Treasury: 3452 Gold
Income: 2100 Gold per turn.
Focus: Choose Two.
With the growing closeness between the different parts of the kingdom and the recent admittance of the Nohar aviansie, the future of the kingdom has never been brighter. Talks of further unification of the kingdom have spread rapidly. Outside the kingdom is a slowly growing network of trade and alliances which have began to make the Kingdom of Avalar noticed on Gielinor. Note: You may double up on the focus.
Reinforce the Gielinor Front: Clarity reports that the aviansie are becoming increasingly pressed and will very shortly become unable to hold a fixed battleline. She recommends bringing forth the 1st Army and allowing the aviansie to recuperate and fall back into their raiding style of warfare that they are much more effective at. (Clarity)
Rolled: 63+24(Clarity)+35(Ta'kree)+20(Bonuses)+24(Army)+29(Aviansie)=195 vs Zamorakians: 37+26(Hazeel)+27(Khazard)+35(Traits)+29(Army)=154
- Clarity spent all of her available time this year leading the Kingdom of Avalar's army in battle against the Zamorakian fiefdoms of Hazeel and Khazard. Between all of the advances in skill and equipment across the army over recent years combined with what the aviansie army could bring to bear, she had expected a much easier win than what had actually happened. Zamorakian demons tangled with dragons and aviansie overhead while mole artillery had to be carefully guarded against sabotage. Hundreds of undead chaff along with heavy infantry tied up ground forces, while beasts and heavy cavalry attempted to flank. Meanwhile the greatest warriors across two armies had to rely on sheer numbers in order to simply tie up Hazeel and Khazard lest the mahjarrat utterly decimate the armies. Numerous ways to improve have already been identified and Clarity believes it to be of the utmost importance to do an in depth study of the Zamorakian army troops and tactics before the next battle with them. Regardless the Zamorakians eventually retreat and with the Bandosians also gone from the field, Clarity is satisfied that this region is safe for the moment. Reward: Conflict halted as Zamorakians retreat for the moment.
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: Knowledge of the kingdom is growing rapidly on Gielinor. (Zephyr)
- Throughout the year Zephyr has made numerous trips to both Gielinor as well as Hyrule, aiming to improve relations. His trip through Gielinor ended up having much success as he was openly welcomed among both the aviansie as well as the Moonclan of Lunar Isle. Much of his trips to the two groups ended with him showing off his extremely advanced grasp of Avalaran Wind. The few trips made to the Kingdom of Hyrule were far less eventful as they were simply less interested in his magic than the other two groups, though Zephyr has high hopes for when contact formerly opens with the Rito. These numerous meets did fortunately end with Zephyr convincing all three polities to send diplomats to Warfang's new embassy. In turn Zephyr worked with Ventis to find diplomats of their own who would be comfortable spending large amounts of time in the three polities. Reward: +1 to relations with the Moonclan, Armadyleans, and Kingdom of Hyrule. Permanent diplomats in the Lunar Isle, Empyrean Citadel, and Hyrule Castle as well as vice versa.
Martial: Choose Two.
With the Bandosian armies currently out of the fight in Kandarin and the mysterious giant having retreated from the War God Bandos, Clarity believes that you could end the conflict near the Gielinor portal quite easily. That said, she cautions that even though the Zamorakians appear to be heavily distracted, do not underestimate them. The Water dragoness has only a single proposal this year and informs you that she is currently drafting ideas for mock-battles between the different forces of the kingdom or it's allies. At the moment Clarity suggests simply fortifying the Hyrule portal.
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. With both the 1st and 2nd Flights armored, Clarity suggests armoring up the 3rd flight; she does admit that this may not be needed for the moment. 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 3rd Flight are outfitted in orikalkum armor. +100 to soldier rolls, tier 7 armor. (Cyril)
- Warfang's last flight of soldiers are armored this year. While the armor is a far cry from the masterpieces that the King and Queen-Consort have been given, or even what the Guardians now have, the 3rd Flight's armor is still able to compete heavily with the armor of all known forces.With this all of Warfang's soldiers are equipped with the finest protection that can be offered. Once the 3rd Flight receives the same training as the other two flights, Warfang will be home to three hundred of the best equipped and well trained soldiers in any of the nearby realms. Reward: Armor for the 3rd Flight finished.
Fortifying the Hyrule-Side Portal (Martial): Now that Umbra's scouts have returned with information on Hyrule and the Avalar-side of the portal has been fortified, Clarity recommends establishing a sister-fort on the other side of the portal. Doing this without prior relations with the natives could lead to misunderstandings, though Clarity would still prefer getting this done as soon as possible. In particular she is worried that one of the much feared lynels could make an appearance as are able to utterly dominate on the ground and good enough archers to snipe dragons out of the air.
Cost: 600 gold. Time: 2 years. Reward: Hyrule-side portal fortified.
- The portal to Hyrule seems to be far less likely to cause problems than the Gielinor portal, but Reliquia is still more than willing to contribute their own warriors and engineers to help make it even safer. Massive walls are erected to protect the portal which when combined with a large trench should deter most of the monsters. The only monsters that are still a threat to the current fortifications seem to be hinoxes and the ever fearsome lynels. Fortunately neither of those have been spotted thus far and if luck holds the enchanters will be able to lay down powerful wards to deter them. During this time multiple travelers have been spotted, mostly hylians and rito, though none of them have caused any problems thus far. Reward: Walls and trench constructed, working on enchanting the fort.
Diplomacy: Choose Two.
Ventis is feeling quite good about the kingdom at the moment as the new runestones will be able to give a significant boost to multiple areas of the kingdom once properly implemented. The head diplomat remains optimistic in your chances to persuade the Lunar Clan into a closer relationship and should V not return within the next few years, he might even be able to get them to join the kingdom! That said, he claims the biggest priority needs to be creating formal relations with at least one of the Hyrule polities.
Deeper Ties (Hyrule): According to Ventis it would a good idea to deepen the ties with not just the other parts of the kingdom, but also other kingdoms and peoples. At the moment Ventis would prefer to bring the peoples of the new kingdom closer together.
Chance of Success: Various. Cost: 50 gold. Time: 1 year. Reward: Increase closeness and opinion with chosen group. (Ventis)
Needed: 20. Rolled: 19+11(Diplomacy)+5(Traits)+10(Bonuses)=45.
- The former kingdom of Hyrule as it turns out is still in rather terrible shape and they have not retaken the surrounding regions as vassals thus far. This is mostly because the new Queen Zelda is working furiously to keep the fledgling kingdom together even as her potential consort Link, is hard at work suppressing the innumerable monsters that still threaten the land. Queen Zelda is thus unable to roll out a proper welcome for Ventis as Hyrule castle is still being repaired and the kingdom is so depleted that the total population is actually smaller than Warfang at this point. Even still Zelda is delighted by Ventis' appearance and most of the year is spent with the queen trying to squeeze every bit of information she can out of the wind dragon. Ventis reciprocates in the only way he knows how by making full use of his charm and soon the two are good friends; though Ventis does compare her to Volteer more than once. Unfortunately the Kingdom of Hyrule is in no shape to be sending a delegation to the Kingdom of Avalar, much to Queen Zelda's regret. That said she is more than open to starting trade if Hyrule has something that Avalar wants. Reward: Zelda asks Ventis all the questions and Ventis manages to charm Zelda. Kingdom of Hyrule is still in very poor shape at the moment, but would be open to trade if they have something that Avalar wants.
Runestone Supplyline: Now that trade with the Moonclan is starting up, Ventis has offered up some of his resources in order to establish a reliable supply line to and from the Lunar Isle. Considering the precious cargo of runestones that the rest of Gielinor remains ignorant of, this will consist of coordinating between the Moonclan, Umbra's Shadows, and Ventis' own people in order to ensure a consistent and safe supplyline. After the blank runestones have made their way to Avalar, they will have to be imbued and then distributed. Once the network is in place, this will give major people and organizations within the kingdom runestones.
Chance of Success: 75%. Time: 1 year. Reward: +10 combat bonus to soldiers, spies, and heroes. New options unlocked. (Virii)
Needed: 25. Rolled: 25+19(Diplomacy)+10(Bonuses)=54.
- In coordination with the Moonclan of Lunar Isle, Umbra's Shadows, and his own group, Ventis has been working on figuring out a reliable supply line to get to and from the Lunar Isle. Considering the prized runestones that will be transported, every group including the Armadyleans would be greatly interested. While the Moonclan have only a basic understanding of teleportation and lack the ability to make jumps of the required length, a series of short hops at underground waystation that the Shadows maintain is more than enough for the time being. With this the creation and trading of runes attuned to all nine Avalar elements in addition to the Moonclan's own Astral element has been made possible. In addition to this, the alliance between the Moonclan and the Kingdom of Avalar has actually been deemed far more important to the enclave of magic users than the bonds with the other Fremennik people. Reward:.Rune trade established. The Moonclan value your alliance above all other ties.
Intrigue: Choose Two. One Locked.
Umbra has found new and creative punishments for one 'Jette' whom managed to lose track of Spyro and Cynder's new egg. Fortunately said egg had been with Galena the entire time, but once Umbra is done with the dragon, Jette will never be making such mistakes ever again. As ever, the spy master's list of recommendations is long and despite having time for three different major plots, there is still nowhere near enough time for Umbra's shadowy department. The Shadow Guardian would therefore like to prioritize interrogating the captured rat-folk found by Argent's expedition.
Investigate (Stormbreak): 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. (Lyseera)
Needed: 75. Rolled: 92+37(Intrigue)+15(Traits)+30(Shapeshifting)+10(Bonuses)=184. Critical Success!
- Lyseera as it turns out was definitely the right person for the job. Not only did she sneak straight into the fortress without any trouble, she was even able to live among the rogue moles for an entire year without any of them the wiser. During this time, the mahjarrat has learned that Stormbreak has been experimenting heavily with artillery and explosives. While most of their experimenting has been with more traditional magi-tech like cannons, she found that they seem to have acquired salvage from the Bandosians (likely when they fled the city) and have been hard at work trying to crack both the powder and the powder-based weapons. Further they seem to be focusing mostly on the potential explosive applications, something that worries Lyseera because of how much of the fortress seems to be downright hostile toward dragons. One of the leaders of Stormbreak is even trying to unite all of the crews under and playing up a general xenophobic view toward anything living outside of the fortress. Unfortunately the moles seem to be resealing the city once more and after it has been resealed even she will find it exceptionally difficult to get back in. Reward: Stormbreak being united under a notoriously xenophobic mole. They have access to large quantities of Bandosians salvage, including the powder. The fortress will be far harder to infiltrate next year.
Hyrule Intelligence Network: Umbra believes that now would be the best time to establish an intelligence network in Hyrule, while the different groups are still in the process of rebuilding with the defeat of Calamity Ganon. As it is, Umbra has few operatives currently on the world due to his current resources being stretched too thin. The Shadow Guardian feels that this needs to be a priority as there is a strange tension beginning to once more grip the peoples of Hyrule. Umbra suspects that the problems of the world are not yet over with. With the current lack of relations and a proper fort to defend the Hyrule-side portal, Umbra believes that this coming change could have far reaching consequences for the kingdom.
Chance of Success: 70%. Cost: 200 gold. 100 gold/year in upkeep. Time: 3 years. Reward: Hyrule Rumor Mill. Locked - One year remaining. (Phydra)
Needed: 30. Rolled: 16+10(Intrigue)+10(Bonuses)=36.
- Now that the Kingdom of Avalar is more well known, Phydra was able to have dragons and cheetah move much more openly which has greatly assisted the network. With Ventis' assistance, Phydra was able to recruit the first group of hylians to assist the network. A single rito traveler appeared to be interested as well, though Phydra has not yet been able to guarantee her assistance. It is her hope that next year she will be able to recruit more from the rito and the zora, though she does not hold out too much hope for finding recruits from the gorons, gerudo, or sheikah. Reward: Hylian informants added to the network, potential rito informant found..
Rats in the Dark: Argent's expedition returned with several prisoners of a race that nobody had seen before. Seeing as to how they were hostile to the expedition, Umbra has volunteered to interrogate them in order to find out who they are, how many of them exist, and their intentions amongst other things. Given that nobody speaks the rats' language, this would be a fairly involved process. Having an unknown people prowling around beneath everyone's feet is a risk that Umbra refuses to take and insists that this needs to be done.
Chance of Success: 45%. Time: 2 years. Reward: Knowledge regarding the newly discovered rodent race beneath Avalar. (Umbra) Locked - One year remaining.
Needed: 55. Rolled: 85+19(Intrigue)=104.
- The rats are quite the challenge to interrogate according to Umbra, due mostly to the fact not a single one of them speaks Common. Instead they speak a language consisting of some very odd high-pitched squeaking sounds. Despite this massive hurdle, Umbra is thus far sure of three things: the first is that rats are definitely aligned to the element of Shadow, next is that he has determined multiple groups of these rats which are mostly hostile against each other, and the last is that they seem scared of him and other powerful Shadow users. In fact the Guardian would even go so far as to say that the rats are downright subservient to powerful Shadow users. While it is likely that Umbra could maintain a hold over a large group of them, he finds it likely that their leadership likely consist of powerful Shadow users as well. Hopefully by next year, Umbra will be able to have his analysts crack the rats language and get even more information out of them. Reward: Rats are Shadow-aligned, consist of multiple groups, and seem naturally inclined toward following strong Shadow users.
Stewardship: Choose One. Two Locked.
At the moment Glacies only has the time and resources to begin one additional project. Despite this, she actually has three new projects to suggest including a prolonged propaganda campaign, new mining operations, and a strange new project to remove all of the waste from Warfang through something called a 'sewer system'. All three of these projects are things that she considers immediately useful, however the recent troubles with the nobility suggests that starting a prolonged propaganda campaign might be the best use of her time.
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. Locked - Two years remaining.
- The cave-in from last year failed to set the project back much at all and multiple redundant support columns are erected over the course of the year to prevent such a thing from happening again. The previously treacherous and unstable ground in the old city is finally deemed solid and the first several buildings are constructed by the year's end. All that is left now is to finish building the rest of the new residential section as well as the more specialized buildings such as government facilities, a foundry, reinforced research center, and a center for magi-tech construction. Reward: Undercity stable, buildings being erected.
Center for Foreign Affairs (Stewardship): Ventis has decided that it is time to build an official diplomatic building in Warfang to both train and house existing diplomats as well as receive diplomats from out polities. Due to the vastly different needs between different races, construction of the building will be quite complicated in order to comfortably house foreign emissaries for long periods of time. As it is difficult to predict future relations, Ventis wants to start with a three story building with different sections for underground, surface-dwelling, water-dwelling, and aerial races. Each room will be custom-built for the needs of an individual race, though thus far the only plans are for aviansie and humans as they are the only races that the kingdom currently has relations with. Glacies has offered to assist in this endeavor should Ventis be too busy.
Cost: 952 gold, 100 gold/year. Time: 2 years. Reward: +1 Diplomacy action, +1 to all existing foreign relation scores. Relations with new realms start with +1. +50 gold per year per trading partner.
- The new diplomatic headquarters is a masterpiece of engineering and enchanting; multiple parts that each have their on environment in order to keep visiting diplomats and dignitaries comfortable. In addition to the underground accomodations for those more inclined to Earth, there is also an entire wing dedicated toward water-dwelling races, as well as sections for Fire, Electricity, Ice, Shadow, and an area that will be home to more nature-leaning races. To top it all off is a series of towers extending from the roof with countless Wind enchantments, meant to give races like aviansie or rito a comfortable place to stay. While it would be impossible to predict the needs of every future race encountered, Glacies has had the architects attempt their very best which has resuilted in some very odd rooms. Perhaps the most notable is a room carefully balanced between Ice, Shadow, Smoke, and Blood that Lyseera states feels quite comfortable. Reward: New diplomatic headquarters complete! +1 diplomacy action, +1 to all foreign relations, +1 to all future relations, and +50 gold/year per trading partner (net 0 income for the moment).
Nobility Propaganda: With her effort to ruin House Temero ruined and a growing rift between the common dragon and the nobility, Glacies suggests a long and protracted propaganda campaign. The aim of this propaganda campaign will be to both influence the nobility to more tolerable viewpoints as well as prevent a civil revolt to oust the nobility, something that could end up being exceptionally deadly. This is the first part in Glacies scheme to utterly ruin the nobility and as a nice side effect should hopefully ostracise House Temero.
Chance of Success: 65%. Cost: 380 gold. Time: 4 years. Reward: The slow and utter eradication of the nobility begins. (Glacies) Locked - Three years remaining.
Needed: 35. Rolled: 44+21(Stewardship)+10(Traits)+20(Bonuses)=95.
- Thanks to being far more generalized, Glacies' propaganda campaign seems to be far more effective than her previous attempt. The focus thus far has been on preventing the current unrest from growing any larger, something that Glacies has been accomplishing by emphasizing the duty of the nobility. Rumors are circulated and speeches are given all revolving around a single point; the nobility need to be paragons that everyone else can look up to akin to King Spyro and the Guardians. She also manages to weave in a narrative stating that if the nobles cannot hold themselves to a high standard, then they are better off being replaced. Fortunately the noble houses appear to be listening and there is even talk about replacing the families who can not live up to these standards. Reward: Propaganda begun. Emphasis on holding the nobility to an exceptional standard as paragons to be looked up to.
Learning: Choose Three.
Therris reports that he has expanded both his facilities and the number of researchers working for him enough to tackle an additional project this year. He also has a number of new projects, but regretfully informs you that he currently has no new suggestions to pursue in the field of enchantments and instead recommends completing the research into portals as they will be the gateway into proper aether-based enchantments. Experiments with runestones will also have to wait until large amounts of them can be imported from the Lunar Isle and imbued. To make up for this wait time, Therris recommends examining the strange powder the Bandosians use as well as attempting to further the field of metallurgy.
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. (Argent)
Needed: 65. Rolled: 54+12(Learning)=66.
- Discovering how to refine titanium is a year long and involved process, even with Pyra's notes. After over of numerous experiments, Argent finally hits on a way to separate titanium from it's ore by heating it to an incredibly high temperature with very specific gasses. The resultant liquid must then be mixed with sodium or magnesium at similarly high temperatures in a sealed environment. The resultant sponge must then be subjected to acid in order to get the pure version of the metal. Needless to say, Argent ended up being incredibly lucky and even still required most of the titanium in the kingdom in order to figure out how to refine it properly. Thankfully the new process can now be handed over to the moles to be refined and improved upon. For dragons, simply forcing the separation with Earth remains a far easier method. Therris is sure that numerous uses of titanium exist outside of mole-resonant metal, but as of right this minute it is outdone by orikalkum for the most part. Reward: Titanium can now be refined by the moles. Uses for the metal are being explored more thoroughly now that so much pure titanium is floating around the kingdom.
Mysterious Powder: Now that large amounts of salvage has been recovered from the Bandosians, Therris would like to try and reverse-engineer the strange powder that they use to power their 'guns' and cannons. As a master of Earth, he would have a far greater chance of figuring out the composition of this powder than most and believes that he could easily identify the base components, though figuring out the right mixture would be far more difficult.
Chance of Success: 20% (Adds Earth bonus). Cost: 100 gold. Time: 1 year. Reward: Gunpowder. (Therris)
Needed: 80. Rolled: 24+12(Learning)+20(Earth)+10(Traits)=66.
- Despite Therris' own considerable skill with Earth, he remains unable to identify all of the components of the powder. His current attempts involve trying various materials with sulphur which the researcher has identified as being one of the parts. Unfortunately he was unable to figure out what sulphur is mixed with and was only able to get as far as he did due to sulphur having a very unique feel to Earth dragons alongside it's well known smell. Reward: Failure. +5 to future attempts.
Thinking With Portals Part Three (Learning): Now that Volteer has figured out the enchantment that will anchor the portals, it is time to combine it with Spyro and Cynder's own research. This will be incredibly tricky work as they will have to figure out how to anchor the portals to the arches, while taking care not to disrupt either the portals themselves or the intricate enchantments. Due to the almost unknown field of aether enchantments, Spyro and Cynder's expertise will be essential in figuring out a way to make everything work together. Despite the large amounts of research that has allowed the project to proceed to this point, this will still be incredibly dangerous work.
Chance of Success: 0%. Time: 2 years. Notes: Must be done by Volteer. Must be taken at the same time as Thinking With Portals Part Three (Personal). Reward: Portals. (Volteer)
Needed: 100. Rolled: 83+22(learning)+20(traits)+30(bonuses)+20(Double Down)=175. Critical Success!
- Volteer's sheer skill with enchantments continues to amaze everybody else and at this rate he may soon match Tisra'l in skill. Aether-based enchantments are a field that the Guardian is going to have to be very careful of messing with and is rather glad that Spyro or Cynder are still required to actually charge them, though that may soon change. Together the three of them spend the year designing an enchantment that can maintain portals potentially permanently and have managed to surprisingly figure it out by the end of the year. The incredibly complex enchantment that Volteer designed last year is far more willing to accept the new addition than he had suspected and by the end of the year a single pair of portals is created to link Warfang and Reliquia together. Reward: Portals unlocked! First portal pair is established linking Warfang with Reliquia. Volteer understanding of enchantments is approaching grandmastery. Aether enchantments possible.
Piety: Choose Three.
With Argent nearing the completion of her education and Fulmen making significant progress himself, the Guardians are willing to dedicate a greater amount of time toward projects. Of particular note is the continued research on the elements, spiritually examining particularly noteworthy individuals or races, and researching more of Gielinor's religions. With Argent's discovery of the strange underground glade, the Guardians suggest a more in depth study especially if it can influence entire races or the elements.
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 500 (Fulmen), 800 (Argent). Reward: Progress made toward elemental traits. Fulmen gains Electricity Master, Argent gains Earth Grandmaster.
Fulmen: 92+16(Piety)+25(Bonuses)+25(Volteer)=158.
Argent: 85+23(Piety)+25(Bonuses)=133.
- Fulmen and Argent both make amazing progress this year, with Fulmen well on his way to mastering Electricity and Argent on the cusp of grandmastery of Earth. Fulmen's spectacular growth seems to lay in both his own considerable talent as well as Volteer's close mentorship. Argent meanwhile is likely to be ready to undergo the rigorous testing to prove that she is ready to become a Guardian starting next year. With her incredible progress, the Kingdom will soon have a fully fledged Guardian for all nine of the elements at which point the existing Guardians will be able to put more effort into finding apprentices and less effort teaching. The new Element Guards, Dyno and Bash, both have their own tricks and tips to contribute as well which give the two Guardians-in-training a leg up on the more advanced uses of their elements. Reward: Fulmen beginning the long journey to mastery. Argent on the cusp of grandmastery.
Research (Fear) (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. (Timor)
Needed: 50 90 (Hidden). Rolled: 22+30(Piety)+25(Traits)+30(Willpower)+10(Bonuses)=117.
- It is natural to fear the unknown and yet Timor goes willingly into the dark in order to illuminate it. The new Guardian of Fear spends the year at the Fear Nexus; hunting, exploring, and sleeping are all done either near or deep inside of Mount Malefor in spite of the horrible consequences of falling asleep inside of the nexus. The first few weeks are rather tame according to Timor who is completely unphased by the numerous illusions thrown his way. Then the fear elementals began to get more and more agitated by his continued ability to ignore them and begin actively trying to attack him. The elementals find naught but a mind forged out of steel, unyielding and unmovable by even their best attempts. A single flex of his newly attained understanding of the element has the 'nightmares' cowering in fright despite being incapable of terror themselves. The day after this action, Timor began to feel actively hostile attempts to bring down his mental walls as he slept and the next morning cast his mind into the Dream. What he found was… worrying.
Hundreds of elementals alongside dozens upon dozens of twisted reflections of minds fused with the 'nightmares'. They called themselves the Dark Stygian and were unyielding in their belief that they were protecting the world by driving fear dragons insane. And yet Timor grasped the intricacies of Fear better than even they and their attempts to drive him insane found no hold on his mind. Not even prolonged exposure made a dent in his mental fortress much to the frustration and anger of his attackers. Many of them were unwilling to negotiate and Timor chose to simply paralyze those so that he could converse with those who were willing to listen. The small few that were willing to listen to him were turned upon by their fellows out of a misguided sense of righteousness. Thus did Timor find himself discussing Fear, morality, and the Dream among a gathering of elementals and the misguided Dark Stygians. It was an enlightening experience for everyone involved as Malefor and the origins of Fear was discussed in depth and analyzed. Through these talks, Timor learned that the Dark Sygians and elementals both were terrified of the Dark Master and of other malicious fear dragons wrecking the collective unconscious.
The result of Timor's foray into the Dream was that the Dark Stygians were now split down the middle with half terrified of what Timor could do if he chose to and the other half willing to give fear dragons a chance once more. The aftermath of this meeting was not something Timor could forsee, but he intended to keep a close watch on it as was his duty as Guardian. Then there was the oddity; another fear dragon named Blackout who wandered the Dream and yet the only dragon anywhere near the Fear Nexus was an unhatched egg hidden deep within the nexus. Blackout it seemed had never hatched and yet was fully mature within the Dream. The other dragon was the strongest Fear user that Timor had found outside of himself, yet Blackout harbored fears of the waking world which had been nurtured by his time with the Dark Stygians. Perhaps in time Blackout would be willing to face his fears and face the world as it truly was. Until then, Timor would be waiting for him. Reward: Timor proves his mastery of Fear and himself are greater than literal Fear elementals. Dark Stygian existence revealed as why most fear dragons become insane. Dark Stygian society is fractured with half wanting to resume their attacks and the other half willing to give them a chance. Blackout revealed as a Dark Stygian aligned dragon whose egg has never hatched.
Elemental Guardian Armor: Clarity believes it is high time that the Guardians get their own custom armor which will both amplify their abilities and keep them far safer. Spyro concurs with this and would like to get nine custom-made armors attuned to each of the elements and with the help of Pyra and Umbra has managed to persuade the Guardians in going along with this. While nowhere near as tricky as Spyro or Cynder's own armors, these will still be masterwork armors that far outdo the average armor worn by Warfang's soldiers.
Chance of Success: 100%/40%/0% (Uses diplomacy). Cost: 1800 gold. Reward: Tier 8, 9, or 10 armor. +200 to combat rolls. (Pyra)
Needed: Variable. Rolled: 27+18(Diplomacy)+15(Bonuses)=60.
- Pyra starts the year off by contacting Isra'k and Tisra'l, the same aviansie smith and enchanter who were commissioned to work on the royal couple's new armors. Unfortunately Isra'k was busy due to the Nohar Zu'uk's integration into the kingdom not going as smoothly as had been hoped and Tisra'l having vastly more important projects to pursue for the aviansie war effort. Undeterred by this, Pyra was able to convince one of the kingdom's better smiths to assist alongside one of Therris' best enchanters. Examination of Spyro and Cynder's masterwork armor is thankfully enough for the two of them to make the Guardians' own armor far more effective as well as learn several new things in the process. While the elemental enchantments are far simpler than the soul and aether based enchantments used for the king and queen consort's armors, the new armor is intended to be able to be passed from Guardian to Guardian which complicates the process greatly. Eventually near the end of the year, a solution is found by binding the armors to the elements themselves tightly enough that only people with a strong connection to the element in question would be able to wear it. In practice this means that the armor rejects anyone who is not Guardian-level by greatly inhibiting the wearer's connection to the element.
According to the enchanter in question, channelling colossal amounts of elemental energy through the armor could potentially strengthen the enchantments even more, but is nearly impossible as it would involve one individual channelling the might of a nexus. Reward:
Guardian Armor of (Element) (Tier 9, Bonded (element), +200 Combat Rolls, +10 to (element) rolls)
Personal: Choose Three (Spyro, Cynder, and Either)
Despite the scare at the beginning of the year, the ruling family is actually doing quite well and are eagerly anticipating the hatching of the couple's second child. Seeing as to how the child will be the first Blood dragon, Spyro and Cynder both would like to dedicate more time to learning the element in order to be better prepared for their child when it hatches. More useful for the kingdom as a whole however would be dedicating time with Volteer to constructing Avalar's first working portal set.
Spyro - Mastering the Elements (Blood): While Spyro can be considered an expert in using the elements, he could go further and begin the process of mastering an element. This would require dedicating his time to one element; with the temple restored and the new initiates trained, it will be considerably easier to train the elements.
Chance of Success: 1d100 of 100 (Water/Shadow/Poison/Fear), 300 (Wind), 500 (Fire/Ice/Electricity) or 1000 (Earth). Reward: Progress made toward chosen element.
Rolled: 58+36(Piety)+30(Traits)=124.
- This year Spyro falls back into the blisteringly fast instinctive learning that leaves everyone else in the dust. The stumbling block that he ran into last year vanished completely and within a month Spyro had figured out what he had been missing for Blood, finally managing to get into the right mentality for the darker element. A significant part of learning Blood seems to be understanding that ruthless is not necessarily evil and coming to terms with sacrifice on a deeply fundamental level. Once Spyro had grasped this concept, he was able to make so much progress with the element that he is already almost to the point of being able to equal the mahjarrat with the element, something that shocks Lyseera who has struggled with the element for over 4,000 years. Reward: Spyro learns Blood! Halfway to Skilled. Lyseera learns just how absurdly fast Spyro's growth is.
Thinking With Portals Part Three (Personal): Now that Spyro and Cynder have figured out how to use aether to create portals, it is time to combine it with Volteer's own research. This will be incredibly tricky work as they will have to figure out how to anchor the portals to the arches, while taking care not to disrupt either the portals themselves or the intricate enchantments. Due to the almost unknown field of aether enchantments, Volteer's expertise will be essential in figuring out a way to make everything work together. Despite the large amounts of research that has allowed the project to proceed to this point, this will still be incredibly dangerous work.
Chance of Success: 0% (uses piety). Time: 2 years. Notes: Must be done by Spyro or Spyro and Cynder. Must be taken at the same time as Thinking With Portals Part Three (Learning). Reward: Portals.
Needed: 100. Rolled: 76+36(Spyro)+28(Cynder)+15(Aether)+20(Double Down)=175. Critical Success!
- Figuring out how to translate aether's ability to create portals into an enchantment and then incorporate that enchantment into an already incredibly complex system is something that sounds unbelievably difficult for anyone with knowledge of enchanting. Working with Volteer, Spyro and Cynder manage to figure it out in less than a year. Not only was the Electricity Guardian's original system a masterpiece that easily accepted the new enchantment into it, the young rulers made an incredible amount of progress in understanding exactly how aether works for enchantments. This understanding was so complete that the two of them have learned new things about how aether works in general. The very first portal pair is set up between Warfang and Reliquia, greatly increasing traffic between the two dragon cities. Reward: Portals unlocked! First portal pair is established linking Warfang with Reliquia. +100 to aether progression for Spyro and Cynder.