Spyro lounged in the throne room of the palace taking great advantage of the exceedingly soft pillows that had slowly been accumulating in the palace. "Anything new?" He asked, glancing at his current aide.
"Nothing of importance milord. Though Guardian Zephyr has once again passed on his request for a temple at the Wind Nexus. He claims that the portals will make such a feat much quicker and easier, though I suspect that he merely wishes to experiment with large scale Wind control once more." The last time Zephyr had tried such had resulted in a freak storm of unprecedented size over the ocean which had spawned numerous tornadoes befor the Wind Guardian had finally managed to corral it.
For his part, the regal purple dragon had to suppress a sigh at being reminded about the actions of one of the most important leaders in the kingdom. "The Wind Nexus may be the only place he can really let loose now without worrying about the enormous side-effects." Spyro commented. Despite wishing to be able to make such a thing happen, this year was honestly the first where such a feat was both cheap enough and likely to succeed thanks to the ability to create portals. "Any news from the rest of the Guardians?"
The Poison dragon shook his head. "Only that Guardian Cyril is still examining his latest prospective apprentice. Guardian Timor meanwhile is still working on keeping the Dark Stygian situation under control and Guardian Phydra is exhausted from assisting Elder Adrian and Matriarch Pavlan." Toxcis thought for a moment and then concluded that was all of the useful information that the king would want to know. "I believe that it is all the relevant Guardian business for the moment milord."
Spyro inclined his head in reply and thought about what other business was scheduled for the day before freezing in place. "The egg is hatching." He explained in warning before melting into the shadows and leaving the aide to process the fortunate turn of events.
Even for Spyro's fledgling skill in Shadow, the travel to his and Cynder's private quarters was quick and extremely fast. When he arrived it was to see his mate, Galena, and Sparx all hovering around the twitching crimson egg which lay on a cushion in the middle of the room. "Glad to see you could make it." Cynder teased as she twined her tail with his.
Spyro grinned back in joy as he focused his attention on the coming of his second born child. "As if I would miss this for the world."
"Do you think it's a boy?" Galena asked. "Strema says it's a girl, but I think she's wrong."
Sparx flew over to rest on Galena's head as he replied. "I'm gonna have to side with you, your highness." Sparx replied. "Thanks for letting me rest my tired old wings by the way." The dragonfly jabbed.
Galena of course missed Sparx' meaning completely. "You're welcome Uncle Sparx!"
Cynder rolled her eyes affectionately as Spyro grinned. "Hush you two, I do believe the young one is on their way out now." The older dragoness warned as she saw the egg's shaking intensify as cracks began appearing.
Soon enough a minute claw punctured the shell followed by a significantly larger chunk as the newborn managed to get enough leverage to put an entire leg through it. Then the hatchling paused before pulling their leg back into the egg and instead attempting to stick it's entire head out through the much too small hole. That was finally too much for the cracked shell of the egg and as the newborn tried to poke their head out, they took the entire top half of the egg with them. Cynder choose that moment to assist her child and soon enough she had managed to clear away the shards of the eggshell and get the newborn cleaned up enough that the four of them could have a clear look at them. It was immediately evident that the child did indeed have the Blood element simply from the dark red and purple coloration.
Cynder took the hatchling in her forelimbs as she cleaned and inspected them. "...Male." She pronounced at last.
"I have a baby brother!" Galena squealed which of course set him off shrieking and within moments everyone but Cynder and the newborn were shooed out of the room so that the queen-consort could calm her hatchling.
"Why don't you go tell your friends, Galena? I'm sure they would be delighted to hear the news." Spyro prodded his daughter.
""Okay! Diablos is going to be so thrilled!" The whelp proclaimed as she rushed down the hallway, unaware of the shadow that detached itself from the nearby wall to follow her.
A happy grin covered his face as Spyro watched his daughter go, before it rapidly transitioned into something more serious. "What's the occasion Sparx"
The aged dragonfly gasped in feigned shock as he threw his hands up. "What, can't a guy go visit his brother every once in a while?"
"I enjoy your visits as much as you do, but that's not what this is about, is it?" The bigger of the two brothers asked.
Sparx huffed as he shook his head in dismay. "I can never get anything past you anymore can I?" He glanced at the serious expression on Spyro's face before reluctantly continuing. "Well it's like this…"
The egg hatched into a male blood dragon with crimson scales and a dark purple underbelly. What do you name him?
[X] Name
Treasury: 5552 Gold
Income: 2100 Gold per turn.
Focus: Choose Two.
The kingdom's first true undertaking in the Gielinor God Wars went far better than anyone could have hoped for. The overall growth and success of the kingdom is only shadowed by the revelation that many of it's leaders are resigning or are not doing well at the moment. Skavenger raids in the country have continued to increase and odd things have been rumored to be sulking in the shadows of the world once more. Fortunately the overall mood is still quite jubilant from the debut of the world's first artificial portal between cities. Note: You may double up on the focus.
Expanding the Portal Network: While at the moment it takes Spyro or Cynder and Volteer working together to create a single portal, it will not be long before master enchanters can replicate the incredible invention. By focusing on this, other enchanters will be instructed and portal creation will speed up.
Construct (Element) Village: With the very eventful meeting between the vast majority of Wind dragons and aviansie on Avalar, Zephyr has suggested expanding the Wind Nexus research outpost into a full fledged village open to any gifted with Wind. Though this would decrease growth elsewhere, elemental research would be accelerated for the chosen element.
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 (3): 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 (8/10): With so many leaders resigning or sick this year, Ventis is worried about the internal stability of the kingdom.
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.
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 (11): 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
Clarity is satisfied with the results of Avalar's first major battle on Gielinor, though it could have easily gone much, much differently if all the other combatants had not been already exhausted by Gielnor's near perpetual state of warfare. At the moment she has three major suggestions for equalizing the playing field: finishing the training for the Third Flight, studying Zamorakian warfare, and implementing runestones for Warfang's portion of the army. In addition to all of this, Clarity recommends constant drills and wargames in order to prepare for future conflicts.
A Different Kind of Hunting: Clarity has offered her time toward organizing more hunting trips to make sure everyone has enough food. Now that Warfang is out of danger concerning famine, Glacies has suggested that additional food might be able to increase the number of dragons willing to raise a family.
Chance of Success: 90%. Time: 1 year (Repeatable). Reward: +0.15% growth rate for the turn, +300 Gold in loot.
The Third Flight: Now that the Third Flight has been armoured and tested in battle, Clarity believes it long past time to be getting their skill up to the same level as the other two flights. In particular the Third Flight's teamwork lags behind the other two Flights quite severely as they are still acting as if they are by themselves or in small groups instead of acting in concert like Clarity wishes.
Cost: 100 Gold. 150 Gold per year. Time: 1 year. Reward: The Third Flight finishes training.
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.
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. Locked - One year remaining.
Readiness Training: It was more than evident in the battle against the Zamorakian hordes of Hazeel and Khazard that the kingdom's armies are simply not seasoned enough in comparison to the armies of Gielinor who have been at it for well over 3000 years. The ending of the Kandarin front can be layed almost entirely on the shoulders of Umbra's Shadows and the long term raids that the aviansie have performed for generations. Due to the overwhelming number of kingdom-wide projects, Clarity has brought forth a project to institute Wargames among Warfang's soldiers against the kingdom's other forces or against allies if they can be persuaded to agree.
Chance of Success: Various. Cost: 100 gold. Time: 1 year. Reward: +5 to army skill level for five years. Bonuses stack and chance for permanent boosts on crts.
Runestone Training (Soldiers): Now that a steady supply of runestones has been created, Clarity would like to get started on training her soldiers in their use. This will be moderately expensive due to the large demand and comparatively small supply. She believes that proper usage of runestones will enable her soldiers to outright match or counter opposing elemental techniques if the user is skilled enough. This will give each dragon under her command a massive degree of flexibility as well as the element of surprise for anyone who believes they have figured out the dragons of Avalar.
Cost: 1000 gold. Time: 2 years. Reward: +10 to army rolls; each soldier is given basic training in runestone use and a small cache of each available runestone.
Diplomacy: Choose Three.
Ventis is overall quite satisfied with how things are going both internally and externally. Nonetheless the diplomat has suggestions primarily inline with further unification of the kingdom and reaching out to more of the major powers on both Gielinor and Hyrule. Specifically, Ventis feels that a complete blending of the kingdom is in reach where the various members will stop existing as semi-independent states and instead be solidified into a much more firm kingdom. Establishing trade and making contact with the other five major peoples of Hyrule is also important. On the Gielinor front, Ventis believes that continued pressure on the Moonclan could have them join the kingdom completely and trade with the other regions such as the Kharidian Empire or even the Zarosian Empire could be beneficial if done with caution.
Coordinate with (Group) (Action): The many different peoples of the kingdom could be persuaded to help on a variety of projects if Ventis but asks. Employing the moles for construction or the cheetahs for intrigue related things is always an option. Now that relations have solidified with a greater variety of different groups and allies, the possibilities have expanded; enlisting either groups of aviantese for assistance with Wind-related projects or the Moonclan with help in unravelling the mysteries of the elements are both potentially useful.
Chance of Success: 100%. Time: 1 year. Notes: Must be done on the first turn of the project. Reward: Dependent on chosen group and action.
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. Two Locked.
As always Umbra has far too many vital projects to undertake and nowhere near enough time to do them all with the level of professionalism that he requires. In particular there remains a wide variety of targets that need to be investigated, foremost among them the skavenger packs and the rats lurking in the depths of Avalar. Then there are the rumors of ape-like creatures eeking out a life below Dante's Freezer which may very well be survivors of Malefor's purge.
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.
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.
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)
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 expeidition, 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. Locked - One year remaining. (Umbra)
Subterfuge Against (Target): Now that Umbra's Shadows have been tested against peer opponents and done well for themselves, he is far more willing to send them out against targets similar in the future.Umbra does caution you that in a battle between even the weakest mahjarrat, he is not confident enough in his Shadows pulling out a victory. Should it come down to such an action being undertaken, he advises the he accompany his agents and even still refuses to go anywhere near the Zarosian Empire due to the substantial risks.
Chance of Success: Competing rolls. Cost: 100 gold. Time: 1 year. Reward: Target sabotaged/eliminated
Runestone Training (Operatives): Now that a steady supply of runestones has been created, Umbra would like to get started on training his Shadows in their use. This will be moderately expensive due to the large demand and comparatively small supply. He believes that proper usage of runestones will enable his operatives to outright match or counter opposing elemental techniques if the user is skilled enough. This will give each agent a massive degree of flexibility that will ensure they will almost always have the right tool for the job.
Cost: 750 gold. Time: 2 years. Reward: +10 relevant Intrigue options; each operative is given basic training in runestone use and a small cache of each available runestone.
Stewardship: Choose One. Two Locked.
Glacies is quite satisfied with the growth of the kingdom and is more than a little bit smug about her part in all of it. Though she is busy with her careful manipulation of both the nobility and popular opinion of the nobles and barely has enough time to oversee another project. Of the prospective projects that could be done, the ice dragoness considers expanding the city's mining operations to be one of the most important. Another option would be to work on the 'sewer' system that would help clean up the city and cutback on disease; this would be a very tricky project due to the ongoing construction by the moles below Warfang.
Gone Hunting: Now that Warfang is out of danger concerning famine, Glacies has suggested that additional food might be able to increase the number of dragons willing to raise a family.
Chance of Success: 90%. Time: 1 year (Repeatable). Reward: +0.15% growth rate for the turn, +300 Gold in loot.
Expand Warfang: Now that the overall population of Warfang has reached 6000, Glacies believes that it is time to start thinking about expanding the city. With the moles moving into the undercity soon, she does not believe that this is a priority and it is likely that you have a decade before it starts becoming a concern. This expansion does mean that she will be able to fit more defenses both along the walls and in the additional space that this will open up. The sheer size of the project and the need to replace large sections of the city means that this is quite possibly the most expensive project undertaken since the restoration of the planet.
Cost: 6000 gold. Time: 4 years. Reward: Warfang's size increased to 'Minor City'. +200 to defense bonus.
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. Locked - One year remaining.
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. Locked - Three years remaining.
Waste Removal Service: Recently rumors from Gielinor have caught Glacies' ears; the construction of a 'sewer system' that would take all of the waste produced in the city and deposit it elsewhere. Considering that the area underneath Warfang is completely hollow and that the moles are constructing their own city down there, this will likely be quite expensive. The Ice dragoness suspects that the difficulty and cost will be well the hassle as she expects a fairly significant boost to population growth.
Chance of Success: 75%. Cost: 1235 gold. 100 gold/year in upkeep. Time: 3 years. Reward: +0.30% population growth.
Mining Operations: Currently there exist only a handful of mines that supply Warfang with metal and due to ownership and small size, they have contributed to a minor shortage in metal. With a variety of projects in the works that could use metal, Glacies would like to establish new mines over the mineral veins that her scouts prospected earlier. Of particular interest is securing a reliable source of orikalkum, adamantium, and large numbers of gems to use in future elemental projects.
Chance of Success: 100%. Cost: 300 gold. Time: 2 years. Reward: +200 gold/year income, reduce prices for relevant actions.
Write In - Portal Plaza: Umbra raised concerns that an extended portal network would allow enemies to attack or infiltrate the heart of Warfang through the other, far less defended towns. While Volteer hypothesizes that access could be restricted to certain races and individuals, such an enchantment would be a daunting prospect even for said Guardian. An alternative solution was proposed by the architect Pirro of house Baselt. A central dome reminiscent of a trillant-cut gem with Warfang's portal arches slotting into its facets, surrounded by a grand plaza that serves as a transport and trading hub... while hiding safety measures worthy of a fortress.
Cost: 1425 gold. Time: 2 years. Reward: Portals fortified with Tier 3 defenses.
Learning: Choose Three.
Now that the portal research has been completed, Therris believes that it is time to get started on an equally complicated, yet useful piece of enchanting: the Pool of Visions. As such he would like to once more enlist Volteer's help in creating the necessary enchantments which will likely be enough to push the Guardian firmly into the realm of grandmastery. Other projects include the remarkably stubborn powder that he was working on last year, research into more material uses of the elements including even the likes of Fear and Astral, which the researcher believes may be of use in establishing a method to treat the insanity induced by the Dark Stygians.
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).
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.
Metallurgical Research: Therris has learned much about how all the different material components of Earth interact with each other. This is particularly obvious in one of the most well known alloys in use across three different worlds; steel. With this knowledge in mind, Therris believes he can figure out ways to strengthen many of the more common mixtures and alloys in use with enough time. Potential improvements range from more resilient steel and stone mixtures, to even new materials entirely. According to the researcher, this is an area with so much potential that he could study it for decades and never even scratch the surface.
Chance of Success: 50%. Time: 1 year (Repeatable). Reward: Dependant on roll.
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.
Piety: Choose Three.
Cyril believes that he has finally found the ideal apprentice: a noble by the name of Pruina. The young Ice dragoness will start the first year of her apprenticeship this year and has promised to live up to the incredible expectations placed upon her. Fulmen meanwhile has almost finished the most tedious part of the apprenticeship and can at last call an end to the endless studying that he has endured thus far. As one apprentice begins training and another reaches the next stage, the last is nearing the end as Argent has finally summited the last peak in her training, joining the ranks of the most skilled Earth dragons of all time. Celebrations at the Temple continue for these achievements, but there is still much work to be done. In particular the Guardians are all in agreement about sending another expedition to the mysterious glade deep underground, examination of the elements or of the many different religions could yield potentially important information, and as always Zephyr and Timor are pushing for construction of temples dedicated to singular elements.
Argent upgrades trait Earth Master into Earth Grandmaster (Can use Earth, +8P, +3C, can use more powerful earth techniques, +25 to all Earth rolls): Argent follows in the footsteps of her late teacher, Terrador and has made great strides toward equaling his mastery over Earth.
Zephyr gains trait Weather Manipulator (+3P, +1C, +10 to Wind rolls, +30 to large scale Wind rolls): Most Wind elementalists can only create small scale Wind constructs. Zephyr has far surpassed these small scale feats and can change the weather with ease or create utterly massive cyclones that utterly dominate even fellow Wind dragons.
Training New Guardians 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 300 (Fulmen), 1000 (Argent). Reward: Progress made toward elemental traits. Fulmen gains Electricity Expert, Argent gains Earth Grandmaster.
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.
Examine (Race/Individual): With the knowledge that Hunter found some sort of magical device in the tunnels deep beneath Avalar, Spyro would like to take the opportunity to examine the cheetahs in more detail to identify what if anything has changed. Other races would likely benefit from this as well, especially the atlawa who are on the decline. It might also be a good idea to examine particularly noteworthy individuals such as Hunter or Zap amongst others. While anyone with significant spiritual ties could likely accomplish such a study, Spyro would be by far the most suitable toward doing so and may in fact be able to discover more information than anyone else would be able to.
Chance of Success: 60%, 0% (Spyro/Mahjarrat). Time: 1 year. Reward: Knowledge of the chosen race's spiritual significance, +20 to relevant spiritual actions regarding the race.
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: 75% (Uses stewardship) OR 100%. Cost: 2000 OR 10000 gold. Time: 4 years. Notes: Must be done by the respective Guardian. Reward: Incredible breakthroughs in the elements both physical and spiritual, massive increase in elemental skill level and spiritual average.
Investigate Strange Glade: Hunter and Argent's expedition both discovered a strange glade deep below the surface that is shrouded in mystery. Symbols depicting every race currently living on Avalar, symbols representing every element, and a massive crystal tree glowing with the color of aether. According to Hunter the 'cheetah' symbol seems to have greatly increased his speed, accuracy, and ability to move silently. Considering the strangeness and impossibility of the glade, the Guardians suggest making this a priority.
Chance of Success: 0% (Increased with ???). Time: 1 year. Reward: First part of the mystery uncovered.
Runestone Training (Guardians and Guards): Now that a steady supply of runestones has been created, Umbra and Volteer would like to get started on training the Guardians and Guards in their use. This will be moderately expensive due to the large demand and comparatively small supply. They believe that proper usage of runestones will enable each of them to outright match or counter opposing elemental techniques if the user is skilled enough. This will give each Guardian and Guard a massive degree of flexibility that will ensure that they can use less powerful techniques of all elements as the need arises.
Cost: 500 gold. Time: 2 years. Reward: +30 to combat rolls, ability to take actions of a different element; each character is given basic training in runestone use and a small cache of each available runestones.
Personal: Choose Three (Spyro, Cynder, and Either)
The birth of their second child has caused the small family no small feelings of elation. Galena is excited beyond belief to have a little brother and is looking forward to showing him all of her favorite things. Spyro and Cynder meanwhile are anxious at what their son will be like as the first Blood dragon. Sparx brings bad news however in that he is nearing the end of his natural life. Sparx' last request is unusual and has all the makings of a powerful ritual using his sacrifice to empower all dragonflies with the ability to soul-bond with a young sapient. According to him this will give the dragonfly the recipient's longevity in exchange for some measure of protection and possibly odd powers.
Spyro gains trait Blood Novice (Can use Blood, +1P, +5 to Blood rolls): Spyro has learned the basics of the dark element Blood in spite of his own noble nature.
Galena gains trait Born to Fly (+1P, +10 to flying and Wind rolls): Despite not yet being physically capable of flight, Galena can be frequently spotted gliding from place to place.
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.
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.
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.
Sparx' Last Request: Sparx has come forward with a rather odd idea, even for him. Over the years he has managed to curb the isolationism of the dragonfly colony that he found and now that he is slowly losing the fight against old age, has come up with a ritual that will help dragon and dragonfly both. Over the course of his time with the colony, Sparx has learned that the dragonflies of Tlaloc have special rituals which will allow dragonflies to serve as guides and protectors. With the colony's long isolationism, Sparx is unsure of all of the details, but he has managed to figure out that this ritual will bind the souls of a dragonfly and another sapient of young age. Though the current ritual is only designed for a single binding, Sparx believes that his sacrifice combined with Spyro's own incredible powers will permanently empower the ritual. The effects are not completely known, but he believes that upon the ritual's conclusion any dragonfly will be able to initiate a bond of without a ritual at all and provide special benefits to their partner.
Chance of Success: 100%. Cost: 500 gold. Time: 2 years. Note: Must be done by Spyro. Reward: Permanent soul-binding ritual for dragonflies to act as guides and protectors. Result varies with roll.