Spyro's Kingdom (Legend of Spyro Crossover)

Forgot to mention this... Double Down is one action per turn. @Kkutlord

Was that a recent change or always the case? I copied most of my plan from another, which is where most of the Double Down actions came from. Hmm, does Double Down add an extra 20% on top (thus 30 becomes 50), or is it an additional 20% of the Success Roll (thus 50 becomes 60)?
 
Was that a recent change or always the case? I copied most of my plan from another, which is where most of the Double Down actions came from. Hmm, does Double Down add an extra 20% on top (thus 30 becomes 50), or is it an additional 20% of the Success Roll (thus 50 becomes 60)?
Was that a recent change or always the case? I copied most of my plan from another, which is where most of the Double Down actions came from. Hmm, does Double Down add an extra 20% on top (thus 30 becomes 50), or is it an additional 20% of the Success Roll (thus 50 becomes 60)?
Always the case. It's a mechanic I stoleborrowed from several other CK2 quests. Adding 20 to the roll.
 
@Kkutlord, can you keep the Double Down on study titanium? Even with Pyra's help it still less then a 50% chance of success?

Though I won't blame you for putting it in deeper ties with the Aviansie.

Edit: Oh, he already edited it. Never mind then.
 
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Turn 14 Results
Treasury: 4487 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.

Internal Ties (5/10): 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.
Needed: 10. Rolled: 59.

- A general order was put out this year to continue adding to the ties that bound the kingdom together in spite of the lack of an organized leader for it. In order to put this into practice, dragons from Warfang and Reliquia, moles from both cities, cheetah, atlawas, humans, and centaur began organizing their own get-togethers which succeeded in having the desired effect as the groups began socializing far more with each other and then taking tales of the gatherings back to their own settlements. Unfortunately (or fortunately depending on who is asking) such a lack of oversight has led to Armadyleanism spreading from the humans and centaur which has found it's roots primarily in young wind dragons, cheetah, and atlawa. In return however tales regarding the elements were shared and many have become eager to see if is possible to tap into the elements without the innate racial advantage dragons and aviansie seem to share. Reward: Internal Ties 6. Armadyleanism and Elementalism begin spreading past their original boundaries. Young and reckless adventurers begin trying to reach the nexuses to try and learn an element.

Education (6):
While Warfang currently boasts an outstanding level of education, the other parts of the kingdom are not so fortunate. Focus on making sure everyone in the kingdom is well educated. Note: Education is lacking in the kingdom. (Timor)

- Seeing that Timor had done quite well in constructing the education district, Spyro asked him to check on the education systems across the rest of the kingdom; things were quite worse than everyone had hoped, but better than feared. While normally Reliquia's status as a refugee camp would have been detrimental to education, the old dragon system of squires and apprenticeships survived quite easily. The rest of the kingdom was worse off as the manweersmalls and cheetahs tended to stick to very specific niches in knowledge, while the humans, atlawas, and centaur lacked many of the facets that the rest of the kingdom took for granted. To start with Timor led a team of some of the more knowledgeable dragons and moles to impart the basics such as reading and writing, on the humans and centaur. Near the end of the year Timor asked the various peoples of the kingdom how they felt about a more organized education system like has been set up in Warfang. Reward: Education 7. Reading and writing start to spread through the humans and centaur as does the idea of a school system.


Martial: Choose Two.
Pyra reports that the Gielinor-side fort was assaulted by a band of goblins which were repelled with little problem. According to Clarity it would be best if her department were to focus on training a second flight and creating enough armor to outfit the entirety of Warfang's contribution to the army. She has also come up with an idea which the Guardians have reluctantly agreed to about assigning each of them an assistant who will serve as body-guard, scribe, and anything else they need.

Commissioning New Armor (Flight): Now that the secrets to orikalkum have been unlocked, Clarity believes it time to properly outfit all of the dragons under her command. Instead of creating enough armor to outfit all three hundred of the dragons, she could instead order a mere third of that and outfit just the 1st Flight. As orikalkum is still a very rare metal and difficult to produce enmasse, doing this will be both expensive and time consuming. To further strengthen the new armor it would be best to make it all 'in house' so to speak which will require the soldiers contributing in whatever ways that they can to the process.
Cost: 500 gold. Time: 1 year. Reward: Warfang's 1st Flight are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 armor.

- Over the course of the year orikalkum is bought or mined and brought to the military district as soldiers are taught basic smithing and enchanting techniques. It takes the entire year and far more orikalkum than should have been needed, but by the year a hundred fully attuned sets of newly designed and tested dragon armor lay ready to be used in battle. The design itself winds up being heavy on segmented plates and artificial scales which when combined with enchanted cloth over areas like the wings, provides the soldiers with unheard of protection as well as increasing their power. In fact the armor is so effective that an expert in earth was able to equal a master when it comes to the power behind their techniques. Reward: 100 sets of dragon armor for the 1st Flight. Armor increases power by one skill rank. Price decreased for future dragon armor.

Guards for the Guardians:
The Guardians are leaders who are trained from a young age in every facet of leadership imaginable and their element to otherwise unheard of levels of skill which makes them important pillars of the community.. Now that Clarity has become more aware of just how time intensive it is to train a Guardian, she regards their protection more essential than ever. In conversation with Cyril, Clarity has come up with the idea of training an assistant to both take care of the more minute details of a Guardians' role as well as keep an eye out for threats. Considering that the Guardians frequently attend to elementally powerful locations, these assistants would have to be at least experts in their element, though she would prefer that they be masters. This is of course in addition to all the training that an important bodyguard should receive.
Cost: 300 gold. 50 gold per year. Time: 3 years. Reward: Bodyguards for each of the Guardians. Drastically reduced chance to be impacted by poor rolls. (Clarity)

- Clarity spent the year searching out the best combination of dedication, hard-working, and skilled dragons of each of the nine elements that she could find. When at last she had enough volunteers for a nondescript body-guard program for VIPs, the water dragoness constructed an intense workout that trained the mind, body, and spirit of the volunteers to ensure that they were ready for all possible threats to their charges. Already some of her volunteers have been weeded out and soon she will reveal the program's true purpose of assisting and protecting the Guardians which will no doubt motivate them to push beyond their limits. Reward: Two dozen dragons are picked for an incredibly difficult body-guard program designed to assist and protect VIPs.


Diplomacy: Choose Two.
Ventis is a little bit saddened by the fact that Zephyr will be busy for the majority of the year as he has come to rely on the new Wind Guardian quite a bit. As always the diplomat is pushing for solidifying the unity of the kingdom and reaching out to other countries and factions to extend a paw of friendship. In particular he would like to try his luck at convincing Kahkan Tsa'ar and looking into one of the more friendly kingdoms on Gielinor or Hyrule.

Deeper Ties (Atlawas): According to Ventis it would a good idea to deepen the ties with not just the other parts of the kingdom, but also other kingdoms and peoples. At the moment Ventis would prefer to bring the peoples of the new kingdom closer together.
Chance of Success: Various. Cost: 50 gold. Time: 1 year. Reward: Increase closeness and opinion with chosen group. (Virii)
Needed: 0. Rolled: 10+16(diplomacy)=26.

- The atlawa celebrate the birth of over a hundred new members to the species as the results of last year's rescue and recovery manifest themselves. In fact the atlawa were so inundated with newborns, that Virii put together a group of volunteers to help the recovering people out. This turned out to be particularly noteworthy when a rather virulent disease broke out amongst the atlawa which threatened to endanger a good portion of the newly born infants. Virii was quick to diagnose and come up with a working treatment which poison dragons from across the city were pulled into helping administer. The soon-to-be Poison Guardian's new status led to much embarrassment on her part which was further magnified when she discovered that a movement which proclaimed Poison to be the element of healing erupted amongst the superstitious atlawa.
Reward: Virii saves dozens of newly born atlawas and is proclaimed a hero. Small faction of atlawa wishing to make a pilgrimage to the poison nexus to try and learn the element has formed.

Deeper Ties (Aviansie):
According to Ventis it would a good idea to deepen the ties with not just the other parts of the kingdom, but also other kingdoms and peoples. At the moment Ventis would prefer to bring the peoples of the new kingdom closer together.
Chance of Success: Various. Cost: 50 gold. Time: 1 year. Reward: Increase closeness and opinion with chosen group. (Ventis)
Needed: 30. Rolled: 21+11(diplomacy)+5(traits)=37..

- Therris' actions left Ventis quite bothered last year and this year he seeks to mend any rift which has grown between the kingdom and Armadyl's realm. While Armadyl apparently found the whole incident a refreshing change of pace, many of his more devout followers seemed to take issue with it. Fortunately Ventis was there to explain that Therris' actions were not representative of the whole kingdom and that any official correspondence will of course be brought by one of Ventis' diplomats. The wind dragon was taken by surprise however when Armadyl handed him a sealed letter to deliver back to Therris and told that the young research had several fascinating questions and theories. Reward: Therris' actions explained. More formal contact established, easing the more paranoid aviansie. Armadyl sends a sealed letter back to Therris in reply.


Intrigue: Choose One. One Locked.
Umbra has been rather busy scouting Hyrule alongside keeping up with his new duties as Guardian and coordinating his spy network. Despite all of this he has found the time to offer his network's services in building profiles on persons of importance. Considering that there are several major individuals on Gielinor who have single-handedly won entire battles, researching them is something he considers a priority.

Investigate (Fremennik): Umbra has offered to investigate any of the groups on Avalar or Gielinor. He is however uncertain about his chance to sneak around where the mahjarrat are concerned which rules out any Zarosian, Zamorakian, or Kharidian territory as those are likely locations of the mysterious race. Additionally sneaking around a god or other entities who can use shadow is also a risky move. On the other paw, the wealth of information gained could outweigh the risks. As the dragons of Warfang already have a strong rapport with the aviansie, he thinks he could investigate any Armadylean aligned group relatively hassle-free, though how much he gains from such an endeavor is open to question. With Lyseera's help the dangers of investigating the Zarosians, Zamorakians, or Kharidians have gone down.
Chance of Success: Variable. Time: 1 year. Reward: Information on chosen group. (Cyril)
Needed: 60. Rolled: 44+12(intrigue)+20(bonuses)= 76.

- Cyril spent the year subtly looking into the Fremennik, a feat that he found difficult, though not impossible.

The Fremennik Provinces are a collection of like-minded affiliate villages and towns which dot the Fremennik Sea. The biggest town seems to be called "Rellekka" and acts as a central hub for the rest of the provinces. Other notable towns and villages consist of the Lunar Isle, Jatizso, Neitiznot, and the kingdom of Miscellania. The fremennik are a raiding and sea-faring based culture who frequently send ships out to raid nearby villages, though raids into Armadylean territory frequently fail to due the golems that the Armadyleans make heavy use of. They're primary religion seems to be that of the god "V", who is worshiped as the god of Heroes, though V seems to have gone missing as of late. While the majority of the Fremennik discount all forms of magic and prefer to rely on conventional martial prowess, the Lunar clan make such heavy use of magic that it permeates their entire village which has caused distrust to appear between the mages of the isle and the rest of the provinces. Reward: Knowledge of the Fremennik.

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 - One year remaining. (Umbra)
Opposing: 40. Rolled: 55.

- This year Umbra focused more on the legendary Hero of the Wilds, Link as well as the Rito and Gerudo.

From what he can surmise regarding Link, the champion is impossibly skilled in combat and it is truly difficult to separate fact from fiction. Link seems to be able to use any weapon he comes across with the skill of a master, deliver a flurry of blows within scant seconds, and fire arrows at a speed that boggles the mind. The champion is also very highly regarded by all the peoples of Hyrule who will go out of their way to aid him should Link need it. Additionally his time traversing the ruined kingdom of Hyrule seems to have honed Link's survival skills to such a degree that Umbra believes it likely that the hero could survive and even thrive in just about any environment and maybe even the nexuses if he had the appropriate gear. In combat Link sticks to using a powerful glowing sword known as the "Master Sword" or "The Sword that Seals the Darkness" which seems to be several times more powerful against evil entities than it has any reason to be. He also is reportedly carrying a veriftable armory around with him, including two dozen melee weapons of varying styles, a dozen bows and shields, and a plethora of specialized ammunition and other gear alongside multiple entire outfits. According to Umbra, much of this carrying capacity seems to be a result of enchanted bags and the strange "Sheikah Slate" that he carries around with him.

The rito claim the northwestern most part of Hyrule as their own and make their nests in Tabanatha and parts of the Hebra mountains. As a result of this, they seem to have a strong connection Wind and a smaller, but still existent connection to Ice. For the most part the rito's small villages remind Umbra of the cheetah tribes of Avalar, a fact helped by the rito being ruled by the oldest and wisest. All of the rito seem to be very skilled archers, though they all pale in comparison to the fallen rito champion. Revali seems to have been so skilled that he would fire multiple arrows at the same time, hit moving targets with unerring accuracy, fire at a rate that only the Hylian Champion, Link seems to be able to match, and create a massive updraft that allowed the champion to ascend hundreds of feet into the air with little warning. Revali was the chosen pilot of the Divine Beast Vah Medoh which is a massive magi-tech bird of prey that now perches at the top of the rock the central rito village rests on.

The gerudo claim the southwestern part of Hyrule and call the aptly named "Gerudo Desert" and "Gerudo Highlands" their home. Their primary settlement seems to be a walled city in the middle of the desert which they navigate to and from by riding behind animals called sand seals. The gerudo seem to have a solid connection to Electricity surprisingly, though very minor affinities for Wind and Earth also seem prevalent. The gerudo are in fact an all-women society which regularly sends out new adults to find hylian husbands; Umbra believes it likely that some kind of curse rests upon the gerudo that results in males being born only once every hundred years. Most gerudo fight using a curved sword called a 'scimitar', something that the previous gerudo chief and champion, Urbosa, used to great effect alongside her signature buckler and Electricity manipulation. Urbosa was the chosen pilot for Vah Naboris which is a massive magi-tech camel that rests in the Gerudo Highlands. Reward: Knowledge of Link, the rito, and the gerudo.


Stewardship: Choose None. Three Locked.
Glacies and her department are much too busy for new projects year. With Argent's help in building the governing district, she has only had to manage two projects at once, though she still finds herself helping Argent to ensure such an important project proceeds as scheduled. Once the fish farms are completed, the ice dragoness is expecting an improvement to the growth rate of the population.

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. (Glacies)

- Over the course of the year more and more fish are added into the enclosures that make up the fish farms. Due to a lack of predators, the fish have began reaching record sizes which has tremendously helped to increase the amount of food the farms can produce. By the end of the year, Glacies was confident enough with the amount of fish to begin a slowly increasing rate of harvest and expects that they will be at full output early next year. Reward: Medium fish farm. +1 food level, +.10% population growth, +100 gold per turn in income.

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 - One year remaining.
Rolled: 76.

- As the area around Warfang is gradually checked for more nodes and veins, the prospecting team begins moving further away. Several more gem deposits as well as the more common metals are found. By the end of the year the dragons begin nearing Boyzitbig and Mount Malefor where they find an increasing amount of iron and ruby near the volcano, while the gem amazonite alongside mercury seem to be more common near the Fear Nexus. Reward: Common and uncommon metals and gems. Increasing amounts of ruby and iron nearing the Fire Nexus. Increasing amounts of amazonite and mercury near the Fear Nexus.

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. (Argent)

- Argent continued overseeing the construction of the governing district this year, something that the young dragon has learned a lot from. Teams worked throughout the year to make finish the interior of the palace as well as reinforcing everything with runes to ensure that the palace will be able to serve as a last-ditch fortress if all else fails. The entire project ended up being completed late in the year and streams of administrators, bureaucrats, and experts in a wide variety of fields have begun moving into the district. Reward: Governing District complete. Personal Attention action, last-ditch fortications, massive display of prestige, +200 gold per year in taxes.


Learning: Choose One. One Locked.
Therris is still hard at work at deciphering the mysteries of Armadyleanism and has stated that he hopes this is not something that he winds up doing more of as he would rather stick to much more material pursuits. Meanwhile Volteer has been hard at work figuring out the more advanced forms of sympathetic enchantments which is an area that the aviansie do not seem to be quite as advanced in compared to the dragons of old. With what freetime that Therris has, he has suggested delving more into the physical mysteries of the elements as this will greatly impact any material projects concerning the element in question.

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: 70+22(piety)+20(traits)+30(bonuses)=142. (Crit)

- In between getting Fulmen settled in as his apprentice and his other Guardian-related duties, Volteer has continued to experiment with increasingly complicated sympathetic enchantments. For most of the year this has been a continued focus on the higher end greater and lower end master enchantments. Toward the end of the year however the Guardian of Electricity managed to finally touch upon a reliable way to make master-level enchantments. Such is their complexity however that Volteer believes that only a handful of enchanters on Avalar could manage them, including himself. Reward: Volteer and other high-end enchanters can now craft master-level enchantments. +30 to other sympathetic enchantment actions.

Double Down - Study Titanium:
The existence of titanium in metal which resonates with the moles has Therris quite excited. Obviously there is more to the powdery white metal than is currently known and the researcher is eager to unlock it's secrets. Currently it takes an expert earth dragon to isolate miniscule amounts of the actual metal from the powder and in order to get it in any noteworthy amounts, a master is needed. Seeing as to how this is just not possible for the moles, Therris has volunteered to look into unlocking titanium's secrets. This will be a tremendously difficult process due to both how little is known about titanium and the lack of mundane techniques for separating metals from their ores.
Chance of Success: 30%. Cost: 50 gold. Time: 1 year. Reward: Able to use titanium without earth dragons. Grants moles access to their racial metal in large quantities. (Pyra)
Needed: 70. Rolled: 8+10(learning)+20(double down)+30(traits)=68.

- To Pyra's regret, he was not able to unlock the secret to forging titanium. He does believe it possible however and has narrowed it down to some kind of reaction with another material that would produce pure titanium. The Fire Guardian believes it only a matter of time before the secret is revealed. Reward: Failure. The process of separating titanium via mundane methods is still inscrutable.


Piety: Choose One. One Locked.
There is a great celebration to be had at the beginning of the year as both Phydra and Zephyr reach the summit of their elements. Additionally Fulmen begins his training this year which for the most part involves shadowing Volteer as the older Guardian goes about his work as well as spending a considerable amount of time reviewing the basics of education. In the meantime the Guardians continue working on their various projects this year, save for Phydra and Zephyr who will spend the year working through an exhaustive series of tests and studies to ensure they are ready to be Guardians.

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 200 (Fulmen), 1000 (Argent/Virii/Timor). Reward: Progress made toward elemental traits. Fulmen gains Electricity Adept, Argent/Virii/Timor gain EarthPoison/Fear Grandmaster.
Fulmen: 41+14(piety)+25(bonuses)+25(Volteer)=105.
Argent: 67+23(piety)+25(bonuses)=115.
Virii: 29+19(piety)+25(bonuses)=73.
Timor: 85+24(piety)+25(bonuses)=134.

- The remaining Guardian apprentices and the sole initiate spend the year honing the connections to their elements this year. Virii in particular has had the last major break-through that she needed through deciphering the sickness that had began gripping the recovering atlawas. She tells you that the more exotic and seemingly unrelated aspects of Poison finally clicked for her, granting her a level of insight into the element that far outstrips everyone known. In particular this insight comes from the revelation that sickness and disease seem to fall under Poison in some abstract way, much like how mercury falls under earth and not water. Timor is also getting quite close to the same level of understanding of Fear and estimates he should be able to attain grandmastery in two years. Reward: Virii achieves grandmaster of Poison. Knowledge of one of the more exotic and abstract connections to the element.

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: 91+13(piety)+10(traits)=114.

- Despite everyone telling him about how reckless sending a letter straight to Armadyl, without going through official channels was, Therris' gambit seems to have paid off.

Armadyleanism has a very real connection to the concepts of Justice, Law, Equality, Freedom, and the Sky. Those who embrace the religion seem to change to focus more on those values. Worshipers will find themselves unwilling to commit unlawful acts, being far more unforgiving of such acts, and place a far greater emphasis on equality and freedom. Additionally aviansie and other wind-users will find themselves being empowered, capable of performing far greater feats of wind manipulation than they might otherwise be capable of. As an individual becomes more fervent in his belief, they begin manifesting more and more of Armadyl's own quirks and personality traits which has predominantly consisted of an a hatred toward the Bandosians and Zamorakians.

Just like worship of Armadyl changes the worshipers, so too have the worshipers changed the god; Armadyl's original domain seems to have been Justice which has since expanded due to encompass Equality and Freedom due him encouraging such values in his followers. His connection to Wind and air has also strengthened due to the fact that he is an aviansie god and aviansie are strongly connected to the element which has encouraged the belief that the Sky is one of his domains which has since became true. Perhaps most interestingly, Armadyl seems to have become able to bestow blessings that relate to his domains with the most prevalent being along the lines of a sixth sense for criminals and injustice, an ability to break curses, a resistance to magical bindings, and a variety of Wind related buffs such as increased agility or speed while flying. Reward: Knowledge of the effects of Armadyleanism on worshipers, how Armadyl has changed over time, the appearance of quirks and personality traits relating to Armadyl, and Armadyl's ability to bestow blessings which relate to his domains.


Personal: Choose Three (Spyro, Cynder, and Either)
Spyro has managed to reach the next level of skill in the wind element, which makes it the fifth out of the nine elements that he is expert or higher with. With Umbra's advice concerning learning the shadow element to stay aware of high level users of it, Spyro thinks it might be a good idea to learn the element and Cynder agrees. Aside from that, Galena has just turned three-years old and is quite a delight to have around, even if the young whelp has proven remarkably hard to keep track of.

Spend Time with (Umbra): 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: 67.

- While Umbra spent large portions of the year in Hyrule, scouting the newly discovered world, he still had time to advise Spyro and Cynder on Shadow. He focused primarily on the rulers' ability to detect other Shadow manipulators which is a skill that they have become proficient in; able to now detect those using Shadow to hide even if they are a level of skill above them. Not much of Umbra's other interests or hobbies came to light and both dragons have come to realize that not only is Umbra paranoid, but that the Shadow Guardian seems to unconsciously believe that if he ever lets himself relax then something bad will happen; a belief that seems to originate from the few times he tried to take a break during the war only to have some cataclysmic misfortune occur that he might have been able to prevent. Reward: Progress to Shadow for both Spyro and Cynder. They can now detect shadow manipulation one level above what they are capable of. Reasons for why Umbra is so paranoid and focused on his duties as spy-master.

Spyro - Mastering the Elements (Shadow):
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: 9(1st)+52(2nd)+36(piety)+30(traits)+50(bonuses)+20(Cynder)=197.

- According to anyone else, Spyro's growth in the element of Shadow would be considered unbelievably fast. Spyro however feels that he was not at his best this year and that his training suffered as a result of it. Despite his own beliefs, he did manage to unlock the element and make solid progress toward becoming skilled in it, a feat that will require less than a year to accomplish. Reward: Spyro gains the Shadow element.

Cynder - Mastering the Elements (Shadow):
While Cynder can be considered an expert in using the elements, she could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Fire, Ice, Electricity, Earth, Water), 500 (Wind/Shadow/Poison/Fear), 1000 (Wind). Reward: Progress made toward chosen element.
Rolled: 70(1st)+57(2nd)+27(piety)+20(traits)+50(bonuses)=224.

- Cynder however seemed to be in top form and made enough progress that she believes herself to be halfway toward mastery, progress that Umbra concurs with. According to Umbra, if Cynder can achieve master, then she should be able to keep herself and her family safe from most shadow grandmasters barring himself and the Praefactus of the Zarosian Empire who is rumored to be impossibly skilled. It is likely however that any of the Zarosian Praetors would still have decent odds against either sneaking past or defeating her in combat. Reward: Cynder is halfway to Shadow Master. Will likely be safe from most shadow users, barring Umbra and the praetors of the Zarosian Empire.
 
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So... Next turn, we focus on Shadow training again? Mean, Spyro & Cynder are close to Rank Ups, so unless we're siccing Spyro & Argent on Study/Research Earth... Huh, actually...

@Nianque: Are we allowed to pick the Study and Research Element actions multiple times? Would make things easier if we could get multiple Elements done in one go.
 
This was an interesting turn.

Small, but very informative and important (then again, all turns are important).
 
Reward: Education 6. Reading and writing start to spread through the humans and centaur as does the idea of a school system.
So wait, education is still at 6?

So now that spying on the Fremennik Provinces went well, we should try doing the same on the Lunar clan and then decide if we should make ties with them.
 
So... Next turn, we focus on Shadow training again? Mean, Spyro & Cynder are close to Rank Ups, so unless we're siccing Spyro & Argent on Study/Research Earth... Huh, actually...

@Nianque: Are we allowed to pick the Study and Research Element actions multiple times? Would make things easier if we could get multiple Elements done in one go.
Yeah, has to be different characters doing it of course, but yes.
 
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@Nianque: Does the bonus to Element rolls apply to the Study and Research actions? Also, does Volteer's Knowledge Bonuses apply? Oh, actually, is "Aether" a valid option for the Study and Research actions?

Furthermore, can we Study or Research an Element we aren't sure is present? Like, could we Research the Order Element on Avalar or the Fire Element on Gielinor?

The Spiritual Informational only mentions Shadow so far, so unsure if Shadow/Blood/Smoke are the only Study/Research actions allowed for there. Well, Wind logically should be an option, given our involvement with the avianse...

Oh, regarding Spyro: Shouldn't his Four Elements Style have evolved now that he's an Expert or better in Five Elements? Also, what does Shadow User/Novice allow Spyro to do?
 
huh, wonder how the people of hyrule feel about a bunch of dragons living next door to all of them now?

I mean, first they had a bunch of dragons come through looking for sheep people, then more popped up and fought a bunch of monsters, and now they have a fort around a portal or at least a big glowy thing. Wonder what kind of rumors have been going around since we showed up on the scene?
 
So here's a question: can Cynder learn her own version of the Four Elements Style?

Also, as someone who doesn't play Runescape, can someone tell me what the elements are in Gielinor? I know there's Blood, Smoke, maybe Mind, but what else?
 
@Nianque: Does the bonus to Element rolls apply to the Study and Research actions? Also, does Volteer's Knowledge Bonuses apply? Oh, actually, is "Aether" a valid option for the Study and Research actions?

Furthermore, can we Study or Research an Element we aren't sure is present? Like, could we Research the Order Element on Avalar or the Fire Element on Gielinor?

The Spiritual Informational only mentions Shadow so far, so unsure if Shadow/Blood/Smoke are the only Study/Research actions allowed for there. Well, Wind logically should be an option, given our involvement with the avianse...

Oh, regarding Spyro: Shouldn't his Four Elements Style have evolved now that he's an Expert or better in Five Elements? Also, what does Shadow User/Novice allow Spyro to do?
I'll use the equivalent bonus: 25 instead of 80 for grandmasters.
Only for the learning versions.
You can do a piety action for aether, but not the learning and it has to be Spyro or Cynder.

The element has to already be a part of the world. So you can't research Order on Avalar, but you could research Fire on Gielinor.
You've investigated Shadow on Gielinor already which is why the information has been noted. For Avalar you have solid info on all nine and more basic info on aether.

The trait will evolve once he has integrated new elements into his combat style.
Shadow Novice lets him do a shadowy camoflague, sense those nearby who are in shadows, and very basic attacks such as a light coating of the element on his claws. It's not very impressive and skilled/adept is where you start getting into the cool stuff like Cynder's first shadow attack in dotd where she lunges out of a shadow.
So here's a question: can Cynder learn her own version of the Four Elements Style?

Also, as someone who doesn't play Runescape, can someone tell me what the elements are in Gielinor? I know there's Blood, Smoke, maybe Mind, but what else?
I'm trying to avoid making Spyro and Cynder feel the same, but she'll get something equivalent.

On Gielinor itself you have: air, water, earth, fire, mind, body, cosmic, astral, chaos, nature, law, death, blood, and soul. Shadow comes from the Shadow realm that runs alongside the material universe.
Smoke and Ice exist, but you have no idea what they come from. The mahjarrat have a connection to them and that's all you know as you can't find those two on Gielinor.
 
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Since there currently is no vote, I thought it wouldn't hurt to ask:
a movement which proclaimed Poison to be the element of healing erupted amongst the superstitious atlawa.
sickness and disease seem to fall under Poison in some abstract way
On Gielinor itself you have: air, water, earth, fire, mind, body, cosmic, astral, chaos, nature, law, death, blood, and soul. Shadow [...] Smoke and Ice
You mentioned before that learning aether and blood would help towards bringing a life/healing element into existence via shaping reality. What about poison, water, body, and death? Which of these would contribute noticeably?
 
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On Gielinor itself you have: air, water, earth, fire, mind, body, cosmic, astral, chaos, nature, law, death, blood, and soul. Shadow comes from the Shadow realm that runs alongside the material universe.
Smoke and Ice exist, but you have no idea what they come from. The mahjarrat have a connection to them and that's all you know as you can't find those two on Gielinor.
Would cosmic, astral, and/or soul have properties similar to aether?
 
Since there currently is no vote, I thought it wouldn't hurt to ask:



You mentioned before that learning aether and blood would help towards bringing a life/healing element into existence via shaping reality. What about poison, water, body, and death? Which of these would contribute noticeably?
Poison and Water would help you out a little bit. Body in particular would boost your chance decently. Death not so much.
Would cosmic, astral, and/or soul have properties similar to aether?
Study and/or learn them and find out :)
 
That's annoying that we rolled so low on studying titanium. Since we almost succeeded in that action, will the DC for it be lower next turn?

In terms of priorities, I think we should get the second dragon Flight trained, and get armor for all our army dragons now that we have reduced the cost of armor through practical experience.
 
That's annoying that we rolled so low on studying titanium. Since we almost succeeded in that action, will the DC for it be lower next turn?
I'll give you +5 to the success chance I suppose. Just keep in mind what it was like IRL to figure out how to separate titanium from the titanium oxide.
Now I really want to increase the number of learning actions.

Also, I'm going to guess that the body element will allow us to shapeshift, so let's keep that in mind when we look into Gielinor's elements.
I'll add another learning action decently soon.

As for shape-shifting, don't get your hopes up. That would be high level Body-manipulation. Lower levels of the element would be mostly physical boosts and buffs; definitely not one of the more flashy elements.
 
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