Mastering the Elements (Fire): 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/Wind/Shadow/Poison/Fear), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
Rolled: 52+36(piety)+30(traits)+25(bonuses)=143.

- Now that Spyro has achieved mastery with Earth, he moves onto his first element, Fire. Fire will always hold a special place in his heart as it was Ignitus' element and the late Fire Guardian had been like a second father to him. Fire is one of the four pillar elements of Avalar and has long been thought connected to passion, growth, rage, light, and rebirth. To master fire is to begin the journey to truly grasping these concepts and how they affect the world and the user themselves. Spyro knew these things intellectually, but upon talking with Pyra and visiting the Fire hall of the Dragon Temple, he realized that just like Earth, Fire was far more deeply reaching than he had suspected. Reward: Progress toward Fire Mastery.

Dragon Emissary (Armadyl):
Tsa'ar has offered to introduce Ventis to the aviansie court and Armadyl himself in the Empyrean Citadel. Correspondence has already been taken back to the citadel and she believes now would be the best time to make introductions, while the recent battle is in everybody's memories. Establishing a proper relationship is crucial according to the wind dragon and the sooner you jump on it, the better off both peoples will be. Ventis believes that bringing Spyro and/or Cynder will make the negotiations much more binding.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Empyrean Citadel interlude.

- Spyro and Cynder met with Tsa'ar late in the year and were escorted by the Nohar zu'uk to the Empyrean Citadel where they would meet with the god Armadyl. Reward: Empyrean Citadel Interlude.
 
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Outside of the moles, this was a pretty damn good turn.

Given the many rolls involved not surprising how it went, and not bad really.

Now Spyro ought just let them go.. and charge them through the nose for any support they may want in the future. If there wasn't the giant issue of an entire other world I'd also recommend sabotaging their efforts to get them to reconsider just how bad it really was under dragon rule but there it is.
 
Given the many rolls involved not surprising how it went, and not bad really.

Now Spyro ought just let them go.. and charge them through the nose for any support they may want in the future. If there wasn't the giant issue of an entire other world I'd also recommend sabotaging their efforts to get them to reconsider just how bad it really was under dragon rule but there it is.
Honestly, the ones who want to leave peacefully I say let them, keep an eye on them and if they do well set up trade or something and try to foster good relations with them so we can gather supplies from them and not worry about them.

The hostile ones however. I say let them leave, tail them, and see where they set up and watch them from the shadows. If they calm down maybe try to reopen diplomatic talks, if it looks like they're going to become a problem take them down hard and fast and leave no trace we were involved.
 
Empyrean Citadel Interlude Part 1
The Empyrean Citadel was a grand fortress and palace that sat miles above Gielinor. It was the centerpiece of aviansie culture and where a planet-wide war effort was coordinated from. To the more spiritually inclined it was also a glowing nexus of divine power, magic, and life that made it shine brighter than all but the most sacred places of the world. It was from this place of power that Armadyl, the aviansie god of justice ruled from on high from. Hundreds of aviansie danced through the air around the citadel as they plied their wares, traded intelligence, or merely sought advice from the many gathered masters of dozens of crafts. Inside the throneroom of the palace were the representatives of dozens of zu'uks, human villages, and even an uneasy centaur as they entreated their lord, general, and god about a plethora of issues. At the head of all of this sat Armadyl, the aviansie god of justice, on a masterfully crafted and yet simplistic throne as he expertly guided his court through the myriad of issues affecting his people.

The approach of the Spyro and Cynder with their aviansie escort toward the throne room was met with inquisitive stares as aviansie all around them stopped what they were doing to watch the two dragons. Most of the aviansie had never actually seen a dragon before and for those who had, Spyro and Cynder were nothing like the dragons from Gielinor. Where Gielinorian dragons were too consumed by rage to form coherent thoughts, it was evident simply by their posture that the approaching dragons had keen minds comparable to any of the other sapient races. If these new dragons could be persuaded to have a non-aggression pact at the minimum, if not a full on alliance, then it would be a victory for the overstretch aviansie. Even if the dragons were simply hostile to the Bandosians, then the aviansie would look favorably upon them as they could greatly reduce the pressure that General Mugorim was putting on the many villages in northern Kandarin. Spyro and Cynder meanwhile were taken aback by how simple the aviansie could be; trees and wooden buildings brought out a sense of harmony, while aviansie forgoed elaborate decorations. Yet the Armadyleans were more than just a peer power and one only had to look upon the sheer number of aviansie, the quality of their crafts, and the sheer power which flowed through Armadyl to know this for sure.

"Lord Armadyl." Spyro said in greeting as he and his mate were led up to the front of the court. "I am Spyro and this is my mate Cynder, we come representing the city of Warfang on Avalar."

In contrast to his overwhelming power and leadership of his people, Armadyl was a rather average looking brown-orange aviansie and dressed simple plates of metal which covered his limbs and waist, though little else. "It is always a delight to meet new peoples in peace rather than on the other side a battle. It is my hope that we can be allies and friends instead of enemies; this world has seen too much bloodshed in the name of differences already."

What are the dragons of Warfang hoping to get out of these talks? (Choose any number)
Armadyl will match any offer put forward.

[] Non-Aggression Pact
[] Military Alliance
[] Open Borders
[] Information
[] Trade
[] Write In
 
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I have no excuses for why this update took so long. It was a combination of lack of motivation, lack of time, and writer's block, but it should not have taken me a whole month to get this out.
 
I have a few questions:
1. What do you mean by "Armadyl will match any offer put forward."? Will he want concessions or something?
2. What would a military alliance entail?
3. How do Aviansie enchantments compare to normal dragon enchantments, and how do the new mass-producible enchantments compare?
4. Where is our portal in relation to the Aviansie territory, or in relation to Bandosian territory?
 
I feel that the non-Aggression pack is a no brainer but what do people think what else we should try and go for? Information and Trade could be helpful and I don't think that would be asking for to much from the Aviansie but I'm a little more hesitant on the military Alliance at this time as I'm not really sure who else the Aviansie may be fighting and we have enough problems at home without worrying about fighting wars in other worlds. Also not sure how people back home would feel with open boarders as most outside of the army haven't ever seen anyone from this world and I'm not sure how xenophobic our people are... Plus with the moles having their issues I kinda don't want that to be people first impression of our kingdom.

So what are your guy's thoughts?
 
I have a few questions:
1. What do you mean by "Armadyl will match any offer put forward."? Will he want concessions or something?
2. What would a military alliance entail?
3. How do Aviansie enchantments compare to normal dragon enchantments, and how do the new mass-producible enchantments compare?
4. Where is our portal in relation to the Aviansie territory, or in relation to Bandosian territory?
1. If you put forward an offer to trade maps of your entire territory, then he will match that. There are a handful of things that he will not handout, but in general if you decide to do something, he will reciprocate similarly.
2. You would be able to call on his forces for aid, but if a major battle goes down that could have wide reaching effects then his forces might call upon yours. As the aviansie are a proud people, this is not likely to happen often. If say Mugorim burns all of Kandarin and the aviansie can't contain him, then they'll call for aid.
3. So I've ranked enchantments: basic, minor, lesser, major, greater, master, and grandmaster. Theoretically there may be levels above those, but they are so complicated that most mortals just do not have the time in their lives to learn them. You currently have basic through greater, though your understanding of greater is limited. The best aviansie enchanter can create grandmaster enchantments, but they are lacking basic enchantments as that was a Bandosian invention. Basic is things like 'draw this symbol and put magic in', while grandmaster tends to be creating weapons and armor which are leagues beyond anything a dragon has conceived of. The Pool of Visions would be a grandmaster artifact.
4. Pretty much in between them. There's a lot of territory changing hands around you as it's one of the more active zones of the war.

You get the feeling that Armadyl is very much an idealistic kind of person. He wants to believe the best of everybody and has dreams of gods and mortals living together in peace.
 
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