The egg hatched into a male blood dragon with crimson scales and a dark purple underbelly. What do you name him?
[X] Marrow
Treasury: 3752 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.
- Enchanters from across the kingdom gather to witness Volteer create a new portal set. While the process is far and away too complicated for the vast majority of them, a handful of masters manage to figure it out.Under Volteer's watchful eye the most promising of the enchanters collaborate on a new portal set which after a few tweaks by Volteer, is given to Spyro to power. The end result is two more sets of portals that link Warfang to the Valley of Avalar and to Croesus. While none of the other enchanters can quite manage it by themselves just yet, several are skilled enough that Volteer is confident that they can manage the majority of the work without him now. Reward: Two more portal sets linking Warfang to the Valley of Avalar and to Croesus. Two portal sets per year will be created until all settlements are linked to at minimum Warfang.
Internal Ties (8/10): With so many leaders resigning or sick this year, Ventis is worried about the internal stability of the kingdom. (Zephyr)
- This year proves to be quite busy for Zephyr. With so many of the kingdom's leaders stepping down or in bad shape, the Wind Guardian finds himself making stop after stop. In the Valley of Avalar, he introduces himself to the new cheetah chief: Persus whose youthful brashness seems to have been tempered quite significantly if the tales from Prowlus are believed. In Croesus, Zephyr manages to lift the town's spirits as Virii purges the last of the sickness from Elder Adrian. Then it is off to the most recent location of the centaurs where Zephyr is accompanied by several healers who attempt to diagnose Matriarch Pavlan to mixed success; he also reports that the infant twins are a joy to be around. On the Nohar's island, Zephyr works with his good friend and fellow Wind grandmaster Taladis, in browbeating Kahkan Tsa'ar into taking care of herself. Then at the very end of the year, Zephyr chooses to fly to Reliquia (and breaks several flight records while he is at it, most of which are his) and is there to welcome the new Councillor; a Shadow dragoness by the name of Tenebra who manages to defy all expectations and win the election. Reward: +1 Internal Ties. Reliquia's new councillor is a Shadow dragoness named Tenebra, Kahkan Tsa'ar finally starts taking care of herself again, Chief Persus' arrogance and brashness are being tempered by Prowlus. Elder Adrian's health improves and healers continue working with Matriarch Pavlan.
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.
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. (Clarity)
- The 3rd Flight is put through its paces this year as Clarity works them into a much more cohesive fighting force than they were. Mock battles between the three flights are a sight to behold as three groups of 100 armored dragons fight it out outside of the city where they can really cut loose. At the end of it, Clarity declares that Warfang's three hundred dragons in full armor is a terrifying sight to behold and declares that it would take quite a bit of work to take out a single one for anyone not on the level of the Guardians, mahjarrat, ourgs, or similar. Reward: The 3rd Flight has teamwork and discipline beaten into them. Warfang's three flights are an incredible amount of force projection.
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.
- Teams from both Warfang and Reliquia finish work on the Hyrule-side defenses this year. According to the reports that Clarity received, the fort uses incorporates the terrain into the defenses by building into the nearby cliff. As a result there is only one real approach which has allowed the engineers and enchanters to focus all of their efforts on a single side. The customary enchantments inscribed into the walls ensure that any who attempt to breach the walls will suffer a variety of incredibly unpleasant and lethal effects. This comes just in time as relations with the Sheikah seem to have deteriorated for a reason that nobody is quite sure of. Reward: Hyrule-side defenses are finished.
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.
Deeper Ties (Gorons): According to Ventis it would be 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. (Pyra)
Needed: 50. Rolled: 22+18(Diplomacy)+10(Bonuses)=50.
Bonus Roll: 28+32(Piety)=50. Failed
- Pyra finds the gorons to be a gruff and straight forward people. The gorons have little in the way of negotiations, though they are willing to trade in some of the more difficult to acquire gems and metals. Most of Pyra's visit is actually spent on getting to know the gorons better and he discovers that the current goron Boss Bludo has been training up the great grandson of the Champion Daruk, Yunobo to be his eventual replacement. From what he can tell, Yunobo has a tremendous amount of potential, but the young goron is much too afraid to be able to live up to the legacy his ancestor left to him. This is further complicated by the fact that as of seven years ago, a goron was born and was named in honor of the former Champion. There is much discussion about who the next goron Boss should be, the young and fearful Yunobo? Or the recently born Daruk who may live up to his namesake? Reward: Gorons willing to trade, but reluctant to do anymore than that. Gorons are currently looking for the successor to Boss Bludo.
Deeper Ties (Sheikah): According to Ventis it would be 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: 60. Rolled: 1+11(Diplomacy)+5(Traits)+10(Bonuses)=27. (Crit-Fail)
- It started out fine with Ventis going to the town of Kakariko to introduce himself to the Sheikah. Relations were cordial at first as he introduced himself to the town and began explaining who the Kingdom of Avalar was. Then… something happened, though details are still sketchy; It seems that the elder in charge of the village, Impa, passed away during the year and her granddaughter Paya became distraught. Ventis is admittedly quite confused why Impa's death was eventually blamed on Avalar, but does report being chased out of town and called 'demon spawn'. Over the rest of the year the full depth of the Sheikah's accusations become apparent as they have come to believe that the Kingdom of Avalar and specifically dragons are a last ditch effort from Ganon to destroy Hyrule from beyond the grave. Reward: Through a series of questionable events, the Sheikah now believe that dragons are demonspawn created by Ganon. Sheikah faction is now hostile.
Deeper Ties (Croesus): According to Ventis it would be a good idea to deepen the ties with not just the other parts of the kingdom, but also other kingdoms and peoples. At the moment Ventis would prefer to bring the peoples of the new kingdom closer together.
Chance of Success: Various. Cost: 50 gold. Time: 1 year. Reward: Increase closeness and opinion with chosen group. (Virii)
Needed: 0. Rolled: 41+19(Diplomacy)+10(Bonuses)=70.
- Virii spends much of the year in Croesus, looking after Elder Adrian. From what she has been able to glean from the disease wrecking his body, it is an entirely mundane sickness, though its strength is on the upper end of what Virii reports normal diseases are capable of. This is partly due to the fact that the Elder is starting to get quite old for a human and partly due to the extent of old injuries that he has gathered over his life. With Virii's recent studies of diseases, she was able to purge his body of it, but she does note that it is unlikely that he will live too much longer. Fortunately, the humans are used to the matter of succession and already had a successor in mind whose experience will be invaluable to the village and to the kingdom as a whole. As a whole, the humans of Croesus feel that joining the kingdom was the right call to make and will strive to be more involved. Reward: Elder Adrian is cured by Virii. Successor already in place. The humans of Croesus are grateful and feel that they can contribute more to the kingdom.
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.
Investigate (Skavenger Pirates): 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: 30. Rolled: 33+37(Intrigue)+15(Traits)+30(Shapeshifting)+10(Bonuses)=125 Crit!
- Lyseera finds her mission to investigate the skavengers incredibly easy by her standards, mostly due to their lower intelligence. She finds that the skavengers have united under one 'Gnawer' who shows unusual amounts of intelligence for a skavenger. Under Gnawer they have been able to consolidate into one large pack and several smaller packs, most of which will be absorbed soon.Gnawer's plans seem to involve raiding the most lightly protected settlements, which means the cheetah tribes, Dikai herd are at the largest risk, then followed by Croesus and the Nohar island. Unsurprisingly, there are no plans to attack either Warfang or Reliquia. Fortunately it seems like it would be remarkably easy to assassinate Gnawer, though he apparently has enough contingencies in place that the pack will not fall apart with his death. A truly lengthy hierarchy has been established within the pack, making the pack incredibly resistant to decapitation. Reward: Unusually intelligent skavenger named Gnawer. Set to absorb the rest of the packs and begin raids on the most lightly defended of settlements. Easy to assassinate, but the pack will not fall apart even if large chunks of the leadership die.
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. (Phydra)
Needed: 30. Rolled: 82+10(Intrigue)+10(Bonuses)=102.
- The first half of the year went amazingly well according to Phydra, who reports that a single goron, a travelling rito couple, and a smattering of zora and gerudo promise to contribute to the growing information network. Unfortunately her attempts to get the assistance of the sheikah runs into the roadblock caused by Ventis' failed diplomatic efforts. Towards the end of the year, Phydra has had to devote the majority of her attention in protecting the fledgling spy network from hostile sheikah who rival Umbra's skill in subterfuge. According to the Water Guardian, she is quite sure that none of the informants she gathered have been turned by the sheikah, but warns that it is very much a real possibility of happening. She also recommends that Umbra or Lyseera take over the developing shadow war as they are much more suited to this kind of thing than she is. Reward: Informants among everyone but the sheikah. Shadow war is developing between the sheikah and Umbra's Shadows.
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)
Needed: 55. Rolled: 59+19(Intrigue)=78.
- After two years of work, Umbra has finally cracked enough of the language to begin real communication with the rats. Much of the information gained last year was confirmed as it turns out there is a fierce war going on beneath much of Avalar and has been going on since a period of time which matches up with Malefor's defeat. The rats' name for themselves seems to translate roughly into 'odus' with the major clans being known as the Andha, Caku, Mrtyu, and Pasu. Though all four of the major clans share much of the same strengths, they do have their specialties; the Andha are best known for producing the most skilled Shadow manipulators, the Caku for having the best warriors, the Mrtyu the best assassins, and the Pasu being known for having large packs of giant rats at their call. From consulting maps, Umbra can deduce that the Andha lay primarily below the Shadow Nexus, the Caku underneath Mount Terris, Pasu under Tlaloc, and the Mrtyu under the Alpin mountain range.The plethora of minor clans fill out the rest of the map well enough that very few places lack odus beneath them; the primary ones being Warfang and Mount Malefor. Though the captives will not state it outright, Umbra has been able to infer that they are made up of expendable soldiers from Mrtyu. The warlord of Mrtyu is one Varcir who is a Shadow user of roughly high-expert and makes up for it by being in the top-five of assassins that the prisoners are aware of. Reward: Rats are called Odus and are split into multiple clans, the major ones being Andha, Caku, Pasu, and Mrtyu. Captives are from Mrytu and are led by a high-tier assassin called Varcir.
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.
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.
- The Undercity has finally been completed this year, with the last of the valuable infrastructure having been set up at the end of the year. The entire thing has been gone over hundreds of times by architects and engineers to ensure that it is resistant to even large-scale Earth techniques. The mole engineer in charge of the construction has boasted that even the Earth Guardian would have trouble collapsing the city now, though she would still manage it. With the Undercity being deemed as safe as possible, the moles have left Warfang enmasse to fill its vacant homes. Tensions between dragons and moles are non existent now and the Overseer Forticus has declared any debts between the two races to be settled. Reward: Moles move into the Undercity. +0.10% mole growth rate. Dragon-mole debts finally settled in full.
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 - Two years remaining. (Glacies)
Needed: 35. Rolled: 7+21(Stewardship)+10(Traits)+20(Bonuses)=58.
- Glacies' efforts almost hit disaster this year and it is only by her skill and resources available that she was able to spin the leak favorably. The Ice dragoness reports that the likelihood of the nobility revolting is at an all time low, partly due to the fact through some subtle coercion, Glacies has been able to direct the nobility toward schemes that will get them rich as well as benefit the city. The fact that many of these 'schemes' are things that loyal and hardworking members of the kingdom might do anyway, is just a bonus. Reward: Glacies continues to point out useful things for the nobility to do that will benefits both them and the kingdom.
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. Locked - One year remaining.
Rolled: 95.
- Mining at three of the most promising sites has begun. The most valuable of these mines is the site containing large amounts of orikalkum which will greatly reduce prices of the rare and valuable metal. The other two sites chosen contain much needed adamantium and jade or iron and ruby. Unfortunately many of the sites nearby contain much less valuable things and Glacies has stated that only real way to get certain metals or gemstones would be to start mining at the nexuses which hold staggeringly large quantities of the resonant materials as far as she has been able to infer. Reward: Mines for orikalkum, iron, ruby, adamantium, and jade.
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 Argent 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.
Double Down: 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. Locked - Three years remaining. (Volteer)
Needed: 95. Rolled: 22+22(learning)+20(traits)+30(bonuses)+20(Double Down)=114.
- Having seen the Pool of Visions in action is a contributing factor to the fact Volteer managed to make any progress at all on this. Whoever created the first one must have been a one in a million genius, because the Guardian has had to delve into some incredibly strange things in his research into the matter. Based on what he and Cyril learned when they investigated the spiritual part, Volteer will need to find a way to anchor the pool to the 'Seer' power, something which he did not believe possible. Connecting it to the Seers is only the first step however as he will also need to figure out how to connect it to the world itself somehow. Fortunately he has a few ideas about how to do this. Reward: The Pool of Visions must be anchored both to the world and to the Seer power.
Study Element (Ice): 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. Locked - Two years remaining. (Cyril)
Needed: 40. Rolled: 38+28(Piety)+25(Ice)+10(Items+10(Bonuses)=111.
- Ice-based research has only a few obvious routes to proceed. The first of these that Cyril has been looking into has been focused on the element's primary attribute; keeping things cold. To that end Cyril has been exploring potential uses for such a thing and has set up several experiments that involve long term meat storage. Most of the experiments have yet to pan out, but the Guardian believes that specialized Ice enchantments to keep meat edible for long periods of time will be do-able. Reward: Cyril working on food storage enchantments using Ice.
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: 78+12(Learning)+20(Earth)+10(Traits)+5(Bonuses)=125 Crit!
- There is little news from Therris until sometime in the summer when he reports that he has finally cracked the method to making the Bandosian powder. By combining sulfur, charcoal, and saltpeter in very specific amounts, Therris has been able to faithfully recreate the powder. After finally figuring it out, the researcher got a little carried away and spent the rest of the year recreating the Bandosian 'guns'. While the current guns seem to lack the penetration of the Bandosian ones, Therris is convinced that it would be easy enough to catch-up. At the moment Therris' design is a simple tube with handles and an opening for the powder, which combined with a piece of flint inside of the gun, causes the powder to explode and propel a projectile out of the tube. He suspects that future modifications could revolutionize the way humans, cheetah, and moles fight. Reward: Gunpowder formula cracked! First gun designs.
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 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.
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.
Pruina: 27+14(Piety)+25(Bonuses)+25(Cyril)=91.
Fulmen: 76+16(Piety)+25(Bonuses)+25(Volteer)=142.
- Pruina and Fulmen continue training this year under Cyril and Volteer's careful guidance when the Guardians are available.The sheer speed of progress that the two dragons are making is more than a little mind boggling as Volteer states that Fulmen is already getting close to mastering Electricity. Pruina makes phenomenal progress as well, but is much more in line with 'average' as far as Guardian training goes. Spyro thinks it unfortunate that the method the Guardians use is infeasible for anyone else, simply because of the time, facilities, and resources that the Guardians have access to that others do not. Reward: Fulmen is getting close to mastering Electricity
Examine (Dark Stygians): 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. (Timor)
Needed: 40. Rolled: 12+30(Piety)+25(Traits)+10(Items)+10(Bonuses)=97.
- The nature of the dark stygians is even more disturbing than Timor thought it was. While he is unsure of how they first came to be, the current method of making more dark stygians involves shattering a mind and then fusing the broken 'dream shadow' with that of a restrained Fear elemental. As a result the first dark stygians seem to be much more stable than the more recent ones at the cost of apparent power. To create a truly powerful dark stygian, one would need to shatter the mind of a Fear dragon, the more powerful the better, and then fuse it's mind with the most powerful elemental one could find. Timor suspects that if such a process was ever applied to himself, the result would be a dark stygian so powerful, it would permanently warp the 'Great Dream' and could likely destroy the kingdom almost overnight by driving everybody insane. The fact that the oldest dark stygians are stable and capable of holding a coherent conversation seems to imply that there is a second method of creating them that he is unaware of. Interestingly, the biggest proponents of trying to 'break' him seem to be overwhelmingly of the more recent kind, while those willing to listen to Timor seem much more sane than the rest.
Considering what the dark stygians are, the Fear Guardian believes it might be possible to fuse the dark stygian back with the sapient that it was originally part of. Such a process would be tricky and time consuming, without the promise that the restored mind would ever be like what it was before or after the dark stygian's initial creation. The process might be worth doing for insane Fear dragons, but one would have to match the right dragon to the right dark stygian and figure out a ritual of some kind to fuse the two together and even then, the dark stygian's nature as part Fear elemental might compromise the entire thing. All in all, it is not something that Timor thinks is worth doing. Reward: Nature of the dark stygians, +20 to relevant actions. Questionable method of maybe repairing the minds of Fear dragons who have a corresponding dark stygian. Timor thinks that it would be a bad idea and not to try it.
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 runestone. Locked - One year remaining.
- Large orders for the new runestones are placed on behalf of the Dragon Temple and soon enough the first runestones begin arriving. Each of the Guardians is given a cache containing several of each type of runestone, though practice is first done using the same element as the Guardians'. While the runestones give the user incredible versatility, it is hindered by the fact that they are hard to acquire in large amounts and the fact that the runestones are used up immediately. Once they all get used to the runestones, the Guardians gradually shift to learning how to make use of runestones of a different element which proves quite tricky. Reward: Runestones arrive and the Guardians get used to using them.
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.
Either - Spend Time with (Timor): There are many significant individuals in Warfang, both dragon and non-dragon. Spend some time with one of them and you may learn something. (May choose a character or leave it up to QM)
Chance of Success: Variable. Time: 1 year. Reward: Information. Increased Relationship. Chance of stat gain or elemental progress.
Rolled: 84
Spyro: 59+37(Piety)+30(Traits)+25(Bonuses)+20(Cynder)=171
Cynder: 12+28(Piety)+20(Traits)+25(Bonuses)=85
- With the threat of the dark stygians, Spyro and Cynder spent the year with Timor, both to get more information on them as well as learning more about the element of Fear. Spyro's blisteringly fast rate of learning is enough that he is able to learn the element in only a year and is more than a little unsettled by Fear. This segues into how willpower relates to Fear, something which Timor happily passes on his own methods for strengthening one's mind. The experience is almost enough to drive Spyro over the edge, but between Cynder and Timor, they are able to snap him out of it easily enough. The fact that this happened several times, says a lot about Timor's methods, but gradually Spyro and Cynder both learn how to fight off the darker impulses more effectively. Reward: Spyro learns Fear. Spyro and Cynder make progress on the first willpower trait.
Cynder - Personal Attention (Persons of Interest Hunter): 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.
- Cynder spends the year gathering information on Hunter, particularly regarding what has changed since the war ended and how the mysterious discovery beneath the earth has affected him. As it turns out, Hunter is now one of the sneakiest individuals that Cynder knows about, up there with the likes of Umbra and Lyseera. Reward: Hunter's character sheet
Spyro - 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. Reward: Permanent soul-binding ritual for dragonflies to act as guides and protectors. Result varies with roll. Locked - One year remaining.
Rolled: 7+37(Piety)=44.
- Spyro is quite glad that the actual ritual will be done next year as too many things seemed to go wrong. Not only did Spyro's introduction to the dragonflies begin poorly, but many of the reagents for the ritual were far harder to acquire than Spyro had thought. Of the required reagents, the ritual called for a great many things from spiritually potent places such as the nexuses. Considering that the dragonflies live in Tlaloc, it would make sense that the first place Spyro thought to look would be around the outskirts of the Poison Nexus, which was a horrible idea that he wishes that he had never thought of. As it turns out, the poisons near the nexus can be incredibly horrific things. Thankfully, Spyro's own immense spiritual potency combined with the aid of the nearby researchers proved more than capable of purging the poisons. Reward: Spyro has a very, very bad time trying to get certain reagents.