Spyro's Kingdom (Legend of Spyro Crossover)

@Nianque: If Spyro and Cynder train the same Element at the same time, would there be a bonus to their learning? If so, what affects that bonus? Like, since neither have Water yet, would joint training in Water give less of a bonus? Compared to, say, Spyro & Cynder training in Fire or Shadow for example.
Yes. If both are of a similar skill in the element, they'll get a small bonus just because they're training together. Whereas if one is significantly better in the element, the bonus will be larger.
 
Yes. If both are of a similar skill in the element, they'll get a small bonus just because they're training together. Whereas if one is significantly better in the element, the bonus will be larger.

Hmm... Could you provide us the Elemental Progress for both Spyro and Cynder? It'll make it easier picking which Elements to train in the future turns. Though, my idea so far is getting Spyro and Cynder to be wielders of all nine Elements.

Oh, actually, can we assign a Hero Unit to the Guardians' training? If so, would assigning Spyro or Cynder be possible? I figure the main point of a Hero Unit there is just helping the Guardians with the mundane side of things.

Still, given the limited opportunity, it'd be a nice way to train up Spyro and Cynder in multiple Elements. Oh, actually, how many people can train together with the same Element until there's no bonus?

I was thinking have Spyro and Cynder train the same Element, as well as spend time with the Guardian of the same Element to boost it further. That, and I'm curious if the Guardians can reach Paragon Rank with their Elements...

Would serve nicely as something Spyro and Cynder could never achieve, thus keeping the Guardians always more powerful with their own Element.
 
Hmm... Could you provide us the Elemental Progress for both Spyro and Cynder? It'll make it easier picking which Elements to train in the future turns. Though, my idea so far is getting Spyro and Cynder to be wielders of all nine Elements.

Oh, actually, can we assign a Hero Unit to the Guardians' training? If so, would assigning Spyro or Cynder be possible? I figure the main point of a Hero Unit there is just helping the Guardians with the mundane side of things.

Still, given the limited opportunity, it'd be a nice way to train up Spyro and Cynder in multiple Elements. Oh, actually, how many people can train together with the same Element until there's no bonus?

I was thinking have Spyro and Cynder train the same Element, as well as spend time with the Guardian of the same Element to boost it further. That, and I'm curious if the Guardians can reach Paragon Rank with their Elements...

Would serve nicely as something Spyro and Cynder could never achieve, thus keeping the Guardians always more powerful with their own Element.

Paragon requires something to be done that is both impressive and nearly impossible. It's the level at which you start moving beyond the possible. There is of course transcendent and divine above that, but... Divine is things like major gods. Transcendents are things like...lesser gods or 40k primarchs. There's a whole bunch of all three on Gielinor, but on Avalar the only one to hit paragon has been Malefor who had paragon piety. This being said, there are action trees to letting characters achieve paragon with a bit of luck. The Guardians are far more likely to hit paragon of an element than either Spyro or Cynder, Spyro is however really close to paragon piety. (And yes, I borrowed this system from durin's Embers in the Dusk quest with his permission)

For multiple people training together I've been sticking with one extra roll and tacking on a few extra bonuses where appropriate. See Spyro and Argent training together or Spyro, Cynder, and Zephyr at the wind nexus.

I don't really see much point in letting you add a hero unit to the training stuff. Unless you convinced Armadyl to come give a demonstration on wind or something. I am fixing on adding a 'personal attention' action for Spyro and Cynder with the completion of the new government district and palace. That will let them take actions from other categories. Right now though they are just too busy to run an entire project.
 
Elemental Training Progress
Spyro (Fire)274Need 500 for Master
Spyro (Ice)0Need 500 for Master
Spyro (Electricity)143Need 500 for Master
Spyro (Earth)579Need 1500 for Grandmaster
Spyro (Wind)720Need 1100 for Master
Spyro (Shadow)192Need 300 for Skilled
Spyro (Blood)205Need 300 for Skilled
Spyro (Aether)329Need 1000 for Master
Cynder (Electricity)99Need 100 for Novice
Cynder (Wind)607Need 1500 for Grandmaster
Cynder (Shadow)301Need 500 for Master
Cynder (Poison)88Need 500 for Master
Cynder (Fear)100Need 500 for Master
Cynder (Blood)106Need 300 for Skilled
Cynder (Aether)312Need 1000 for Master
Pyra1092Need epic feat for Paragon
Cyril0Need epic feat for Paragon
Fulmen744Need 800 for Master
Volteer0Need epic feat for Paragon
Argent1776Need 1800 for Grandmaster
Phydra1557Need epic feat for Paragon
Zephyr1591Need epic feat for Paragon
Umbra1083Need epic feat for Paragon
Virii1566Need epic feat for Paragon
Timor1842Need epic feat for Paragon
As requested, a copy of where everyone stands thus far with the elements. I haven't been keeping track of the other four advisors in as much detail, mostly because they're busy and not interested. That and two of them are masters and don't want to take the significant amount of time needed to reach grandmaster.
 
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Wait, why does Argent and Timor need 1800 for Grandmaster whereas everyone else just needs 1500? Is that because of something inherent to them, or is the 300 Point difference because of influencable?

Still, you weren't kidding that Zephyr is almost Grandmaster. I mean seriously, just 3 points shy. Oh, right, guess Phydra and Virii will almost reach Grandmaster this turn.

Hmm... Alright, everyone, if Phydra doesn't reach Grandmaster this turn... What do you all think of having Spyro & Cynder train with her next turn to unlock Water? Between them, Water is the only Element they don't have access to.

Besides, I'm sure unlocking Paragon Piety for Spyro will be interesting, and checking off Element Ranks is an easy way to get those last 4 Piety points needed.
 
Wait, why does Argent and Timor need 1800 for Grandmaster whereas everyone else just needs 1500? Is that because of something inherent to them, or is the 300 Point difference because of influencable?
They started at 'Skilled' instead of 'Expert'

You won't breakthrough to paragon piety with Spyro just by unlocking unlocking all the elements or something. It'll take something impressive... Grandmaster in all four pillar elements might get you it with a good roll, master in all elements about the same chance. Grandmaster in every element will be a pretty easy roll to pass. Creating new elements also has a chance, but that's how Malefor got paragon and it's not as impressive now that someone else has done it.

Edit: 100 points to learn a new element, 200 for skilled, 300 for expert, 500 for master, and 1000 for grandmaster. Aether is doubled.
 
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It'll take something impressive... Grandmaster in all four pillar elements might get you it with a good roll, master in all elements about the same chance.
So... what? Pushing beyond the ordinary boundaries? Literally moving tectonic plates for Earth?
 
So... what? Pushing beyond the ordinary boundaries? Literally moving tectonic plates for Earth?
Rearranging planets is a transcendent level feat, so you don't have to worry about pulling that off. That said, using the full power of an elemental nexus can get the one who did it to paragon in that element.

My only advice is getting paragon is going to take a while and preparation to pull off. Paragon traits are a thing though and every paragon trait is going to be very impressive. That trait will also reflect how you achieved paragon so I can't outright say what each character would get. But... Expect every single character who has paragon to be able to make a difference on a vast scale. The quest I modeled mine after has things like allowing you to decide the composition of your armies only after they have been pinned down and literally represents the character planning ahead so well that he has exactly what he needs when he needs it.

Paragon piety will definitely reduce the difficulty of adding new elements of course.'

Also I'm going to go ahead and outright confirm that all of the gods involved in the God Wars in Gielinor are multi-paragons. They have been fighting a massive scale war over half a planet for about 3500 years by now. Fortunately the 3 transcendent level gods are otherwise busy.
 
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I have a question: Can we train a hero's stat outside of Piety to go higher? I ask because when we get to building the Temples for the Elements, it's going to be using their stewardship for the rolls and some of our Guardian's stats in that area are... lacking, to say the least (especially Phydra's).

So... what? Pushing beyond the ordinary boundaries? Literally moving tectonic plates for Earth?
Inner Regigigas intensifies!
 
I have a question: Can we train a hero's stat outside of Piety to go higher? I ask because when we get to building the Temples for the Elements, it's going to be using their stewardship for the rolls and some of our Guardian's stats in that area are... lacking, to say the least (especially Phydra's).
The spend time action under personal can do this if you're lucky either raising Spyro or Cynder's stat or the stat of the one you're spending time with. Otherwise... Just having the characters focus on stewardship actions. Aside from that? Maybe I'll add something. I'll think on it some.
 
Life/Undead/Light would make for interesting additions.
Runescape has the elements of: Air, water, earth, fire, mind, body, cosmic, chaos, nature, law, astral, death blood and soul. Though ice, smoke, and shadow also exist...
Blood sounds a lot more useful and unique to add, compared to Smoke.
Since the topic of which element to eventually add to Avalar came up again, I'd like to throw my support behind Life. Dragons with healing breath would be a massive boon both for civilian and military reasons.
As far as I can tell from a quick look at the Runescape wiki, Blood by itself isn't capable of healing, and since each element we add to Avalar makes it considerably harder to add others, I'd rather not canonize Blood.
Besides, new elements have a massive spiritual impact on the world, and Blood has quite a few unfortunate connotations.
Studying Blood to help with Life is definitely a good idea, though.
 
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Since the topic of which element to eventually add to Avalar came up again, I'd like to throw my support behind Life. Dragons with healing breath would be a massive boon both for civilian and military reasons.
As far as I can tell from a quick look at the Runescape wiki, Blood by itself isn't capable of healing, and since each element we add to Avalar makes it considerably harder to add others, I'd rather not canonize Blood.
Besides, new elements have a massive spiritual impact on the world, and Blood has quite a few unfortunate connotations.
Studying Blood to help with Life is definitely a good idea, though.
Blood can transfer health and is highly effective in tracking someone. Though most of it's effects linger in stealing health to heal yourself, creation of blood elementals/golems and such. A dedicated life element would heal better for sure but if you don't have an existing example to work off of, it will be far harder.

...I wonder what happened when Malefor added Fear...
 
@silvershark
Are you sure you want to use Therris for a piety action? It's based off piety after all, not learning.

Huh. He has a much lower learning than I thought. That... Huh.
 
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Since the topic of which element to eventually add to Avalar came up again, I'd like to throw my support behind Life. Dragons with healing breath would be a massive boon both for civilian and military reasons.
As far as I can tell from a quick look at the Runescape wiki, Blood by itself isn't capable of healing, and since each element we add to Avalar makes it considerably harder to add others, I'd rather not canonize Blood.
Besides, new elements have a massive spiritual impact on the world, and Blood has quite a few unfortunate connotations.
Studying Blood to help with Life is definitely a good idea, though.
I would think the bigger issue with making Blood an element is where it's nexus would be...

...I wonder what happened when Malefor added Fear...
Might be best if we were to make a counter to that element. Like Love, Hope, or something among those lines.

Are you sure you want to use Therris for a piety action? It's based off piety after all, not learning.
So his +10 to research rolls won't apply to it?

Thing is, Volteer has a crazy good bonus with enchantments, and Timor is better at stewardship and learning then Therris.

I guess I could throw him at Prospecting Gold since his stewardship isn't that bad, but I would like to know if the +10 to research rolls apply to researching religion or not.
 
I would think the bigger issue with making Blood an element is where it's nexus would be...


Might be best if we were to make a counter to that element. Like Love, Hope, or something among those lines.


So his +10 to research rolls won't apply to it?

Thing is, Volteer has a crazy good bonus with enchantments, and Timor is better at stewardship and learning then Therris.

I guess I could throw him at Prospecting Gold since his stewardship isn't that bad, but I would like to know if the +10 to research rolls apply to researching religion or not.
No, I just thought Therris had a way better learning than he actually did. The research bonus will apply. Therris is due for some enchantment-based traits though... Uhh hang on, I'm retroactively adding skilled enchanter to Therris as of this turn and shrinking some bonuses...

I was already doing this in the background, but each level of proficiency in something will give +5 to rolls meaning I'll be giving Umbra and Volteer's respective traits a bit of a nerf and making master equivalent stuff give +20 instead of +50.

Guardian Knowledge bonus stays as is.

Edit: The reason for the high bonuses had to do with off-turn stuff like combat.
 
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No, I just thought Therris had a way better learning than he actually did. The research bonus will apply. Therris is due for some enchantment-based traits though... Uhh hang on, I'm retroactively adding skilled enchanter to Therris as of this turn and shrinking some bonuses...

I was already doing this in the background, but each level of proficiency in something will give +5 to rolls meaning I'll be giving Umbra and Volteer's respective traits a bit of a nerf and making master equivalent stuff give +20 instead of +50.

Guardian Knowledge bonus stays as is.

Edit: The reason for the high bonuses had to do with off-turn stuff like combat.
I think I'll keep everyone where they are. As for the nerf, yeah, I thought it was too easy giving a +50 to enchantments.
 
Good news everyone! With the help of my accoutant uncle, we've managed to make a combat system I'm actually happy with. So... Don't expect the mess that was the battle for the fort to happen again. I have a nice clean system for hero battles.
 
Turn 13 Results
What do you do with the mahjarrat?
[X] Remove the suppression and wake her up.
Rolled: 76.

- Spyro, Umbra, and Pyra stand waiting as the suppression enchantments are turned off. Everyone is tense as the mahjarrat regains consciousness and gauges her surroundings. After a moment she introduces herself as Lyseera and is surprised when Spyro steps forward and identifies her as a mahjarrat strong in smoke. That segways into a discussion of the four mahjarrat elements: shadow, smoke, blood, and ice, along with the nature of the mahjarrat homeworld; Freneskae. Their homeworld as it turns out is a desolate ruined land with rivers of lava, fierce lightning storms, and a toxic atmosphere with the only light being from the lava. Eventually they get back to more important topics and Lyseera reveals that she had been fleeing Praetor Trinedine who commanded the secret police of Paddewwa. An offhand observation from Spyro reveals that the Mahjarrat become weaker as time goes on and that every 500 years, they sacrifice one of their own to renew their strength.

Needless to say, all three dragons found this practice horrific, but the mahjarrat seem to be completely unable to regenerate their own strength and depend upon their Ritual of Rejuvenation in order to stay alive. Lyseera admits that she dislikes the practice and it will only be a matter of time before the mahjarrat are rendered extinct because of it, though she sees no way to avoid it. This comes as a result of their own numbers being so diminished by war and that so few female mahjarrat are left alive, that there are not enough births to weather both the ritual and the few fatalities from the God Wars and infighting. Due to her lack of allies and now that she has been alienated by the Zarosians, she fears that she may be one of the next sacrificed to the ritual in 386 years. If a way could be found to avoid this ritual or render it unneeded, she would be very grateful and unlike her compatriots, would be willing to shed her own identity as mahjarrat, if that was what it would take. Reward: Lyseera reveals some of the mahjarrats' history, including their Ritual of Rejevnation. She fears that she might be the next to be sacrificed and would give almost anything to prevent it.

Treasury: 3337 Gold
Income: 2100 Gold per turn.

Focus: Choose Two.
Now that the Kingdom of Avalar has been formed and Spyro elected as it's king, it is time to decide on a focus. This will allow you to influence the other settlements of the kingdom and direct their spare resources. Note: You may double up on the focus. (Clarity)

1st Avalar Army (1/2): At the recent conference to decide the fate of the government, it was decided to raise an army to defend Avalar. This army will be a combined arms force consisting of 10% of each group's total population. It would be best to focus on creating this army first. Note: The army does not currently exist. (Clarity)

- A thousand warriors split between the dragons, moles, cheetahs, humans, and centaur spend the year learning to work together this year. Throughout the year the moles bring out new mobile versions of their artillery to test in a field far outside Warfang, allowing the others to learn to work around the scorpions, onagers, and magical cannons. Earth dragons working with mole engineers create plans for fortifications that can be rapidly built, while cheetahs work with shadow and wind dragons to come up with a reliable system to relay the information that they discover. Meanwhile human warriors are given steel armor and practice attack and defending with the more experienced centaurs, honing their experience against mounted and unmounted opposition respectively. As they practice Clarity consults with the finest military minds from each race and puts together tactics which the new army is then trained in the use of. Reward: 2/2 progress, 1st Avalar army is ready for combat. Though they are still improving.

Internal Ties (4/10):
The many peoples of Avalar are as of yet not used to working together on such a large scale. Focus on binding the many peoples of Avalar closer together. Note: The kingdom is currently not unified. (Ventis)

- Ventis spends the year building on what Zephyr accomplished, though he spends a suspicious amount of time in Reliquia. On a related note, he left a very good impression on Councillors Taiga and Gaia which made them more willing to listen to what Zephyr had to say. Otherwise he spent a good portion of his time helping get the atlawa situated and introducing the centaurs and humans to Warfang, Boyzitbig, and the nearby cheetah tribes. Reward: 5/10 progress on internal ties. Ventis woos two Reliquia Councillors and spends the rest of his time introducing the humans and centaur to everyone else.

Martial: Choose One. One Locked.
Now that you have the ability to craft truly powerful dragon armor, Clarity recommends beginning work at once. Though she would like to begin training the 2nd Flight as well, since the dragons that will form it are already part of the 1st Avalar Army. The water dragoness is rather adamant that all three hundred of Warfang's contribution should receive the best training that can be offered and that means forming a whole three flights and training them to her incredibly high standards.

Secure Portal (Hyrule): Working together with Ventis, Clarity would like to cooperate with Reliquia to build defenses around the Hyrule portal. As the portal is a continent a way, this will be quite expensive though Reliquia will provide half of the expense. Clarity regards this as urgent due to the known threat of monsters on Hyrule.
Chance of Success: 90%. Cost: 300 gold. Time: 2 years. Reward: +100 to rift defense rolls. (Virii)
Needed: 10. Rolled: 59+11(Martial)=70.

- A band of lizard monsters ends up being the first ones to test the finished defenses and are easily driven off. Thanks to Virii, the Hyrule portal now has a similar level of defense compared to the Gielinor. This consists of tall earthen walls, an electrified moat, fierce winds on the inside, and dozens of other enchantments. With how close this portal is their city, the councillors of Reliquia have taken responsibility for its defense and will be the ones bearing the brunt of any attacks that come through. Reward: Hyrule portal defenses are finished. Reliquia will responsibility for it's security.

Study Tactics and Equipment (Bandosians):
Clarity recommends studying how other peoples and nations conduct war in order to broaden your own knowledge on the subject. While studying the moles, cheetah, centaurs, or humans will allow an easier blending of the 1st Army of Avalar, the study of an enemy's tactics and methods will allow her to plan around fighting them.
Chance of Success: Various. Cost: 100 gold. Time: 1 year. Reward: Bonus when fighting with or against the chosen group. (Pyra)
Needed: 30. Rolled: 65+13=78.

- The Bandosian army seems to be an odd mixture of a rigid hierarchy and a lack of disciple. Contrary to most armies, Bandos seems to discourage thinking and initiative and instead encourage obedience to the strong. Thanks to the prevalence of ogres, ourgs, and the many different variants that have been seen, this usually results in the lower ranking officers being faurg, while ourg are typically higher ranking officers. As a result of this a natural inclination for certain races to fill certain rolls in his armies has taken shape with goblins often serving as skirmishing infantry or ranged support, hobgoblins as a medium infantry, orks as heavy shock infantry, trolls as raiders and special forces, ogres as support, mogres for water combat, jogres for jungle combat, raurg as scouts, faurg as officers, and ourg as commanding officers. Bandos's forces are also strangely more technologically advanced than the other fractions and use strange powder based weapons and cannons supplemented by basic enchantments. Other equipment seems to be almost solely melee based with the Bandosian alloy forming tough armor and armor. The bandosians seem to have no elemental and only a few 'mages' that use strange runestones to imitate elemental energies.

Tactics seem to consist of using each race's role in combat to their fullest with goblins providing covering fire to advancing hobgoblins and orks, while raurg scout ahead, and ogre drag artillery into battle. Faurg and the ourg in charge of the force typically acting as an elite force and to keep their lessers in line. The trolls in particular are odd as Bandos has created several variants of them for combat in mountains, jungles, rivers, or seas and uses their natural advantage in the terrain they are bred for to surprise the enemy with a previously hidden heavy infantry force. Reward: +10 to combat rolls against the Bandosians.

Diplomacy: Choose Two.
Ventis has a lack of new proposals to suggest this year and would prefer to spend the time constructing profiles on the other leaders of the kingdom and seeking out new allies. In particular he is sure that with enough time he can convince Kahkan Tsa'ar and her zu'uk to join the kingdom. Aside from that, Ventis would prefer to be deepening the bonds in the kingdom, though opening diplomatic relations with other friendly realms would also be quite agreeable to him.

Coordinate with the Moles (Rebuilding the City Education): The moles have agreed to coordinate on construction projects around the city. They are eager to rebuild the city and have expressed worries about the lack of walls.
Chance of Success: 100%. Time: 1 year. Notes: Must be done on the first turn of the project. Reward: Half cost and time of selected construction project. (Cyril)
Rolled: 13+7(martial)=20.

- Apparently not all the moles who stayed in Warfang are happy about putting forward such resources to the dragons. Thankfully Cyril is able to smooth things out, though he does state that it might be a good idea to refrain from asking for assistance every year. The resources that were arranged managed to have a significant impact and have greatly eased the difficulty of Timor's first big project. The experienced construction teams have managed to once again shave off a year and a good portion of the cost, showing just how skilled the mole crews are. Reward: Construction time and cost reduced, Timor's first big project is made much easier on him.

Diplomatic Negotiations (Reliquia and recruiting Fulmen as a Seer and possibly Volteer's new apprentice):
Ventis has offered to enter talks with one of the other races or groups. Several of the known races have knowledge or services that dragons do not and the Wind dragon is willing to see if he can negotiate a deal of some kind. There are many groups that could be negotiated with, though not all would be easy. Ventis would also like to see if he can negotiate the admittance of other peoples into the kingdom, both on and off of Avalar.
Chance of Success: Variable. Time: 1 year. Reward: Negotiations for goods, services, knowledge or other information. (Zephyr)
Needed: 20. Rolled: 14+13(diplomacy)+10(Ventis)=37.

- With Ventis' charms helping to smooth the way and Zephyr's own charisma, he is able to convince Fulmen, Fulmen's family, and the Councillors to to let the young drake be Volteer's apprentice. That said they were a little bit hesitant since it is obvious at this point that the Guardians are part of Warfang instead of a non-affiliated temple unlike in the past. The fact that the temple is far more defensible in Warfang than it was otherwise helps sooth them open as the raid on the temple would be far harder to pull off now. It also helps that Cyril and especially Volteer both worked with the previous seer and so can share some of what they know from working together with Ignitus. Reward: Fulmen moves to Warfang to apprentice under Volteer. Reliquia is a tad uncomfortable that the Guardians are far more affiliated with just one city this time around.

Intrigue: Choose Two.
Umbra has finally impressed Cyril and Volteer enough that they have formally welcomed him as the Shadow Guardian. While this has freed him from the constant studying and training, it comes with it's own tasks and he is expected to lead by example and be someone that all dragons can look up to, not just shadow. Umbra's other responsibility as spymaster has gotten significantly easier and he feels like now would be the best time to scout Hyrule. With the knowledge that an almost dead mahjarrat appeared at the Gielinor fort looking like a dragon, Umbra wants to do a quick sweep of the kingdom in order to ensure that nobody has snuck past his agents thus far. Finally, the feud between Baselt and Sonis is winding down and it is likely that one of them will emerge the victor soon.

Scouting Hyrule: With the more immediate issues taken care of, Umbra believes that it would be a good time to scout Hyrule and find out what possible allies and enemies can be found in this new land. He would prefer to do this as soon as possible in order to not be blindsided; there may be things worse than the already encountered monsters and the spy would like to know what he needs to prepare for. Umbra does believe it likely that the natives are for the most part friendly, but you have likely not encountered all of the different races that call Hyrule home.
Chance of Success: ???. Cost: 100 gold. Time: 3 years. Reward: Knowledge of factions, monsters, and possible resources among other things. Locked - Two years remaining. (Umbra)
Opposing: 3. Rolled: 83+19(intrigue)+20(traits)+20(bonuses)=142(crit).

- This time around Umbra is able to lead his agents himself and discovers quite a bit about this new world. To start off with, all of the monsters are a result of something they call the 'Calamity' which occurred a hundred years ago and utterly destroyed the kingdom of the land. Since then the true might of the Calamity was contained within Hyrule Castle by Princess Zelda until the Champion Link reappeared two years ago and defeated it. This coincides with the opening of the portal and Umbra will be trying to gather more information on why and how such a battle could influence the creation of a portal leading to Avalar. As it turns out there are four definitive races that Umbra could get information on: the hylians, rito, zora, and gorons. Though sheikah, gerudo, and humans are apparently off-shoot branches of the hylians. Additionally, it seems that there were five champions who appeared to fight off the Calamity 100 years ago; Link, a rito archer named Revali, a zora princess named Mipha, the gerudo chief named Urbosa, and a goron warrior named Daruk. All four of the other champions apparently fell fighting the Calamity 100 years ago, though their spirits seem to have remained connected to the strange machines called Divine Beasts. Reward: Basic overview of Hyrule.

Monitor the Kingdom:
With the knowledge that there is a powerful race of shapeshifters and the potential for similar threats, Umbra would like to do a sweep of the kingdom in order to be sure that you have not been infiltrated by subversive elements. While this will hopefully ensure that there are no threats to the kingdom already inside your borders, the other settlements may not appreciate Umbra's Shadows sulking around investigating every little thing.
Chance of Success: Variable. Time: 1 year. Reward: No espionage detected against you. Small chance it may anger parts of the kingdom. (Phydra)
Rolled: 44+9(intrigue)=53.

- The only signs of possible espionage that Phydra can find are letters being sent by the rogue moles, though they seem to have found no purchase in the mole population. She does recommend looking into the splinter faction now that they have had some time to settle down. Reward: Possible attempt from the renegade moles, could just be an individual effort to convince friends and family.

Stewardship: Choose Two. One Locked.
Glacies has put forward two new plans to expand food production with the fish farms and increase Warfang's defenses even further. However she believes that the priority needs to be on getting the education district built and prospecting the area around Warfang for ore. With the discovery of orikalkum's effects on dragons alongside adamantium and titanium's effects on the moles, Glacies would like to find out whether or not any deposits of the now very valuable metals exist near the city.

Expanding the Fish Farms: Glacies and Phydra believe that the population of fish has replenished enough to begin expanding the fish farms. While as right now Warfang has a small surplus, this will not last as the population continues to grow. Glacies would like to preempt any kind of food situation by starting it and claims that the extra food will convince more dragons that it is a good time to start a family.
Time: 2 years. Cost: 476 Gold. Reward: Medium fish farm, +1 Food Level (+.10% population growth), +100 gold in income from fish. Locked - One year remaining. (Glacies)

- This time around Glacies ends up using the lessons that Phydra imparted to great effect this year. In order to have as small an impact as possible on the existing farms, Glacies orders a second barrier to be put into place around all of them and then has water dragons spend the entire year scouring lakes, rivers, and natural harbors in the ocean to find enough fish to fill the expanded sections of all of the different fish farms. As it turns out, Glacies did not in fact know that some fish can only survive in freshwater or saltwater. Reward: New barriers for the fish farms are constructed and a significant number of water dragons begin filling them.

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. Locked - Two years remaining.
Rolled: 82.

- A team of earth dragons is put together to begin prospecting the areas around Warfang. Despite just getting started, the team discovers a deposit of topaz, iron veins, and some copper. Near the end of the year they manage to discover a small deposit of orikalkum and a slightly larger vein of adamantium running underneath Warfang. When mentioned to Therris, the researcher hypothesizes that both veins are a result of the significant dragon and mole population calling the area home for a very long time. Reward: Topaz, iron, copper, and a very small amount of orikalkum and adamantium discovered either around or underneath the city.

Rebuilding the City Government:
Now that the Kingdom of Avalar has been formed with Spyro and Cynder as it's rulers and Warfang as the de facto Capital, it is time to build a headquarters for the Kingdom's government. This will take the form of what some would call a palace, though Clarity and Glacies insist that said palace have defenses formidable enough to defend the beating heart of the kingdom. As such the 'palace' will have runed walls like Warfang itself has, though with greater enchantments instead of major enchantments. Alongside it's own minor garrison and storage houses, the palace will be able to act as the ultimate fallback point should everything else go wrong.
Cost: 2857 Gold. Time: 3 years. Reward: Personal Attention action, government district constructed, Increased ties to the rest of the kingdom, ultimate fallback point, massive show of prestige to visitors, +200 gold in taxes. Locked - One year remaining. (Argent)

- Argent continues the work on the new district and as the year goes on, the structure of the palace takes form alongside dozens of lesser but still important buildings around it. In particular the district will be home to a dedicated office for Clarity, Umbra, Ventis, Glacies, and Therris so that they can better manage the four rather large departments that are springing up around them. Of course Argent received plenty of advice from each advisor and the buildings are being customized to better fit their needs. Which of course means a large underground complex for Umbra's Shadows to use that will most likely end up with prison cells and tunnels. Reward: The basic structure of the palace and the various lesser government buildings are completed.

Learning: Choose Two.
Now that Volteer has discovered that titanium enhances adamantium's effects on the moles, Therris would like to do more research on the metal. Though the moles are likely to figure out the process to extract pure titanium at some point, he is sure that with him or Volteer could figure it out in a short time. The most truly pressing thing in Therris' opinion is building the education district of the city, or failing that just the library so his researchers will no longer have to hunt down the reference material that they are looking for. He is of course also eager to get back to researching more advanced sympathetic enchantments.

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: 1429 Gold 200 Upkeep. Time: 1 years. Reward: Education district, university for continued education, library, increase in trait chance for specialized skills, higher base stats for all future dragons. (Timor)

- This year Timor manages to get the assistance of the last willing earth dragons in the city that are not working on other projects at the moment to work on the new Education district. Fortunately the dragons coming off Virii's project are enough to give the guardian apprentice the workforce he needs when combined with the mole crews that Cyril has negotiated for. Thanks to the moles, the massive university building takes shape over the course of the year with dedicated wings to train healers, enchanters, metalworkers, diplomats, and researchers among other useful skills. Likewise the library takes form and by the end of the year hundreds of books and scrolls are moved in while dozens more are being copied from their original owners and likewise preserved in the library. A new research center is also built for Therris' needs and is enchanted to drastically reduce the chance of accidents. Reward: Education district formed. Higher base stat rolls on character generation, and increased chance to gain traits for specialized skills. New actions.

Advanced Sympathetic Enchantments:
Now that Therris has discovered how sympathetic enchantments works, he has discovered that there is far more to the subject than he had first thought. From portals, to the pool of visions, to even the disease that killed Terrador. All of these things and more used the same concepts and Therris thinks that he can figure out the underlying principles. This will enable the use of the enchantments on a far wider range of things, such as connection distant locations, the Fire of a volcano to a place far away, and other such things.
Chance of Success: 35%. Time: 3 years. Reward: +30 to other sympathetic enchantment projects. (Volteer)
Needed: 65. Rolled: 33+22(piety)+20(traits)+30(bonuses)=105.

- Volteer begins work on unravelling the more advanced sympathetic enchantments and has made solid progress on figuring them out. Most of what the Electricity Guardian is working on is what the aviansie would call 'master' level sympathetic enchantments and he has high hopes for managing to figure them out. This has been pushing his natural talent with enchantments to it's limits and despite that, the Pool of Visions and theoretical portals will be even more difficult to figure out than these. Reward: Volteer begins making headway into master-level sympathetic enchantments.

Piety: Choose Two.
As Pyra joins Umbra in attaining true mastery of their elements, the Guardians proceed to test the fire dragon who sweeps through every challenge that Cyril and Volteer can throw at him. His success in this demonstrates the benefits of having been an apprentice for his entire life. Umbra however required all of last year until he had finally proven himself to the standards expected of him. In other news the other apprentices are fast behind them with Zephyr being on the very edge of becoming grandmaster of wind. Volteer's experiments in enchanting continue to produce amazing results at the cost of often leaving Volteer with strange and often dangerous side-effects. Additionally Zephyr and Timor have finally come forward with the project that they have been planning, though the focus of the Guardians remains on Armadyleanism and the elemental balances of Avalar and Gielinor.

Training New Guardians Part Two Elemental: With five new Guardian Initiates and the Fire Guardian Apprentice Pyra found alive, it is time to resume training. The first step in this training would be to instill what the Guardians consider the basics. This would consist of patching the holes in the initiates' education. As a Guardian, they are expected to be polite, knowledgeable, capable leaders, and able to take care of themselves in combat.
Chance of Success: 1d100 of 1000. Reward: Progress made toward elemental traits. Argent/Phydra/Zephyr/Virii/Timor gain Earth/Water/Wind/Poison/Fear Grandmaster.
Argent: 14+23(piety)+25(bonuses)=62.
Phydra: 73+24(piety)+25(bonuses)=122.
Zephyr: 15+24(piety)+25(bonuses)+30(aviansie)=94.
Virii: 52+19(piety)+25(bonuses)=96.
Timor: 47+24(piety)+25(bonuses)=96.

- Zephyr at last manages to breakthrough to the grandmastery with wind which makes him one of the very few grandmasters of his element in known history. Phydra and Virii are not too far behind him and could very well end up achieving such status with their own elements themselves early next year as well. Timor and Argent made some progress as well, but they started behind the others and will likely take a few more years yet. Reward: Zephyr is now a Wind Grandmaster. Phydra and Virii are not too far behind him.

Research Religion (Armadyleanism):
Now that Armadyleanism has spread to Avalar and is thus far the only accepted religion of it's kind, Cyril thinks it a good idea to research it in depth. Studies into how worship of the gods impact their worshipers could prove to be most enlightening. Though he suggests studying Armadyleanism first, there are a wide number of religions on Gielinor that could also be studied.
Chance of Success: Varies. Time: 2 years. Reward: Knowledge of the chosen religion, knowledge into how the religion affects both the god and tt's worshipers. (Therris)
Needed: 70. Rolled: 55+13(piety)+10(traits)=78.

- Despite Therris' preference for far more material research, he is no slouch when it comes to the spiritual and has wound up being the one to try and figure out how Armadyleanism affects both the god that they follow and the followers themselves. This is by far some of the most difficult research that he has attempted and were it not for the fact that the kingdom now has many followers of the religion, it would be out of his reach entirely. To start he has started off by interviewing the various human, centaur, and aviansie followers on Avalar, while examining them spiritually in the limited manner that he can. Additionally he has sent off a letter to the Empyrean Citadel explaining the research that he is undertaking and is hoping to hear back from either Armadyl himself, or one of the god's confidents. Ventis is in complete and total dismay over such casual correspondence to a powerful ruler of a different nation. Reward: Preliminary examination of Armadylean humans, centaur, and aviansie. Sent off a letter to the Empyrean Citadel which has Ventis in dismay.

Personal: Choose Three (Spyro, Cynder, and Either)
Galena has continued to be quite the delightful young whelp, though she has shown a strong tendency for curiosity and exploration that puts other young wind dragons to shame. Hopefully this is the side-effect of her strong affinity toward her element. Her dislike of enclosed space is a bit worrying however and as she grows older, it takes both Spyro and Cynder to keep her from slipping away. Among other things to do this year is the opportunity to call in some favors and begin work on mastercrafted dragon armor, though the likelihood of getting the best aviansie smiths and enchanters to help out is rather low.

Cynder - Spend Time with (Galena): 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.
Rolled: 27.

- Cynder is delighted to spend more time with her daughter and occupies the hatchling with magnificent displays of Wind that entrances Galena. With Cynder's stronger connection to Wind, she can definitely confirm that the hatchling has been touched by the element and has a far stronger connection to it than is normal for her age. Her attempts to teach Galena are far more lackster as the hatchling is simply too free-spirited to listen. Reward: Galena has definitely been touched by Wind. Very free-spirited.

Both - Spend Time with (Volteer):
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.
Rolled: 89 - 1d100 for the element for both dragons
Spyro: 52+36(piety)+30(traits)+25(bonuses)=143.
Cynder: 7+27(piety)+20(traits)+25(bonuses)+20(Spyro)=99.

- Spyro and Cynder spend their spare time this year catching up with Volteer and as a result both end up learning quite a bit about electricity. He also tried to explain some of what he was doing with enchantments, but the incredibly technical explanations were not helped by Volteer's method of speaking and neither of them could keep up past the first few words. According to Cynder, she is at the very edge of learning to use electricity and does not think that it would require much to push her over into learning how to channel the element at it's most basic. Reward: Time spent with Volteer. He explains a bit about both electricity and enchanting to the two rulers. Cynder is on the absolute edge of learning the element.

Spyro - Mastering the Elements (Wind):
While Spyro can be considered an expert in using the elements, he could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Water/Shadow/Poison/Fear), 300 (Wind), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
Rolled: 31+36(piety)+30(traits)+25(bonuses)+20(Cynder)+30(aviansie)=172.

- Alongside the time spent with Volteer and his own quite significant duties, Spyro has worked on further honing his connection to Wind in preparation for when Galena is old enough to learn it herself. By the end of the year, Spyro has reached a comparable level with wind as he has with his other elements bar earth. Though there was a hilarious result when sleep deprivation from late nights managing the newly formed government combined with his focus on wind and electricity resulted in an out of control electric cyclone tearing up the training ground that he was using. Reward: Spyro reaches expert in wind. Accidentally made an electric cyclone.
 
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If a way could be found to avoid this ritual or render it unneeded, she would be very grateful and unlike her compatriots, would be willing to shed her own identity as mahjarrat, if that was what it would take. Reward: Lyseera reveals some of the mahjarrats' history, including their Ritual of Rejevnation. She fears that she might be the next to be sacrificed and would give almost anything to prevent it.
While this would take decades and is definitely paragon-worthy, we have nearly four centuries.
In the meantime, where is Lyseera staying? If she stays in Warfang as a guest, would she be willing to teach?
Fulmen moves to Warfang to apprentice under Volteer. Reliquia is a tad uncomfortable that the Guardians are far more affiliated with just one city this time around.
If the next action we assign Volteer and Fulmen to is in Reliquia, can we have them start his apprenticeship there? The temple in Warfang doesn't have any inherent boni on Guardian education IIRC and the pool isn't functional yet.
examining them spiritually in the limited manner that he can.
Next time we need to investigate a spiritual phenomenon, assign Spyro, I guess.
Cynder: 7+27(piety)+20(traits)+25(bonuses)+20(Spyro)=99.
Cynder is on the absolute edge of learning the element.
Oh come on... one point off.
 
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I wonder, if we met the world Flight Rising takes place on, if Galena is the type of dragon the Windsinger, one of the eleven dragon deities there, likes.

It is an interesting setting, with 11 different elemental flights and dragon gods. But I worry if the 11 would be a corrupting influence or not (we'd game over here for other reasons as we are way too small for now anyway). Would be a good place to write omakes of at least. Spyro and Cynder would confuse them.
 
While this would take decades and is definitely paragon-worthy, we have nearly four centuries.
In the meantime, where is Lyseera staying? If she stays in Warfang as a guest, would she be willing to teach?

If the next action we assign Volteer and Fulmen to is in Reliquia, can we have them start his apprenticeship there? The temple in Warfang doesn't have any inherent boni on Guardian education IIRC and the pool isn't functional yet.

Next time we need to investigate a spiritual phenomenon, assign Spyro, I guess.

Oh come on... one point off.
Lyseera will be staying in one of the many areas Umbra has set up away from the city.

Volteer would prefer to use the temple simply for the resources it has. Though arrangements could be made. Later on in the apprenticeship when Fulmen is stronger in his element, they could use the nexus as a training ground.

I'll let Spyro and Cynder take regular actions the turn after next when the palace is completed. That will give them the bearucratic help running the government to give them more freetime.

I wonder, if we met the world Flight Rising takes place on, if Galena is the type of dragon the Windsinger, one of the eleven dragon deities there, likes.

It is an interesting setting, with 11 different elemental flights and dragon gods. But I worry if the 11 would be a corrupting influence or not (we'd game over here for other reasons as we are way too small for now anyway). Would be a good place to write omakes of at least. Spyro and Cynder would confuse them.

Oh hey a new game to try out! Thank you :)
 
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Oh hey a new game to try out! Thank you :)

Welcome ^^ not for everyone (fun for me though and can help others) , but both the site, forums, and wiki have a lot of nice lore.

I might of exaggerated the threat, but the dragon dieties affect the element of eggs formed near their territory, regardless of their parent's elements. (example: a plague and fire dragon have wind offspring because they live in the windswept plateu, as element and clan loyalty are separate things)

And to show how outnumered we'd be there:
the "population " of each territory shown on the map isn't in dragon population, but in players . And each player usually has more than one dragon in their clan.

I personally have 40 dragons, meaning that the smallest flight of only 10,000 or so clans would be able to overwhelm us and still have numbers to defend at home (luckily that one would have no interest in invading here). This is mid-game stuff.

Sorry for the info dump, but it is staggering when you think about that many dragons (not tiny humanoids) in one place, and makes me glad that we have built our defences and have good heroes.

Edit: an invasion is unlikely and we have good deterrences.
 
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Oh come on... one point off.
All the better for further training.
Remember, we DO need to train elements in order to increase our Aether rolls, Cynder having Wind helps Spyro to train with her.
Also I'm a little bit disapoint that we aren't training pillar elements past expert (fire, ice, lightning), but ok.
 
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