Spyro's Kingdom (Legend of Spyro Crossover)

@Nianque: I have the idea for Zap's omake worked out. In short: omake starts with Dawn seeing Zap do his unique method of fishing (aka diving in the water and electrocuting the fish). From there it revolves around the oddity of his dual Elements, with a large fish-thing being a "Boss Fight" for Zap.

Though regarding the exotic facets: Could I get a clearer idea what Skilled Electricity and Expert Water allow for them? Like, I could see him brightening his path while underwater.

Also, what exactly does "liquids" count as? Does that mean a Water Dragon could purge fish of all their body liquids? Cause being able to extract all that blood without messily gutting the fish should have value.

Regarding First Poison (Venenum): I'm thinking there's a research settlement of sorts near the Poison Nexus's area. Really, I could see such little settlements popping up around all the Nexuses. Anyways, I was thinking Venenum's main interaction has been with said settlement.

As for Venenum's specialty/focus... I see her being really good at purifying and preventing damage. Of the three First Dragons, I imagine she's the one relying most on raw potential.

Where Blackout (deliberately?) misunderstands his Element and First Shadow is mostly focused on exploration, Venenum's proficiency with purification is mostly the result of instinctual action.
He doesn't have the fine control with electricity to manage electrifying only a small section of a body of water. With skilled he honestly can't do much, though streams of electrified water become incredibly easy to move (because he's using both elements to move them) and would let him manipulate much stronger (more amps) electricity. And... I'll go ahead and move weak magnetism down to Expert as it makes more sense that way. Which means if he specializes he could get to the point of manipulating magnetic fields which could allow some fun options when combined with easily controlled streams of electrified water.

Very skilled Water dragons could use liquid control to do such a thing, though it becomes less effective the more spiritually powerful the target is. Thus desiccating animals is a whole lot easier than trying that trick on anything sapient.

Poison dragons can't quite prevent damage. Though in theory one could craft specialized toxins to alter the body's responses such as more adrenaline production. Also their purification is really limited to poisons, venoms, toxins, acids and bases, bacteria, viruses, and disease. Though again with a lot of effort and training they could start literally modifying biology through crafted toxins/bacteria/viruses/diseases.
Could you explain your purification idea some more, because I'm not seeing how it ties into Poison aside from the above.

Oh uh... I just realized that prion diseases would fall under Poison as well which is scary and something only grandmasters could even begin to pull off. Also adding desiccation to Fire and Water at the highest levels of skill; no reason truly skilled Fire/Water dragons can't just suck/evaporate water right out of the body.
 
@Nianque: I figured it was less purification in general, and more Venenum removing poisons/etc & halting or delaying further decay. Though that does depend a lot on how the "decay" facet works...

Basically though, I figured going the "healer" route would be a good option for unusual Poison tricks. Hmm... is Elemental negation a thing? Like I see no logical reason Fire Dragons couldn't snuff out flames with their power and so on.
 
@Nianque: I figured it was less purification in general, and more Venenum removing poisons/etc & halting or delaying further decay. Though that does depend a lot on how the "decay" facet works...

Basically though, I figured going the "healer" route would be a good option for unusual Poison tricks. Hmm... is Elemental negation a thing? Like I see no logical reason Fire Dragons couldn't snuff out flames with their power and so on.
Ah. Yeah, that's possible.

Healer Poison dragon is actually more common because going full death of civilization is frowned uppn in Warfang and Reliquia. Healers supplement their element with the basic magic in the setting, herbs, and knowledge of anatomy. Element negation is possible at all levels, though obviously to vastly differing effectiveness.
 
Last edited:
He doesn't have the fine control with electricity to manage electrifying only a small section of a body of water. With skilled he honestly can't do much, though streams of electrified water become incredibly easy to move
In that case, Zap could cheat by discharging whips of electrified water to get the same effect, i.e. only shocking the fish in a small area around the contract point of the whip.
 
In that case, Zap could cheat by discharging whips of electrified water to get the same effect, i.e. only shocking the fish in a small area around the contract point of the whip.
True. That would be more precise, though a small area around the target would be shocked regardless as the electrical current dissipates. It takes a very high level of skill to shock only the target when in a body of water.
 
@Nianque: I'm assuming, unless the "Guard the Guardians" roll a crit or something, there's two more Turns for that? I'm just wanting to make sure I don't have to rush out the Water/Poison/Shadow Guard omakes.

Regarding Ice/Earth/Wind... Could I suggest some ideas? I don't have anything solid for a detailed omake, but I got plenty of fragments I could throw your way if interested.

Oh, actually, what would we have to do to acquire new Hero Units? Surely there has to be balancing, but just knowing would be interesting.
 
@Nianque: I'm assuming, unless the "Guard the Guardians" roll a crit or something, there's two more Turns for that? I'm just wanting to make sure I don't have to rush out the Water/Poison/Shadow Guard omakes.

Regarding Ice/Earth/Wind... Could I suggest some ideas? I don't have anything solid for a detailed omake, but I got plenty of fragments I could throw your way if interested.

Oh, actually, what would we have to do to acquire new Hero Units? Surely there has to be balancing, but just knowing would be interesting.
Yeah, you still have two turns left. Which ....Turn 15 should be up either tonight or tomorrow morning after I get off my plane. Probably tomorrow morning as I started writing character sheets for some of the mahjarrat and had too much fun with them. I honestly don't know how you guys would survive if one of the Big Three (Azzanadra, Temekel, and Sliske) took interest in you. ...Of course Zemourgal would also be a nightmare.

Sure, suggest away. I've got a few ideas myself, but more the merrier. I do believe someone suggested an attack reflector for Ice, if that helps you out any.

Persons of Interest will light you find notable characters. I'll decide on a case by case basis whether they can oversee actions however. Also omakes.
 
@Nianque: Oh, the Attack Reflector for Ice was actually me. Which is still my favorite idea for the Ice Guard's primary focus. Honestly, I have no other suggestions I really like for Ice Guard's ability set.

Still, personality/backstory wise... Huh, actually, it makes a lot of sense for the Guards to be individuals who are rather invested in their Elements. For example, Dyno actively wants to unlock Electricity's "true potential" and even creates tech.

Then there's Inferni with her dedication to improving her mastery of Fire, when most Dragons stop at Skilled or Expert. Nim loves helping as a "Dream" Dragon, and embracing her Element is literally her only means of interacting with Blackout.

Zap works to improve his Elemental mastery so his handicap doesn't hold him back. Venenum is so utterly adjusted to Poison she would want to protect it.

Finally, Dawn relies a lot on Shadow's information gathering abilities. I would even say she has tapped into the sleep facet, pretty much because that's incredibly useful for a soldier-spy. Honestly, she probably would of joined Umbra if she didn't prefer being an outright soldier.

Right, anyways... I think the Ice/Earth/Wind Guards should all be individuals with invested interest in their Element. I see the Ice Guard as someone with the mindset that "defense is the best offense", who would probably push for Ice Reflector upgrades.

Maybe... the Ice Guard was motivated by everything that happened, thinking if people had better defenses it could of made a difference? I could see them spending large amounts of time at the Ice Nexus, specifically to train and deepen their connection.

I still like the idea of the Earth Guard basically being Flashwing, if only because I'm incredibly amused by them being a living flashbang. Like, while not able to make Coherent Beams of Destruction, they could still redirect light with their crystals to blind others.

The Wind Guard... Okay, depending on what the gas facet covers, I could see them having the creepiest/most upsetting power-set. Like, being the debuffer/status ailment focused Guard.
 
Turn 15
The Hall of Healing was a unique building situated between the residential district and the education district. It's completion had encouraged dozens of dragons to attempt the arduous training that allowed one to join the proud ranks of healers. The nearby university at the education district had resulted in the streamlining of the training and a new pool of interested dragons, causing the healers' ranks to swell to new heights. Now they would need every single one of many healers both trained and not to fight back the newest outbreak.

"Milord." The Head Healer greeted, inclining his head in respect to the newly arrived king.

Spyro regally walked through the massive doors that allowed even the largest of dragons to fit through comfortably. "Katharis. How bad is it?" The purple king asked as he surveyed the flurry of activity that marked the coming and going of what seemed like hundreds of sick dragons and exhausted healers.

The water dragon sighed, fatigue evident on his face. "Much better with Guardian Phydra's help. She has been picking up healing a truly amazing pace. What takes hours to treat a single patient, she can do in just half with only a basic understanding of medicine and healing magic." The deep blue dragon craned his neck around the corner and not seeing anything that needed his attention, turned back to his king. "Any luck on finding the one causing this mess yet?"

To the healer's vast relief, Spyro nodded in reply. "Virii has narrowed down their location to only a handful of buildings which she and her team are checking now." Her team actually consisted of a group of poison or expert water dragons, all of which worked for either Umbra or Clarity. "Fortunately the culprit seems to be a single poison dragon instead of the cabal that we had feared." What the young ruler was not saying, was that the single poison dragon had turned out to be a disgruntled and spoiled noble who had grown up hearing about how badly the city needed to be culled of the weak.

"At least this disease seems to target dragons instead of atlawas." Katharis mumbled. "The atlawas have been through enough and we are more than capable of surviving something like this." Considering how much hardier a dragon was than an atlawa, Virii had estimated that this disease could have wrecked even more havoc on the unlucky race than the previous had.

Something spiritual twinged on his senses and Spyro gathered himself up with significantly more dignity than he was feeling at the moment. "Thank you for the report, Katharis. It looks like we caught the culprit, so I must get going now." The king nodded respectfully to the head healer and then took a step, seeming to slide straight into a shadow so easily that it made Spyro appear significantly more skilled with the element than he actually was.

It had been fortunate in the end that they had managed to capture the one creating these diseases so soon. The difficulty between this most recent sickness and the previous one targeted at the atlawas had increased dramatically and Spyro could not help but think about how many would have died if the noble responsible for the plagues had, had time to continue improving. Thankfully that was not the case and within moments, Spyro had arrived to find Virii and five other dragons standing over the culprit who was covered in acid burns.

"He resisted." Virii explained.

Treasury: 6587 Gold
Income: 2100 Gold per turn.

Note: Virii and Fulmen are not available for projects this year.


Focus: Choose Two.
The Kingdom continues to come together and overtime it is expected that the bonds that have been formed will grow stronger without any further oversight. Clarity believes that focusing on training will give the most benefit at the moment. Therris however wishes to focus on education and ensuring that all of the kingdom has an education comparable to Warfang. Note: You may double up on the focus.

1st Avalar Army (Target): Now that the 1st Avalar Army is complete, it can be used to strike out at the enemies of the kingdom. Getting embroiled in unnecessary war may cause unrest however.
Training (12): It is one's skill in battle that allows them to enjoy freedom. Focus on training both the warriors and soldiers of the kingdom, as well as the militia. Note: Overall skill level is currently below 15.
Defense (2): Ensuring that the kingdom is well defended is key to both prevent attacks and ensure that you are victorious when those attacks do come. Focus on strengthening the defenses of both the portals and the individual settlements throughout Avalar.
Internal Ties (6/10): 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.
Foreign Affairs: Now that the Kingdom of Avalar has been established, it is time to found new alliances and establish trade with other polities. Focus on sending diplomats to other realms in order to build better relationships with other realms. Note: The kingdom is mostly unknown.
Growth: The overall population of Avalar is still small and recovering from the war against the Dark Master. Focus on expanding food production and growing infrastructure in order to grow the kingdom.
Education (9): 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.
Research: Research and development is one of the best ways to keep ahead of rivals and enemies. Focus your efforts on creating new developments for the betterment of the kingdom.
Spiritual (12): It has been found that developing a healthy spirit is key to one's growth. Focus on ensuring the spiritual growth of the kingdom by honing one's connection to the world. Note: The introduction of Armadyleanism has thrown matters of the spirit into flux.
Write In: There are many things throughout the Kingdom that need attention.


Martial: Choose One. One Locked.
Now that the Gielinor portal is behind the fighting, Clarity would like to know if the Kingdom of Avalar will be contributing to the fighting. Now that the fiefdoms of Hazeel and Khazard are close enough to affect the fighting, she is worried that the aviansie will not be able to effectively fight the mahjarrat without dedicating significant resources that are otherwise occupied. Also of note is that the water dragoness feels that now is a good time to train the 2nd Flight which will greatly increase their skill level and give them proper equipment, save for armor.

The Second Flight: Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar. Now that the 1st Army of Avalar has been formed, the dragons who Clarity will be using to form the second flight have already received a significant amount of training.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.

A Different Kind of Hunting: With the food situation as bad as it is, Clarity has offered her time toward organizing more hunting trips to make sure everyone has enough food.
Chance of Success: 90%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.

Patching the Holes Part 3 (Martial): With the walls finally repaired, Clarity and Glacies think it time to start replacing the large array of siege equipment that used to line the tops of the walls. As the moles have the most knowledge about siege weapons, the two dragonesses will need to work together with them in order to repair, replace, and man the cannons, catapults, and ballista. With the walls fully repaired and enchanted, this is not nearly as big of a priority and is something that Glacies believes could wait while other things take precedence. Due to the intricateness of the siege equipment, this will be quite expensive.
Cost: 1905 Gold. Time: 3 years. Reward: Warfang defenses upgraded to level 5 (Very Heavy).

Study Tactics and Equipment (Group): 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.

Commissioning New Armor (Army): Now that the secrets to orikalkum have been unlocked, Clarity believes it time to properly outfit all of the dragons under her command. She believes that three hundred sets will be enough for the moment, allowing her to equip all of the current soldiers as well as the reserves who had helped form Warfang's contribution to the 1st Avalar Army. 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: 800 gold. Time: 2 years. Reward: All 300 of Warfang's contributions to the army are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 armor.

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: 400 gold. Time: 1 year. Reward: Warfang's 2nd Flight are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 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. Locked - Two years remaining.


Diplomacy: Choose Two.
An emissary from Saradomin arrived at the Gielinor fort this year, proclaiming Saradomin's majesty and great wisdom. Thus far any serious attempts at preaching have thus far been stymied by the Armadyl worshipers among the humans and centaur. Ventis believes that this emissary is just the beginning and that the other known powers of Gielinor will begin taking an interest. He recommends accelerating plans for introducing the kingdom to the major realms.

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

Coordinate with Cheetahs (action): Ventis says that the cheetah are greatly worried about the rift and are willing to send what warriors they can to help. They offer their expertise in either fortifying the rift, patrolling around it, or scouting the other side.
Chance of Success: 100%. Time: 1 year. Notes: Must be done on the first turn of the project. Reward: +10 to most martial or intrigue actions (excluding political ones)

Rebuilding the Undercity (Diplomacy): Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.

Deeper Ties (Group): 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.

Diplomatic Negotiations (Group and Topic): Ventis has offered to enter talks with one of the other races or groups. Several of the known races have knowledge or services that dragons do not and the Wind dragon is willing to see if he can negotiate a deal of some kind. There are many groups that could be negotiated with, though not all would be easy. 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.

Persons of Interest (Target): With the help of Umbra's intelligence network, Ventis has offered to build a profile on notable individuals to assist in diplomacy or intrigue. Gathering this information will depend on how friendly you are with them and thus trying to ascertain information on the leader of a hostile or unknown power would be extremely difficult and unlikely to gather much usable information. Lyseera's assistance has made the prospect of researching individual mahjarrat a significantly easier affair.
Chance of Success: Variable. Time: 1 Year. Reward: Character sheet for given character.


Intrigue: Choose One. One Locked.
Now that the major powers of Gielinor are becoming aware of the kingdom, Umbra recommends investigating all polities save for the Zarosian Empire which he believes is far too risky to attempt, even for himself. Additionally Umbra would like to take some time to build a better rapport with Lyseera and putting together a profile on the mahjarrat which would make it easier to trust her outside of the small outpost that she currently resides in.

Persons of Interest (Target): With the help of his intelligence network, Umbra has offered to build a profile on notable individuals to assist in diplomacy or intrigue. Gathering this information will depend on how friendly you are with them and thus trying to ascertain information on the leader of a hostile or unknown power would be extremely difficult and unlikely to gather much usable information. Lyseera's assistance has made the prospect of researching individual mahjarrat a significantly easier affair.
Chance of Success: Variable. Time: 1 Year. Reward: Character sheet for given character.

Investigate (Target): 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.

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)

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.

Sabotage House Temero: House Temero was the house responsible for the recent outbreak in disease and encouraged the dragon responsible to 'cleanse the city'. Thus far the knowledge of who was ultimately responsible has not spread far and Umbra would like to use this as an opportunity to undermine the house and potentially the nobility as a whole. To accomplish this, Umbra and his agents will assist Glacies in deflecting blame away from poison dragons and onto the nobility as a whole by staging multiple minor events that can be chased back to House Temero.
Chance of Success: 40%. Cost: 200 gold. Time: 2 years. Reward: House Temero is dismantled.


Stewardship: Choose Two. One Locked.
The damage down by the rogue poison dragon is immense not for the costs associated with it, but for how it has affected the minds of the populace. Morale has taken a dramatic turn for the worse and Glacies has been doing everything that she can to shift the narrative away from poison dragons in general and toward the nobility and specifically house Temero which is a recent nobility house composed almost solely of poison dragons.

Gone Hunting: Food has become a very big problem due to the large population of dragons calling the city home. Glacies recommends sending out hunting parties immediately to make sure nobody goes hungry throughout the year. Now that you finally have a small surplus of food, Glacies believes that you can lay off on the hunting. However a supplement every few years for the extra food and gold generated by the trophies would not hurt.
Chance of Success: 100%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.

Patching the Holes Part 3 (Stewardship): With the walls finally repaired, Clarity and Glacies think it time to start replacing the large array of siege equipment that used to line the tops of the walls. As the moles have the most knowledge about siege weapons, the two dragonesses will need to work together with them in order to repair, replace, and man the cannons, catapults, and ballista. With the walls fully repaired and enchanted, this is not nearly as big of a priority and is something that Glacies believes could wait while other things take precedence. Due to the intricateness of the siege equipment, this will be quite expensive.
Cost: 1905 Gold. Time: 3 years. Reward: Warfang defenses upgraded to level 5 (Very Heavy).

Rebuilding the Undercity (Stewardship): Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.

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.

Consequences for House Temero:
House Temero is the noble house that encouraged one of their more skilled members to craft several devastating plagues to 'cleanse the city'. It is Glacies' opinion that both of the diseases that had to be cured were a collaboration work across the entire clan. Thus Glacies seeks to pin the blame solely where it belongs and prevent a return to the ostracisation of the Poison element.
Chance of Success: 70%. Cost: 200 gold. Time: 1 year. Reward: House Temero and the Nobility take a reputation hit. Poison dragons are not blamed for the recent wave of sickness.


Learning: Choose One. One Locked.
Therris is fascinated by the discoveries made with the research into Armadyleanism and is eager to delve into how worship of the other gods on Gielinor affect their followers. Before that however he would like to crack the secrets to titanium, figure out how to create portals, and how the Pool of Visions works. In fact Therris has so many projects that he would dearly like to do that he has recently been expanding the number of researchers that he employs by several dozen.

Finding the (Race) Metal: With the revelation that orikalkum resonates incredibly strongly with dragons, Therris wonders about whether or not similar metals exist for the other races. With the knowledge that Gielinor is not the original world for most of the races who inhabit it, the studies into centaur and human metals will have to wait until access to their original planets can be undertaken. For the moles and centaur however, Therris is sure that a thorough search of Avalar will turn up something that resonates strongly with the race. In fact the limited research that he has managed to do into the metal that the aviansie use has revealed that it resonates with them and one of the main components of it is a metal that they have thus far only found on Abbinah, lending credit to his theory.
Chance of Success: 50% (cheetahs/atlawas)/0% (centaurs/humans). Cost: 200 gold. Time: 2 years. Reward: Metal that resonates with chosen race (considerable boost in capabilities when used by that race).

Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, enchantments, the connection with aether, and combining the knowledge.
Chance of Success: 25%. Time: 3 years. Reward: Sympathetic enchantments for portals.

Viewing the World Part 1 Enchantments: One of the great losses of the war was the loss of the Dragon Temple's Pool of Visions. This unassuming artifact allowed the Guardians to keep abreast of everything going on in the world and seemed to be even further amplified by a rare talent that very few had. Unfortunately the knowledge of how to make the artifact was lost and recreating it will be incredibly difficult, perhaps even more difficult than portals.
Chance of Success: 5%. Time: 4 years. Reward: Sympathetic enchantments for the pool of visions.

Study Element (Element): With the reports back from the Guardians and their trips to the elemental nexuses, Therris would like permission to delve into the more material side of each element. For example the strange sight of electricity flowing through the ground at Sky's Conduit has made the researcher question whether a more physical use of the element could be identified. Further the elements of earth and poison have a great many varied compounds that could prove interesting such as the metal titanium or the neural toxin that a frog of all things afflicted a poison dragon with. To start with Therris recommends that he does a comprehensive in order to catalogue everything related to the element in question.
Chance of Success: 60% (increased by studying the respective element). Cost: 100 gold. Time: 3 years. Reward: Increased knowledge of the chosen element's interactions with the physical world, new actions unlocked.

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: 35%. Cost: 50 gold. Time: 1 year. Reward: Able to use titanium without earth dragons. Grants moles access to their racial metal in large quantities.


Piety: Choose Two.
The sickness that spread through the city turned out to be the work of a disgruntled noble who had been told to 'cleanse the city'. Virii found herself working with the disease part of Poison far more than she is comfortable with, while Phydra has found a talent in healing. Cyril and Pyra would like to re-implement the old acolyte system of the temple where orphaned eggs are brought in to be raised as acolytes to assist the Guardians in studying the less common facets of their elements.

Volteer gains trait Enhancement Adept (+2C, +20 to combat rolls) - Volteer has taken the time to go back over the core fundamentals of Electricity enhancement with Fulmen and in doing so has solidified his own understanding, allowing him to speed up himself as well as his perception greatly.

Fulmen upgrades trait Electricity Novice (Can use Electricity, +1 Piety, +10 to all Electricity rolls) into Electricity Adept (Can use Electricity, +2 Piety, +20 to Electricity rolls) - Under Volteer's tutelage, Fulmen has become skilled in the element of Electricity.

Fulmen gains trait Attentive (+1I, +2L) - Fulmen pays close attention to anything anyone shows him along with otherwise minor details. This has ensured that he often sees things that others would miss.

Argent gains trait Earthen Engineer (+3S, +10 to construction actions) - Now that Argent has assisted in the construction of the administrative core of the city, she has picked up the basics concerning architecture and stone engineering.

Phydra gains trait Skilled Healer (+2L, +10 to healing rolls) - Though not initially interested in learning how to heal, Phydra found herself working with Virii to fight off an unusually fast-spreading sickness which revealed a previously hidden skill for healing.

Phydra gains trait Guardian of Water (+5M, +8D, +8L, +9P, +5C, +3 all stats, +30 to all knowledge rolls): From her tragic beginning as a war orphan, Phydra has grown to become the preeminent authority on the element of Water on Avalar. Though she will never be the most eloquent of the Guardians, Phydra has promised to do her utmost to guide future generations and care for the element of Water as it's new Guardian.

Zephyr gains trait Guardian of Wind (+5M, +8D, +8L, +9P, +5C, +3 all stats, +30 to all knowledge rolls): The mysteries of the Wind element are something that Zephyr has always wanted to delve into and now his dream has been fulfilled by the recognition that he is now the Guardian of Wind. Zephyr's enthusiasm for his duties is almost infectious as he pours all that he is into studying his element and helping the people.

Virii upgrades trait Poison Master (+5P, +1C, can use more powerful Poison techniques, +50 to all Poison rolls) into Poison Grandmaster (+1M, +8P, +3C, can use more powerful Poison techniques, +80 to all Poison rolls) - Virii has now truly master the element of Poison, being the first to do so. Now she continues her studies into element, eager to find it's limits and possibilities.

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.

Temple Acolytes: Before the war the Dragon Temple had been home to dozens of scholars studying the elements in the hopes of uncovering more of their mysteries. The temple would take in orphaned eggs and raise them in the temple as acolytes. From these acolytes the Guardians would often select their apprentices. Cyril and Pyra would like to return to this practice, insisting that having multiple acolytes will make research on the elements easier as they will have multiple assistants to spread the load around. On the downside, the Guardians will spend less time looking for noteworthy drakes to take on as apprentices outside of the acolytes.
Time: 2 years. Cost: 200 gold. 50 gold per year in upkeep. Reward: +10 to elemental research actions, eggs will once more be found and brought to the temple to be raised as acolytes. Less time looking for apprentices.

Research (Element) (Planet): With Umbra's successful investigation into Gielinor's Shadow, the Guardians have decided that additional investigations into not just Gielinor's elements, but also Avalar's elements might be warranted in order to catch any surprises. This is particularly important as Malefor's destruction and Spyro's restoration of Avalar might have had unforeseen consequences on the elements.
Chance of Success: 50% (Avalar)/20% (Gielinor). Time: 1 year. Reward: Knowledge of current state of element on chosen planet.

Research Religion (Religion): 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.

Temples for the Elements (Element): In some of the oldest stories and records that Timor has found, there are tales of grand temples being established at the nexuses which served as an incredible school and research center dedicated to that element. This practice seems to have fallen out of favor hundreds or even thousands of years ago and the temples have long since been destroyed. Timor and Zephyr would like to see these temples rebuilt and in time serve as places of learning and reverence once again. There is only one problem; such an endeavor will be extraordinarily expensive and is likely why the practice was discontinued so long ago. This will require ground-breaking new engineering techniques unique to each temple, enchantments rivaled only by the Pool of Visions, and it must be done almost exclusively by dragons of the respective element as others will not be able to get close enough to the nexus.
Chance of Success: 50% (Uses stewardship). Cost: 3000 gold. Time: 4 years. Notes: Must be done by the respective Guardian. Success chance, cost, time, and rewards affected by inventing portals. Reward: Incredible breakthroughs in the elements both physical and spiritual, massive increase in elemental skill level and spiritual average.


Personal: Choose Three (Spyro, Cynder, and Either)
Now that Spyro has learned how to use Shadow, he has become able to detect low level Shadow manipulators which when combined with Cynder's own skill in Shadow is proof against most of the lesser threats that could threaten them. He still has only caught some of Umbra's Shadows that Cynder claims are following the two of them. As Galena grows, so too does her curiosity and her ability to escape from her watchers. Most importantly however the two rulers have found themselves with enough time now to directly oversee projects which will greatly aid in keeping up with the complicated situations in Gielinor and now Hyrule as well.

Spyro gains trait Shadow Novice (Can use Shadow, +0P, +10 to all Shadow rolls) - Spyro has now unlocked his sixth element, able to blend in with the shadows effectively.

Galena gains trait Evasive (+2I, +5 to dodgerolls) - Galena has proven to be remarkably skilled for her age when it comes to avoiding those who try and get close to her.

Relaxation: Now that Spyro and Cynder are used to their new lives, they can afford to take it easy every once in a while to unwind or simply spend more time together.
Time: 1 year. Notes: Can double up on Spyro and Cynder actions. Reward: Reduced stress. Other things if time is spent together.

Spend Time with (Character): There are many significant individuals in Warfang, both dragon and non-dragon. Spend some time with one of them and you may learn something. (May choose a character or leave it up to QM)
Chance of Success: Variable. Time: 1 year. Reward: Information. Increased Relationship. Chance of stat gain or elemental progress.

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

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

Mastering the Code of Reality: Aether allows one to alter reality with enough will and provides both the ultimate offense and the ultimate defense. Unfortunately Aether is incredibly difficult to master as nobody, save Spyro and Cynder can even use it and both have been almost lost to the dark side of it forever. Mastering the conventional elements first may make this easier.
Chance of Success: 1d100/1000 (Low rolls have disastrous consequences). Reward: Progress toward becoming a master in Aether.

Shaping Reality: It is a purple dragon's spiritual right to master the elements. Malefor however did something nobody had even considered and added the elements of Shadow, Poison, and Fear. With this revelation, there have been rumors that Wind and Water are not original elements either and that only the prime elements of Fire, Ice, Electricity, and Earth are natural. While Spyro is nowhere near Malefor's level of mastery over Aether, it could be done.
Chance of Success: 20% (Spyro)/11% (Cynder). Time: ??? Notes: Can double up Spyro and Cynder actions. Reward: New Element.

Thinking with Portals Part 2 Aether: In order to make portals a reality, Therris has determined that the connection between portals and aether must be figured out. This means that Spyro and/or Cynder will have to touch the one thing that truly scares them. Just as aether can be a tremendous force for good, so too can it be a catastrophic force of destruction. Despite this concern, both dragons are willing to admit that being able to create portals would a massive help and that it should not be too dangerous, so long as they avoid overreaching themselves.
Chance of Success: 30%(50% with both dragons). Time: 2 years. Notes: Can double up Spyro and Cynder actions. Reward: Aether connection to portals unraveled.

Masterwork Dragon Armor (Spyro and Cynder): The potential of a masterwork piece of orikalkum armor enfused with greater/master/grandmaster level enchantments for the elements and aether exists. In order to make this possible a year will need to be completely dedicated toward making a single set of this armor as well as other dragons to help in the forging process. If an aviansie master or grandmaster smith and enchanter could be persuaded to assist then the quality will increase dramatically. This will be an expensive undertaking since the ore has to be attained, willing metalworkers and enchanters paid, and the prestigious master or grandmaster aviansie smiths and enchanters convinced..
Chance of Success: 100%/50%/10% (uses diplomacy). Cost: 400 gold. Time: 1 year. Reward: Tier 8, 9, or 10 armor. +200 to combat rolls.

Fixing the Mahjarrat Part 1 Examination: With the knowledge that the mahjarrat are forced to use the barbaric practice of sacrificing one of their own in order to stay alive and the fact that new births cannot keep up with the steady decline of the race, Spyro has decided that something must be done. To begin with, he would like to do a thorough examination of the spiritual side of Lyseera which is something the mahjarrat is in full cooperation with. Once he has identified the precise nature of what he is working with, Spyro will be able to plan his next move.
Chance of Success: 0% (uses piety). Time: 3 years. Reward: Cause for why mahjarrat do not renew power on their own.

Personal Attention (Spyro or Cynder) (Action): Now that the governing district has been completed, Spyro finds himself having enough time to take on a project himself. With the kingdom as inundated in possible projects as it is, he and Cynder have agreed to set aside time for overseeing them.
Reward: Action from another category taken as a personal action.
 
Last edited:
Embassy (Armadyl's Realm)
I don't think this is done.

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. Locked - One year remaining. (Volteer)
And didn't we finish this last turn?
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.
 
[X] Plan Friendship Makes The Dream Work

Focus:
-[X] Education (9): 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.
--[X] Timor

-[X] Education (9): 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.
--[X] Phydra

Martial:


-[X] The Second Flight: Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar. Now that the 1st Army of Avalar has been formed, the dragons who Clarity will be using to form the second flight have already received a significant amount of training.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.
--[X] Clarity

Diplomacy:
-[X] Deeper Ties (Poison Dragons):
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.
--[X] Zephyr

-[X] Diplomatic Negotiations (Lunar Clan and Protection): 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.
--[X] Ventis

Intrigue:
-[X] Persons of Interest (Lyseera):
With the help of his intelligence network, Umbra has offered to build a profile on notable individuals to assist in diplomacy or intrigue. Gathering this information will depend on how friendly you are with them and thus trying to ascertain information on the leader of a hostile or unknown power would be extremely difficult and unlikely to gather much usable information. Lyseera's assistance has made the prospect of researching individual mahjarrat a significantly easier affair.
Chance of Success: Variable. Time: 1 Year. Reward: Character sheet for given character.
--[X] Cyril

Stewardship:

-[X] Rebuilding the Undercity (Stewardship):
Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.

-[X] Consequences for House Temero: House Temero is the noble house that encouraged one of their more skilled members to craft several devastating plagues to 'cleanse the city'. It is Glacies' opinion that both of the diseases that had to be cured were a collaboration work across the entire clan. Thus Glacies seeks to pin the blame solely where it belongs and prevent a return to the ostracisation of the Poison element.
Chance of Success: 70%. Cost: 200 gold. Time: 1 year. Reward: House Temero and the Nobility take a reputation hit. Poison dragons are not blamed for the recent wave of sickness.
--[X] Glacies

Learning:

-[X] Study Element (Earth): With the reports back from the Guardians and their trips to the elemental nexuses, Therris would like permission to delve into the more material side of each element. For example the strange sight of electricity flowing through the ground at Sky's Conduit has made the researcher question whether a more physical use of the element could be identified. Further the elements of earth and poison have a great many varied compounds that could prove interesting such as the metal titanium or the neural toxin that a frog of all things afflicted a poison dragon with. To start with Therris recommends that he does a comprehensive in order to catalogue everything related to the element in question.
Chance of Success: 60% (increased by studying the respective element). Cost: 100 gold. Time: 3 years. Reward: Increased knowledge of the chosen element's interactions with the physical world, new actions unlocked.
--[X] Therris
---[X] Double Down

-[X] Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, enchantments, the connection with aether, and combining the knowledge.
Chance of Success: -5%. Time: 3 years. Reward: Sympathetic enchantments for portals.
--[X] Volteer

Piety:
-[X]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.

-[X] Temple Acolytes: Before the war the Dragon Temple had been home to dozens of scholars studying the elements in the hopes of uncovering more of their mysteries. The temple would take in orphaned eggs and raise them in the temple as acolytes. From these acolytes the Guardians would often select their apprentices. Cyril and Pyra would like to return to this practice, insisting that having multiple acolytes will make research on the elements easier as they will have multiple assistants to spread the load around. On the downside, the Guardians will spend less time looking for noteworthy drakes to take on as apprentices outside of the acolytes.
Time: 2 years. Cost: 200 gold. 50 gold per year in upkeep. Reward: +10 to elemental research actions, eggs will once more be found and brought to the temple to be raised as acolytes. Less time looking for apprentices.
--[X] Pyra

Personal:
-[X] Either - 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.

-[X] Personal Attention (Spyro) (Research (Earth) (Avalar): Now that the governing district has been completed, Spyro finds himself having enough time to take on a project himself. With the kingdom as inundated in possible projects as it is, he and Cynder have agreed to set aside time for overseeing them.
Reward: Action from another category taken as a personal action.

-[X] 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.

@Nianque: Can Double Down be applied to Study Element?
 
Last edited:
[X] Plan Disaster Prevention and build up for a Better Future.

Focus:
-[X] Internal Ties (6/10):
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.
-[X] Education (9):
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.

Martial:
Study Tactics and Equipment (Moles):
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.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.
--[X] Clarity
Go figure, but it'd probably be best to do this once for every other race in the kingdom in order to buff the army and it'd probably help somewhat with unity. Moles have been allies the longest and are the most numerous, so they go first.

Diplomacy:
-[X] Rebuilding the Undercity (Diplomacy):
Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.
this is very much deserved and considering the race fractured and we kept by far the minority, we should probably do this, though I'm not yet sure which action type should be used for it. probably stewardship though, we might need diplo actions in the upcoming turns.

-[X] Diplomatic Negotiations (Lunar Clan and Protection):
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.
--[X] Ventis
Meh, it works and we don't have much better to do here.

Intrigue:
Sabotage House Temero
: House Temero was the house responsible for the recent outbreak in disease and encouraged the dragon responsible to 'cleanse the city'. Thus far the knowledge of who was ultimately responsible has not spread far and Umbra would like to use this as an opportunity to undermine the house and potentially the nobility as a whole. To accomplish this, Umbra and his agents will assist Glacies in deflecting blame away from poison dragons and onto the nobility as a whole by staging multiple minor events that can be chased back to House Temero.
Chance of Success: 40%. Cost: 200 gold. Time: 2 years. Reward: House Temero is dismantled.
--[X] Cyril
We've had an advisor wanting to destroy the nobles for a while and they've fucked up before, so I say take this chance and run with it, not like they don't deserve it.

Stewardship:
-[X] Gone Hunting:
Food has become a very big problem due to the large population of dragons calling the city home. Glacies recommends sending out hunting parties immediately to make sure nobody goes hungry throughout the year. Now that you finally have a small surplus of food, Glacies believes that you can lay off on the hunting. However a supplement every few years for the extra food and gold generated by the trophies would not hurt.
Chance of Success: 100%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.
--[X] Phydra
Should get us a fun scene, and we've got slots open

-[X] Consequences for House Temero: House Temero is the noble house that encouraged one of their more skilled members to craft several devastating plagues to 'cleanse the city'. It is Glacies' opinion that both of the diseases that had to be cured were a collaboration work across the entire clan. Thus Glacies seeks to pin the blame solely where it belongs and prevent a return to the ostracisation of the Poison element.
Chance of Success: 70%. Cost: 200 gold. Time: 1 year. Reward: House Temero and the Nobility take a reputation hit. Poison dragons are not blamed for the recent wave of sickness.
--[X] Glacies
Yeah, lets not have another round of everyone hating poison dragons please? that sort of shit could cause a lot of harm(including possible future poison dragons doing similar things because they've been disenfranchised) and quite frankly it isn't deserved. Also, another chance to fuck with the nobles, and it might grant a bonus to sabotage House Temero

Learning:

-[X] Study Element (Earth): With the reports back from the Guardians and their trips to the elemental nexuses, Therris would like permission to delve into the more material side of each element. For example the strange sight of electricity flowing through the ground at Sky's Conduit has made the researcher question whether a more physical use of the element could be identified. Further the elements of earth and poison have a great many varied compounds that could prove interesting such as the metal titanium or the neural toxin that a frog of all things afflicted a poison dragon with. To start with Therris recommends that he does a comprehensive in order to catalogue everything related to the element in question.
Chance of Success: 60% (increased by studying the respective element). Cost: 100 gold. Time: 3 years. Reward: Increased knowledge of the chosen element's interactions with the physical world, new actions unlocked.
--[X] Therris

Piety:
-[X]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.

-[X] Research (Earth) (Avalar): With Umbra's successful investigation into Gielinor's Shadow, the Guardians have decided that additional investigations into not just Gielinor's elements, but also Avalar's elements might be warranted in order to catch any surprises. This is particularly important as Malefor's destruction and Spyro's restoration of Avalar might have had unforeseen consequences on the elements.
Chance of Success: 50% (Avalar)/20% (Gielinor). Time: 1 year. Reward: Knowledge of current state of element on chosen planet.
--[X] Argent

Personal:
-[X] Either - 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.

-[X] 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.

-[X] 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.
 
Last edited:
[X] Plan: To Be an Aperture Science Client

Focus:
-[X] Internal Ties (6/10):
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.
-[X] Argent

-[X] Spiritual (12): It has been found that developing a healthy spirit is key to one's growth. Focus on ensuring the spiritual growth of the kingdom by honing one's connection to the world. Note: The introduction of Armadyleanism has thrown matters of the spirit into flux.
-[X] Phydra

Martial:
-[X] The Second Flight:
Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar. Now that the 1st Army of Avalar has been formed, the dragons who Clarity will be using to form the second flight have already received a significant amount of training.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.

Diplomacy:
-[X] Diplomatic Negotiations (Lunar Clan and Protection):
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.
--[X] Zephyr

-[X] Diplomatic Negotiations (Nohar Zu'uk and Joining the Kingdom): 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.
--[X] Ventis

Intrigue:
-[X] Sabotage House Temero
: House Temero was the house responsible for the recent outbreak in disease and encouraged the dragon responsible to 'cleanse the city'. Thus far the knowledge of who was ultimately responsible has not spread far and Umbra would like to use this as an opportunity to undermine the house and potentially the nobility as a whole. To accomplish this, Umbra and his agents will assist Glacies in deflecting blame away from poison dragons and onto the nobility as a whole by staging multiple minor events that can be chased back to House Temero.
Chance of Success: 40%. Cost: 200 gold. Time: 2 years. Reward: House Temero is dismantled.
--[X] Cyril
---[X] Double Down

Stewardship:
-[X] Rebuilding the Undercity (Stewardship):
Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.
--[X] Timor

-[X] Consequences for House Temero: House Temero is the noble house that encouraged one of their more skilled members to craft several devastating plagues to 'cleanse the city'. It is Glacies' opinion that both of the diseases that had to be cured were a collaboration work across the entire clan. Thus Glacies seeks to pin the blame solely where it belongs and prevent a return to the ostracisation of the Poison element.
Chance of Success: 70%. Cost: 200 gold. Time: 1 year. Reward: House Temero and the Nobility take a reputation hit. Poison dragons are not blamed for the recent wave of sickness.
--[X] Glacies

Learning:
-[X] Finding the (Cheetah) Metal:
With the revelation that orikalkum resonates incredibly strongly with dragons, Therris wonders about whether or not similar metals exist for the other races. With the knowledge that Gielinor is not the original world for most of the races who inhabit it, the studies into centaur and human metals will have to wait until access to their original planets can be undertaken. For the moles and centaur however, Therris is sure that a thorough search of Avalar will turn up something that resonates strongly with the race. In fact the limited research that he has managed to do into the metal that the aviansie use has revealed that it resonates with them and one of the main components of it is a metal that they have thus far only found on Abbinah, lending credit to his theory.
Chance of Success: 50% (cheetahs/atlawas)/0% (centaurs/humans). Cost: 200 gold. Time: 2 years. Reward: Metal that resonates with chosen race (considerable boost in capabilities when used by that race).
--[X] Therris

-[X] Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, enchantments, the connection with aether, and combining the knowledge.
Chance of Success: -5%. Time: 3 years. Reward: Sympathetic enchantments for portals.
--[X] Volteer

Piety:
-[X] 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.

-[X] Temple Acolytes: Before the war the Dragon Temple had been home to dozens of scholars studying the elements in the hopes of uncovering more of their mysteries. The temple would take in orphaned eggs and raise them in the temple as acolytes. From these acolytes the Guardians would often select their apprentices. Cyril and Pyra would like to return to this practice, insisting that having multiple acolytes will make research on the elements easier as they will have multiple assistants to spread the load around. On the downside, the Guardians will spend less time looking for noteworthy drakes to take on as apprentices outside of the acolytes.
Time: 2 years. Cost: 200 gold. 50 gold per year in upkeep. Reward: +10 to elemental research actions, eggs will once more be found and brought to the temple to be raised as acolytes. Less time looking for apprentices.
--[X] Pyra

Personal:
-[X] Either - Thinking with Portals Part 2 Aether:
In order to make portals a reality, Therris has determined that the connection between portals and aether must be figured out. This means that Spyro and/or Cynder will have to touch the one thing that truly scares them. Just as aether can be a tremendous force for good, so too can it be a catastrophic force of destruction. Despite this concern, both dragons are willing to admit that being able to create portals would a massive help and that it should not be too dangerous, so long as they avoid overreaching themselves.
Chance of Success: 30%(50% with both dragons). Time: 2 years. Notes: Can double up Spyro and Cynder actions. Reward: Aether connection to portals unraveled.

-[X] 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.

-[X] 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.
 
Last edited:
@cheesyme: I actually avoided assigning Pyra to Undercity for two reasons. First, there's no Chance to Succeed roll, so assigning a unit wouldn't do much. Second, I was hoping to have Pyra on "Research Fire" next turn or the one after.

Oh, and Umbra is still scouting Hyrule. I actually planned to have Chief Prowlus as our Investigate target, but figured securing Lyseera's loyalty as more important.
 
@cheesyme: I actually avoided assigning Pyra to Undercity for two reasons. First, there's no Chance to Succeed roll, so assigning a unit wouldn't do much. Second, I was hoping to have Pyra on "Research Fire" next turn or the one after.

Oh, and Umbra is still scouting Hyrule. I actually planned to have Chief Prowlus as our Investigate target, but figured securing Lyseera's loyalty as more important.
1st bit, I figured you had a reason so shrugged and left it in.

2nd bit so he is, I'll slot Cyril back in. Pretty sure we've got Lyseera's loyalty figured out, but we're also not require to allow her to wander around without guards or watchers, so investigating her isn't that important, and this is a good oportunity to weaken the nobles that may be a limited time offer. No better time to screw that house over than when they'll already be under pressure from Glacies
 
Last edited:
@cheesyme: I actually avoided assigning Pyra to Undercity for two reasons. First, there's no Chance to Succeed roll, so assigning a unit wouldn't do much. Second, I was hoping to have Pyra on "Research Fire" next turn or the one after.
I'm putting Pyra on Temple Acolytes as, since he was there on the night of the attack, l think he'd probably learn best from past mistakes.

Also, we're done with Advanced Sympathetic Enchantments, and because of this:
Turmoil in Reliquia: The councilors of our fair city seem to have almost came to blows this year. Nobody seems sure of the exact reason for why it happened, but rumors say that Councillors Incindous and Galvan were injured. Councilor Taiga seemed more pleased than usual, while Councilor Gaia was merely exasperated. None of the Councillors seem keen on sharing the details of what the argument was about, but it seems safe to assume that whatever it was, Councilor Taiga was the winner. It is unsure whether or not this is related to the flurry of reforms that now grip the city as the councilors begin emulating Warfang with the construction of a school. Many are unsure about doing away with the tried and true apprenticeship program and more than once Councilor Taiga has had to explain the possible benefits of this decision.
Reward: +1 Realm education.
We have 3 learning actions and Volteer is freed up.
 
@cheesyme: We need 60 or higher to succeed in sabotaging them, and Umbra will be available next turn. He'll make it significantly easier, assuming his Master of Subterfuge bonus applies. So Umbra should give 49 whereas Cyril only gives 22.

I actually modified my vote some, and placed "Deeper Ties with Poison Dragons" as a Diplomacy action. Ultimately, I think securing positive public reception of Poison Dragons is more important than tearing down one Noble group.

@silvershark: Nianque hasn't confirmed that the Learning action was freed up, and I'm pretty sure that means the Education stat was boosted.
 
@silvershark: Nianque hasn't confirmed that the Learning action was freed up, and I'm pretty sure that means the Education stat was boosted.
Looking back, I think you're right about the Education stat, Nianque made it look like we finished the enchantments early.
- 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.

@Nianque, can you confirm?
 
@Nianque: Can Double Down be applied to Study Element?
Yes.
@Nianque, can you confirm?
You did finish early. That's my bad. Actually a few things to fix, but I'm over at a friend's for the week so... yeah. I actually owe Fulmen a trait, need to finish that embassy action, and remove the advanced enchantments action as you did finish that early.

Also you don't have the 3rd learning slot yet. Expect soon in the next 1-3 turns.
 
Last edited:
@Nianque: Does the "Thinking Up Portal - Aether" action for Spyro & Cynder get any bonuses from them? Also, for "Deeper Ties" are we allowed to do stuff like Poison Dragons? I also wanted to make sure "Personal Attention" doesn't take an action away from the chosen category.

Further regarding Deeper Ties... what factors influence the Success Chance? Like since Phydra helped stop the outbreak, would she have better odds with Poison Dragons than Zephyr despite otherwise having lower Diplomacy?

Oh, does Researching and Studying an Element during the same turn provide bonuses? Also, are there Critical Success rewards for Research Element? Finally, would assigning a unit to the Undercity's construction do anything?
 
@Nianque: Does the "Thinking Up Portal - Aether" action for Spyro & Cynder get any bonuses from them? Also, for "Deeper Ties" are we allowed to do stuff like Poison Dragons? I also wanted to make sure "Personal Attention" doesn't take an action away from the chosen category.

Further regarding Deeper Ties... what factors influence the Success Chance? Like since Phydra helped stop the outbreak, would she have better odds with Poison Dragons than Zephyr despite otherwise having lower Diplomacy?

Oh, does Researching and Studying an Element during the same turn provide bonuses? Also, are there Critical Success rewards for Research Element? Finally, would assigning a unit to the Undercity's construction do anything?
Aether and piety bonuses.
Sure, you can do specific groups like that.
Nope, Personal Attention would let you you take 3 or 4 learning

I would add +5 or +10 depending on a case-by-case.

Yes I'll give a minor bonus and if I forget make sure to remind me :p
You'll get more information if it succeeds.
Chance of traits with a good roll. Which is why Argent got Earthen Engineer.
 
[X] Plan Friendship Makes The Dream Work

Focus:
-[X] Education (9): 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.
--[X] Timor

-[X] Education (9): 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.
--[X] Phydra


Full focus on Education because having our citizens be more informed will help prevent discrimination. Discrimination relies a lot on people being ignorant, and the update said Internal Ties should be developing naturally.

Martial:

-[X] The Second Flight: Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar. Now that the 1st Army of Avalar has been formed, the dragons who Clarity will be using to form the second flight have already received a significant amount of training.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.
--[X] Argent

Mainly because it provides an 1-turn boost to Warfang's defensive/offensive potential, whereas everything else either takes multiple turns or only affects limited targets. Not sure why we have "Make 2nd Flight's armor" when we don't have them yet.

Diplomacy:
-[X] Deeper Ties (Poison Dragons):
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.
--[X] Zephyr

I feel putting effort into developing positive reputation for Poison Dragons would help a lot. Hard to discriminate against someone with majority support from society.

-[X] Diplomatic Negotiations (Lunar Clan and Protection): 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.
--[X] Ventis

Because yeah, let's save them before they get ganged up on and murdered. Plus, their magical proficiency would be very helpful, and hopefully enlightens us IC to more of their realm's Elements.

Intrigue:
-[X] Persons of Interest (Lyseera):
With the help of his intelligence network, Umbra has offered to build a profile on notable individuals to assist in diplomacy or intrigue. Gathering this information will depend on how friendly you are with them and thus trying to ascertain information on the leader of a hostile or unknown power would be extremely difficult and unlikely to gather much usable information. Lyseera's assistance has made the prospect of researching individual mahjarrat a significantly easier affair.
Chance of Success: Variable. Time: 1 Year. Reward: Character sheet for given character.
--[X] Cyril

Mostly because getting Lyseera as a Hero Unit would be greatly helpful for Smoke & Blood related actions. So yeah, securing her loyalty would be really valuable.

Stewardship:

-[X] Rebuilding the Undercity (Stewardship):
Now that the moles have decided to rebuild the undecity of Warfang, Ventis and Glacies have decided it would help heal any developing rifts between the two peoples. As the moles greatly aided the dragons of Warfang in construction, it is the opinion of Ventis that the same should be reciprocated back. This will be a very time intensive project, but once done will give the moles a place unto themselves and earn their complete gratitude.
Cost: 1905 gold. Time: 4 years. Reward: Undercity reconstructed, tensions between dragons and moles healed, the gratitude of the moles.

They have been our most important ally, and we really need their "Reduces Time & Cost" action. Presumably they could provide some support to keeping the Element Temples later, at least with the mundane stuff.

-[X] Consequences for House Temero: House Temero is the noble house that encouraged one of their more skilled members to craft several devastating plagues to 'cleanse the city'. It is Glacies' opinion that both of the diseases that had to be cured were a collaboration work across the entire clan. Thus Glacies seeks to pin the blame solely where it belongs and prevent a return to the ostracisation of the Poison element.
Chance of Success: 70%. Cost: 200 gold. Time: 1 year. Reward: House Temero and the Nobility take a reputation hit. Poison dragons are not blamed for the recent wave of sickness.
--[X] Glacies

They have to be dealt with, not only to protect the rep of Poison Dragons but also to provide our first Major Display of the Criminal Punishment system. Show our people we're not joking around.

Learning:

-[X] Study Element (Earth): With the reports back from the Guardians and their trips to the elemental nexuses, Therris would like permission to delve into the more material side of each element. For example the strange sight of electricity flowing through the ground at Sky's Conduit has made the researcher question whether a more physical use of the element could be identified. Further the elements of earth and poison have a great many varied compounds that could prove interesting such as the metal titanium or the neural toxin that a frog of all things afflicted a poison dragon with. To start with Therris recommends that he does a comprehensive in order to catalogue everything related to the element in question.
Chance of Success: 60% (increased by studying the respective element). Cost: 100 gold. Time: 3 years. Reward: Increased knowledge of the chosen element's interactions with the physical world, new actions unlocked.
--[X] Therris
---[X] Double Down

With Therris' Learning (22), Double Down (20), and Earth Master (???) this becomes a guaranteed success. Yet I'm hoping that if we do really well we could finish this early. Plus superior understanding of Earth would be invaluable for construction work.

-[X] Thinking with Portals Part 1 Enchantments: With the knowledge of portals between worlds or into and out of Convexity, Therris thinks it possible to link together much more mundane areas such as Warfang to the cheetah village, or a far reaching enclave. This will be a very long and involved process that Therris admits will most likely take a very long time to get right. In fact such an undertaking will be so difficult and tedious that he has split it into three different parts, enchantments, the connection with aether, and combining the knowledge.
Chance of Success: 25%. Time: 3 years. Reward: Sympathetic enchantments for portals.
--[X] Volteer

Having access to Portals would greatly change things, and logically should allow for significantly more progress as a society. Being able to quickly reach the Nexuses, valuable mining spots, or even just connecting all the settlements.

Piety:
-[X]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.

-[X] Temple Acolytes: Before the war the Dragon Temple had been home to dozens of scholars studying the elements in the hopes of uncovering more of their mysteries. The temple would take in orphaned eggs and raise them in the temple as acolytes. From these acolytes the Guardians would often select their apprentices. Cyril and Pyra would like to return to this practice, insisting that having multiple acolytes will make research on the elements easier as they will have multiple assistants to spread the load around. On the downside, the Guardians will spend less time looking for noteworthy drakes to take on as apprentices outside of the acolytes.
Time: 2 years. Cost: 200 gold. 50 gold per year in upkeep. Reward: +10 to elemental research actions, eggs will once more be found and brought to the temple to be raised as acolytes. Less time looking for apprentices.
--[X] Pyra

Honestly, this is just to make Study and Research Element actions more likely to produce better results. With a lower requirement to meet, our successes would therefore be better by 10 points.

Personal:
-[X] Either - Thinking with Portals Part 2 Aether:
In order to make portals a reality, Therris has determined that the connection between portals and aether must be figured out. This means that Spyro and/or Cynder will have to touch the one thing that truly scares them. Just as aether can be a tremendous force for good, so too can it be a catastrophic force of destruction. Despite this concern, both dragons are willing to admit that being able to create portals would a massive help and that it should not be too dangerous, so long as they avoid overreaching themselves.
Chance of Success: 30%(50% with both dragons). Time: 2 years. Notes: Can double up Spyro and Cynder actions. Reward: Aether connection to portals unraveled.

Again, unlocking Portals would be a huge gamechanger. We can always get Shadow Skilled & Shadow Master next turn.

-[X] Personal Attention (Spyro) (Research (Earth) (Avalar): Now that the governing district has been completed, Spyro finds himself having enough time to take on a project himself. With the kingdom as inundated in possible projects as it is, he and Cynder have agreed to set aside time for overseeing them.
Reward: Action from another category taken as a personal action.

Mostly for the synergy with Study Earth, and because Spyro should give a higher bonus (since he and Argent are both Earth Masters). That, and hopefully Research Element would improve mastery with it.

-[X] Cynder - Mastering the Elements (Electricity): 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.

Because she's literally one point off, and hopefully it'll improve the roll some for Portals (since Elemental Mastery makes using Aether easier).

@Nianque: Oh hey, for future consideration, but is "Create Hybrid Element" an option available yet for Spyro & Cynder? Cause having a Light Element (Fire + Electricity) or Gas Element (Wind + Poison) would be valuable for research.

Actually, do you already have plans for the various Element Combinations? Crystal (Ice + Earth) and Explosions (Fire + Wind) would be really great for defense & offense.

Yet stuff involving Shadow and Fear is leaving me a bit stumped. Mean, Shadow + Fear could give a Mental-related Element (Shadow's sleep facet and Fear's everything).

I'm also questioning what Fire + Ice would do. Like, does that mean Spyro could supercharge his progress with Water? It being the Steam Element begs the question of what Fire + Water would be.

Wind + Water equaling Snow or Mist also seems an odd choice. I suppose Electricity + Earth could give a Metal Element, which might double as an Magnetism Element.

Fear + Poison sounds like it'll just be the Trauma Element, though... given the positive aspects for both, maybe Fear + Poison would actually let us heal psychological issues?
 
Last edited:
You know, I was going through that and almost swayed to adopt your plan @Kkutlord, and then we get to the learning actions. Earlier you pointed out that it would be tremendously easier to sabotage House Temero, well now I'm going to apply that same point to your plan. You're running a pair of actions that'll have probably a 30% chance of success action, which I'll admit might work out but still is NOT safe.

Now, I will agree, having portals would be wonderfully useful, but at the moment its risky (aether actions can have disastrous consequences if we roll low, and their odds aren't that good. instead, why don't we put that off till we have the next rank of Aether and instead get to work mastering the base elements to both make that easier and to grant us better capabilities in the mean time. then that last learning action could be spent studying titanium, which has better odds and doesn't mean risking Spyro/Cinder being corrupted by dark aether or injuring themselves if we roll badly.
 
-[X] The Second Flight: Now that the population of Warfang has grown and she has a reliable source of recruits, Clarity feels that it is time to train a second flight of soldiers. Unfortunately this second flight will be just as expensive and time-consuming as the last as has to ensure they are up to her new standards which have grown quite high after the first major battle. A second flight will enable her to use one for defense and the other for campaigns away from Avalar. Now that the 1st Army of Avalar has been formed, the dragons who Clarity will be using to form the second flight have already received a significant amount of training.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: A second flight of dragon soldiers.
--[X] Clarity
Uh... Clarity is already on Guards for the Guardians.
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.
 
Mainly because it provides an 1-turn boost to Warfang's defensive/offensive potential, whereas everything else either takes multiple turns or
only affects limited targets. Not sure why we have "Make 2nd Flight's armor" when we don't have them yet.
You have another 200 mostly untrained dragons in the 1st Avalar army. Pretty much just getting the armor before actually doing their training.

@Nianque: Oh hey, for future consideration, but is "Create Hybrid Element" an option available yet for Spyro & Cynder? Cause having a Light Element (Fire + Electricity) or Gas Element (Wind + Poison) would be valuable for research.

Actually, do you already have plans for the various Element Combinations? Crystal (Ice + Earth) and Explosions (Fire + Wind) would be really great for defense & offense.

Yet stuff involving Shadow and Fear is leaving me a bit stumped. Mean, Shadow + Fear could give a Mental-related Element (Shadow's sleep facet and Fear's everything).

I'm also questioning what Fire + Ice would do. Like, does that mean Spyro could supercharge his progress with Water? It being the Steam Element begs the question of what Fire + Water would be.

Wind + Water equaling Snow or Mist also seems an odd choice. I suppose Electricity + Earth could give a Metal Element, which might double as an Magnetism Element.

Fear + Poison sounds like it'll just be the Trauma Element, though... given the positive aspects for both, maybe Fear + Poison would actually let us heal psychological issues?
I had not planned for elemental combinations, merely making such 'combinations' easy to add to the world as they're already part way there.
 
Back
Top