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.