Spyro's Kingdom (Legend of Spyro Crossover)

I'm trying to think of what we should do with diplomacy next turn. I want to make deeper ties with the Moles to kill any chances of the Renegade Moles from getting to them, and I also want to do the same to the Atlawas so that they'll join the kingdom. However, I want to try to get Kahkan Tsa'ar and her zu'uk to join the kingdom too.

Also, I'm curious, will Cynder's lightning be blue like in Skylander?
 
I'm trying to think of what we should do with diplomacy next turn. I want to make deeper ties with the Moles to kill any chances of the Renegade Moles from getting to them, and I also want to do the same to the Atlawas so that they'll join the kingdom. However, I want to try to get Kahkan Tsa'ar and her zu'uk to join the kingdom too.

Also, I'm curious, will Cynder's lightning be blue like in Skylander?
Not unless people really want me to make that thing.elemental energy doesn't tend to change in color and when it does it does so in obvious ways (fire getting white hot).
 
Not unless people really want me to make that thing.elemental energy doesn't tend to change in color and when it does it does so in obvious ways (fire getting white hot).

Mean, Cynder has multiple Elements because of Aether exposure, and can only learn all Elements because of her supernatural bond with Spyro. The Electricity Element is literally unnatural for her to use, so having it look odd but functionally normal is easily justified.
 
Mechanics
Hero Assignments: A hero is any character that has a character sheet on the front page that you directly control. Heroes may be assigned to a given action with the exception of Spyro and Cynder.
Double Down: By doubling the cost of one action, you may increase the chance of success of that action by 20%. Can only be used on one action per turn.
Focus: Focus is a kingdom-wide action that will encourage the other settlements of the kingdom to focus on the given task.
Personal Attention: Represents the time that Spyro and Cynder have now that they have a bureaucracy to assist with running the government. Spyro and/or Cynder may now take actions from other categories provided they have 20+ in the respective stat.
Critical Rolls (actions): Critical: Natural 100 OR over 100 and 75 above target. Greater Critical: All of the above OR over 100 and 125 above target. Perfect Critical: All of the above OR over 100 and 200 above target.

     

Stat
 
Skill equivalent

0-4

Terrible
 

5-9

Below Average
 

10-14

Above Average

User, Novice

15-19

Skilled

Skilled/Adept

20-24

Exceptional

Expert

25-29

Great
 

30-34

Edge of Human Capacity

Master

35-39

Superhuman

Grandmaster

40-44

High Superhuman
 

45-49

Low Demigod
 

50-59

Demigod, Paragon Trait

Paragon

60-69

Major God, Transcendent Trait

Transcendent

70+

Greater God, Divine Trait

Divine
*Borrowed from Durin with his permission.

Master: The common limit of any given skill that most will never manage to exceed.
Grandmaster: Through decades of determined practice or intense study grandmaster can be achieved. Typically reserved for those who are several hundred years old or who dedicate their life to the skill.
Paragon: By accomplishing a grand feat of improbable and near-impossible difficult, one can break mortal limits in a stat or trait. Progress in a stat may not go higher than 49 until such a feat is accomplished. Typically reserved for beings who are thousands of years old. Paragon is not a sure thing even after achieving the required feat and will require passing a roll which becomes easier each time a paragon level feat is performed.
Transcendent: By accomplishing a near impossible feat that affects the course of whole planets or beyond, one can begin to outright ignore reality in the chosen stat or trait. Progress in a stat may not go higher than 59 until such a feat is accomplished. Paragon cannot be skipped. Typically reserved for beings who are tens of thousands of years old. Transcendence is not a sure thing even after achieving the required feat and will require passing a difficult roll which becomes easier each time a transcendent level feat is performed.
Divine: Reserved only for those on the level of greater gods such as creator deities. Progress in a stat may not go higher than 69 until such power is attained. Typically reserved for creator gods.

Paragon Trait: A paragon trait is a game-changing trait on the local scale. It is awarded upon reaching paragon and reflects both the individual in question and the feat that they achieved paragon with.
Transcendent Trait: A transcendent trait is a game-changing trait on the planetary scale. It is awarded upon reaching transcendent and reflects both the individual in question and the feat that they achieved transcendent with.
Divine Trait: A divine trait is a game-changing trait on the galactic scale. It is exclusive to only greater gods and reflects their nature and domains.

Village: 0-800
Town: 800-2,000
Large Town: 2,000-6,000
Minor City: 6,000-12,000
Large City: 12,000-24,000
Huge City: 24,000- 100,000
Metropolis: 100,000-1,000,000
Small Hive: 1,000,000-10,000,000
  City Size Village Town Large Town Minor City Large City Huge City Metropolis Small Hive
None   1.00 5.00 10.00 15.00 20.00 25.00 30.00 35.00
Very Light 1 10.00 50.00 100.00 150.00 200.00 250.00 300.00 350.00
Light 2 20.00 100.00 200.00 300.00 400.00 500.00 600.00 700.00
Medium 3 30.00 150.00 300.00 450.00 600.00 750.00 900.00 1050.00
Heavy 4 40.00 200.00 400.00 600.00 800.00 1000.00 1200.00 1400.00
Very Heavy 5 50.00 250.00 500.00 750.00 1000.00 1250.00 1500.00 1750.00
Super Heavy 6 60.00 300.00 600.00 900.00 1200.00 1500.00 1800.00 2100.00
Incredibly Heavy 7 70.00 350.00 700.00 1050.00 1400.00 1750.00 2100.00 2450.00
Ultra Heavy 8 80.00 400.00 800.00 1200.00 1600.00 2000.00 2400.00 2800,00
Sufficient 9 90.00 450.00 900.00 1350.00 1800.00 2250.00 2700.00 3150.00
Excessive 10 100.00 500.00 1000.00 1500.00 2000.00 2500.00 3000.00 3500.00
*Credit to Durin for the original
Massive Surplus: +.50 to growth
Huge Surplus: +.40 to growth
Large Surplus: +.30 to growth
Surplus: +.20 to growth
Small Surplus: +.10 to growth
Stable: +0 to growth
Slight Deficit: -.10 to growth
Deficit: -.50 to growth
Large Deficit: -1 to growth
Huge Deficit: -2 to growth
Massive Deficit: -5 to growth
 
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heh, spyro could probably be called a paragon then since he did pull a planet back together after it exploded at the end of the third game.
 
heh, spyro could probably be called a paragon then since he did pull a planet back together after it exploded at the end of the third game.
While that was a paragon level feat, I'm not giving you paragon right off the bat. It will reduce his difficulty for attaining paragon compared to other characters.

Also paragon and transcendent are rolls with difficulties dependent on the feat. I'll add that to the mechanics.
 
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While that was a paragon level feat, I'm not giving you paragon right off the bat. It will reduce his difficulty for attaining paragon compared to other characters.
Hm...
If I may ask for clarification, how many derivative elements does it take to attain the same Aether training bonuses the pillar elements give?
For example - Spyro has Mastered Earth, which gives Aether training bonuses - how many Derivative Elements, does it take to achieve the same Aether training bonuses as a single Pillar Element?
 
Hm...
If I may ask for clarification, how many derivative elements does it take to attain the same Aether training bonuses the pillar elements give?
For example - Spyro has Mastered Earth, which gives Aether training bonuses - how many Derivative Elements, does it take to achieve the same Aether training bonuses as a single Pillar Element?
1 level of each pillar element is the same thing for 2 ranks of another element. So Fire Master gives the same bonus that both Wind and Shadow Master would give.
 
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The dragon trait on the character sheets has a pun in it that I can't tell if it is intentional or not, and that is fine as it is nice.

"Scales with age".
 
Turn 13 Rumor Mill
Rumor Mill

Avalar

Volteer Chooses an Apprentice: The Guardian of Electricity honors Reliquia this year when he chooses a young drake by the name of Fulmen to be his apprentice. Guardian candidates are often chosen for some exceptional quality, though it remains unclear what made Volteer choose Fulmen over the hundred or so other electric dragons of the appropriate age range. While Fulmen will be taken to the Dragon Temple in Warfang for the majority of his studies, Volteer has professed to wanting to make sure the young dragon stays connected to his home city and as such they will be training in Reliquia when possible. We all wish Fulmen well in his studies and may he do Reliquia proud!
That should relieve most of the tension of having the Guardians based out of Warfang.

Guardian Cyril Persuades Work Crews: It is known that the dragons of the city have often came to us moles for help with large projects and as such it was no surprise when the Ice Guardian requested work crews to assist in building Warfang's new Education District. The Fear Guardian Timor was in charge of the overall project and those who worked with him say the young Guardian had none of the typical eccentricities that often afflict fear dragons. With the last of the city districts having been completed, we moles can rest easy in knowing that it is unlikely that we will not be called upon for other large projects in the future. Due to all the work done by hardworking moles, there are some who request that moles be allowed to make use of the districts as part of a more thorough union between us and the dragons. Others insist that we should leave Warfang for the dragons and instead rebuild the Undercity into a place fit for occupation.
Rather clear that we should refrain from requesting help from them for a few years.

Atlawas on the Road to Recovery: Joyous news abounds this year as the atlawa people finally have a turn of good fortune. Thanks to assistance from a variety of sources, they are well fed and healthy, with a good portion of their female population pregnant as they come down from the stress that characterized previous years. We wish them all well and may the union of our peoples grow stronger as we help them back to their feet. Kane remains a strong leader of the atlawa and has announced that the atlawa are not a part of the Kingdom of Avalar.

Elder Adrian Shows Young Warriors How it is Done: Many of the younger warriors still resent Elder Adrian's choice to submit to the strange foreign dragons that they have found themselves next to. This year the more hothead among them challenged the Elder to a duel in an attempt to take over the town. In a shocking display of skill, Elder Adrian shows why he has lived so long by thoroughly trouncing his challenger with axe that he wears so proudly. He then proceeded to explain to the entire town the benefits of his decision to join the fledgling kingdom and by the end of the year there are none left who doubt his leadership.

Mole Fortress of Stormbreak Constructed: Two years ago we left the city of Warfang to escape our dragon overlords who abused us. Now construction the construction of Stormbreak is complete! Stormbreak is an underground fortress designed with the best of mole fortifications and artillery, that will withstand anything the dragons can throw at us. Never again shall we bow down to them as the rest of the world has done. With the completion of the fortress the ruling Overseer has ordered the doors shut and a stop to all traffic and letters going to and from the city. Stormbreak has been made completely self-sufficient and we shall never again be controlled by others!
Good news: The renegade moles do not plan on interacting with the rest of the world. Bad news: they were not kidding about the fortress' defenses.


Gielinor


Letter From Dragons Arrives Addressed to Lord Armadyl: Near the end of the year, a dragon from our strange new allies arrived bearing a letter to Lord Armadyl. Nobody knows for sure what the letter contained, but our Lord appears to be quite deep in thought. There are many who decry this alliance with dragons, saying that we should keep ourselves aloft with our own two wings. A significant group including the devoted see it as a good thing as already a variety of useful resources have been traded for along with some interesting Wind techniques.
Maybe next time someone should keep Therris from doing things like this? Hopefully Armadyl was not too offended by the deeply personal questions.

Dayguard and Nightguard Prove Their Worth: Good tidings this year as the Dayguard and the Si'lika zu'uk continue to drive back the foul Bandosians. Meanwhile our god has managed to refill the ranks of the Nightguard in record time, just in time to utterly decimate the evil mahjarrat Zemourgal's undead legions with help from a Saradominist army. Though traditionalists remain steadfast that the ancestral zu'uks is the way to go, a proper force of trained aviansie with our best equipment could turn the tide. This proves that the Dayguard and Nightguard are part of a plan of Lord Armadyl to finally win this war!

Culprit of Carrallanger Unrest Chased From Paddewwa: According to the exalted Pontifex Jhallan, the spy was chased from the city early in the year and is presumed dead. The ever loyal Jhallan has revealed that the spy was weak mahjarrat of little power and even fewer friends who had no allegiance to the primitive Kharidians, our mighty empire, nor the foul traitors. Let it be known that this is the fate of all those who would dare stand against the might of the Empire! Hail Zaros, glory to the Empty Lord!
Lyseera claims that the rumor is a small truth wrapped in Zarosian propaganda and distorted by a weak and egotistical mahjarrat.

Ghorrock Stands Strong: Despite the isolation our steadfast fortress faces, Legatus Sucellus has continued to keep us safe. Our mighty walls continue to stand strong even as the foul traitor Zemourgal faces a combined Armadylean and Saradominist army nearby. Pitiful attempts by the Saradominists to dislodge our mighty fortress have been effortlessly turned aside. Word continues to reach us that the mighty empire still stands strong despite three thousand years of attacks on all sides. Only the once noble fort of Annakarl remains lost to us as Lassar was freed from the grips of the barbarian Bandosians.

Moonclan Brings Doom Upon Itself: The cowardly mages of the Lunar Isle face the full brunt of the Fremmenik! Let it be known that those who would use magic are weak cowards who know little of the glory of raiding and pillaging. It is their foul sorcery that has turned our people against each other and now we shall unite and kill them to the last! Let the Fremmenik know of the true threat to our lands and destroy their tiny insignificant island!
Not much in the way of actual information in this one, is there?

Scabaras Returns from Isolation With Lost Hero!: The scarab god was sin Sophanem for the first time in a thousand years, bearing with him the slumbering form of our greatest hero. Temekel is one of the few mahjarrat that stayed loyal to our Lord Tumuken and his children and it took two of the strongest among his treacherous brethren to finally bring him down late in the Second Age. The great hero was found trapped in the deepest and darkest caves under the desert where he has laid dormant for millennia. It was Temekel who led the powerful mahjarrat after the radiant Tumuken sacrificed himself to save our people and now he is back to lead us to revenge on those who betrayed us!
Lyseera had much to say about Temekel, as he was tied with Azzanadra for being the strongest of the mahjarrat shortly followed by pre-ascension Zamorak and Lucien.
 
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So, the Rumor Mill is on fire this turn?
So... Part of this was discovering "Oh crap there's a list of Zarosian cities that are the last to fall and it doesn't match up with what I have. Quick, insert Ghorrock somewhere! The second part of this was simply "...Oh. Azzanadra gets imprisoned in the early God Wars. Whoops, I'll just use Scabaras' nat 100 to insert one of the few people who was actually an equal to him.

Uh... Yeah, stuff happened. Everything else was simply dice rolls which continue to prop up the Armadyleans, Kharidians (except for Uzer falling to the Zamorakians in the first rumor mill, that sucked for them)., and Zarosians

I'll spend the rest of the night working on Gielinor's map so this stuff is way less confusing for you all.
 
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Mole Fortress of Stormbreak Constructed:
This is 100% Dwarf Fortress here.

It even has the "(species name here) Fortress of (noun-verb here) " naming scheme for the game's map during world generation. (yes, dwarves have fortresses, but so do races you mod in the game if you specify they make fortresses).

They are also crazy and have complex traps like a player would make.
 
Beginning to think I should had stuck with my original plan of not having the Moles involved. Though I forgot the Undercity was still a thing. Also, the fact that Fulmen is a Seer isn't public knowledge is interesting. Why's that?

I'm thinking if the feuding nobility is still around next turn, we should finally deal with it. But I want to know first, if we were to choose to dissolve the nobility, what exactly would we be doing to them?
 
Beginning to think I should had stuck with my original plan of not having the Moles involved. Though I forgot the Undercity was still a thing. Also, the fact that Fulmen is a Seer isn't public knowledge is interesting. Why's that?

I'm thinking if the feuding nobility is still around next turn, we should finally deal with it. But I want to know first, if we were to choose to dissolve the nobility, what exactly would we be doing to them?
Seers in general are not public knowledge, thus nobody really believed Fulmen was having visions of the past/present/future. Occasionally he knew stuff he shouldn't have been able to know, but nobody actually connected the dots.

You would begin a gradual campaign to fold them in with the general population. It would not be easy to do either, but everything other races hate about dragons can pretty much be tied back to them.
 


Not completely satisfied and some islands are just not there at the moment, but it should give you an idea of what the known part of Gielinor looks like. I'll continue working on it. Also this took 3 full days of work.

It'll be under the Maps media threadmark as well.
 
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Not completely satisfied and some islands are just not there at the moment, but it should give you an idea of what the known part of Gielinor looks like. I'll continue working on it. Also this took 3 full days of work.

It'll be under the Maps media threadmark as well.

Thank you for sharing this. That is dedication there.

I am not sure what the scale and size of that world is, but we have a lot of nice things to explore There still.

Also, when we make dragon armor for our heroes, I think it will look fine, as it is hard to make bad. It will be fun comming up with designs for Spyro and Cynder's armor suits.

It needs to be light enough for flight and be flexible enough for dodging while being protective. I am glad we have a dragon metal and enchantments to help make what I said a little irrelevant.


(I put one of my dragons in armor to show a little of what I mean. I know we are not going to have such eastern-looking armor, but fits with flexible and protective. I think we can do better though and have a way to account for wings fins, and spines that a template doesn't.)
 
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Thank you for sharing this. That is dedication there.

I am not sure what the scale and size of that world is, but we have a lot of nice things to explore There still.

Also, when we make dragon armor for our heroes, I think it will look fine, as it is hard to make bad. It will be fun comming up with designs for Spyro and Cynder's armor suits.

It needs to be light enough for flight and be flexible enough for dodging while being protective. I am glad we have a dragon metal and enchantments to help make what I said a little irrelevant.


(I put one of my dragons in armor to show a little of what I mean. I know we are not going to have such eastern-looking armor, but fits with flexible and protective. I think we can do better though and have a way to account for wings fins, and spines that a template doesn't.)
The known are of Gielinor is a good portion of the planet I believe, probably over half, but not all of it as the 'Eastern Lands' are constantly referenced.

As for armor, definitely a more western style and probably laminar over the neck, tail, and the bones of the wings. Not too sure how one would armor the rest of the wings, but I imagine it would need to be heavily enchanted cloth or leather.

It's a shame I can't draw my own stuff (maps don't count, I use inkarnate for those) as I would love to do each of the Guardians as well as Spyro and Cynder in armor.

Oh and Flight Rising is on my short list of settings to include now. Will by a bit later after I know more about it and you can't be immediately stomped by the dragon gods.
 
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Oh and Flight Rising is on my short list of settings to include now. Will by a bit later after I know more about it and you can't be immediately stomped by the dragon gods.
Guess this means we can add Arcane, Light, and Nature to our list of potential elements to make. Maybe Plague too, but that may be more trouble then it's worth.

Also, I feel like with all of these new worlds I feel like we should be able to increase number of actions we can do. Like making a Ministry of Foreign Affairs for another diplomacy action.
 
Guess this means we can add Arcane, Light, and Nature to our list of potential elements to make. Maybe Plague too, but that may be more trouble then it's worth.

Also, I feel like with all of these new worlds I feel like we should be able to increase number of actions we can do. Like making a Ministry of Foreign Affairs for another diplomacy action.
I'll let you increase it eventually, but no category will ever give more than 4 actions.
 
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