Spyro's Kingdom (Legend of Spyro Crossover)

The rolls for Spyro and Cynder are hilarious in a sad kind of way. I did not think it would be this difficult to get them together. Time to start rolling for... stuff now.
the dice want spyro to be a shonen protagonist it seems. Seems to get all the ladies to fall for him but for reasons never seems to realize that they're interested in him and/or fails to recognize that he's developed feelings for one/some/all of them.
 
the dice want spyro to be a shonen protagonist it seems. Seems to get all the ladies to fall for him but for reasons never seems to realize that they're interested in him and/or fails to recognize that he's developed feelings for one/some/all of them.
Turn 1 Personal Social Action roll = 15 (Cynder)
Turn 2 Personal Social Action roll = 5 (Sparx) QM declared roll stupid
Turn 3 Personal Social Action roll = 27 (Hunter)
Turn 4 Personal Social Action roll = 83 + 7 = 90 (talk to adoring public)
Turn 5 Personal Social Action roll = 9 (Cynder)

Not likely, each turn is a year, and Spyro doesn't have a large amount of free time to spend on people. Although, I am seriously feeling we should spend the next 5 years on one talking with Cynder action per turn.
 
Turn 1 Personal Social Action roll = 15 (Cynder)
Turn 2 Personal Social Action roll = 5 (Sparx) QM declared roll stupid
Turn 3 Personal Social Action roll = 27 (Hunter)
Turn 4 Personal Social Action roll = 83 + 7 = 90 (talk to adoring public)
Turn 5 Personal Social Action roll = 9 (Cynder)

Not likely, each turn is a year, and Spyro doesn't have a large amount of free time to spend on people. Although, I am seriously feeling we should spend the next 5 years on one talking with Cynder action per turn.
I was hoping to try and spend some time with the new guardians truth be told as spryo will be will be working with them at some point and we have spent next to no time actually getting to know anything about any of them.
 
I was hoping to try and spend some time with the new guardians truth be told as spryo will be will be working with them at some point and we have spent next to no time actually getting to know anything about any of them.
We should have 2 personal actions in turn 6. We can blitz through the new guardians in 3 years, but we really should try and spend time talking to Cynder in turn 6. And training elements, we should do that some time.
 
We should have 2 personal actions in turn 6. We can blitz through the new guardians in 3 years, but we really should try and spend time talking to Cynder in turn 6. And training elements, we should do that some time.
Spending time with the Guardians will give progress toward that element. If both Spyro and the Guardians are training as well then you can rank up rather quickly.
 
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Turn 6
The two dragons slowly circled each other, searching for openings. The silver dragon striked first with a tail strike which shimmered in Wind energy. Spyro replied in kind and moved to the side to dodge before coming in with a swipe of crackling claws as Electricity arced around them. Zephyr ducked under the first one, only to feel the chillin grasp of Ice as Spyro scraped his other set of claws across the Wind dragon's scales. For his part Zephyr managed not to flinch from resulting chill, found the pace of the match against him now as the purple dragon followed up with a rapid flurry of blows each enhanced with a different element.

"Match! My boy Spyro has it!" Sparx called from the sidelines, causing the two fighters to break apart.

Zephyr grimaced as he inspected his marred scales. "Wow, I am just no match for you am I?"

"You just need more practice, Zephyr." Spyro replied "It took me long time to get where I am now."

The sole dragonfly in the room laughed. "If by a long time you mean a handful of weeks to match Cynder." The Wind initiate just shrugged and Sparx seemed to pout for a moment, before brightening up. "Oh I know let's do all five of you against Spyro and Cynder at the same time."

Cynder shot Sparx a glare and was about to speak up, but Phydra cut in first. "I would like that. I am interested in seeing this teamwork that I hear so much about." Of all the dragons in the room, Phydra seemed to admire Spyro the least, having had minimal exposure to the war and thus not really able to grasp the full feat of what the two heroes had accomplished.

Umbra looked between Spyro and Cynder with a considering glance. "Same rules or should we add elemental techniques beyond enhancement?"

Cynder shook her head. "Just enhancement is fine" The purple tinged dragoness affirmed as she moved into position next to Spyro.

The other five dragons moved into position around the two dragons, but the fight was cut short as Volteer barged into the training room. "Come quick, with haste, immediately! Terrador has collapsed, fallen, fainted. Get help, assistance, aid Zephyr!" Zephyr immediately took off toward the exit as everyone else followed Volteer deeper into the temple to check on the beloved Earth Guardian.

Treasury: 2862 Gold
Income: 850 Gold per turn.

Martial: Choose One. One Locked
Clarity was quite sad to here about what happened to Terrador, and that it will be a considerable loss of knowledge, skill, as well as another of her close friends when he passes on. Where martial matters are concerned Clarity says that you have been quite fortunate and suffered no casualties this year. More of Bandos' forces attacked through the portal and it was not just the small green-skinned goblins. Bigger creatures known as orks and hobgoblins attacked as well. Thankfully Clarity's new soldiers held the line and killed the attackers to the last, managing to recover a tremendous amount of samples of the enemy's weapons and armor which have all been sent back to Warfang to be examined by Therris' team. At the moment Clarity has no new projects as she wishes to focus solely on training her new soldiers and fortifying both Warfang and the rift further. Terrador's new book will be particularly helpful and Clarity is already working to applying the lessons within to her work.

Professional Fighters: Now that Clarity has a count on all able and willing dragons, she would like to take it a step further and form a solid core of professional 'soldiers' who would be better trained than the average dragon. In times of peace these soldiers would patrol the city and surrounding area, to keep a watch out for threats. Clarity does admit that not only will it take some gold to start it, but she will have to pay the new soldiers gold to keep them involved. The good news is that if there is ever another war, then you will have a significant leg up on the enemy. She feels that 100 of these soldiers will be more than enough to start with.
Chance of Success: 80%. Cost: 200 Gold. 300 Gold per year. Time: 2 years. Reward: 100 dragon soldiers of varying elements. Locked - One year remaining.

Patching the Holes Part 2 (Martial):
Now that new walls have been erected, it is time for the stone to be fused together into one whole piece. Clarity and Glacies would like to get started immediately as the sooner the walls are made stronger, the less likely an enemy will be able to breach them. Durability enchantments combined with a massive amount of Earth manipulation will be required for this. As such they expect this project to take a while to finish, but once done it will greatly increase the protection granted by Warfang's walls.
Cost: 952 Gold. Time: 3 years. Reward: +300 to defense rolls.

Fortifying the Rift: While the basic fortifications around the rift have ensured that holding it is at all possible, Clarity says that it is best to assume the Bandosians have ways to breath the current set-up and has drawn up plans to further strengthen the base. These plans will consist of using the elements to strengthen the existing walls, dig a moat, as well as placing defensive enchantments. Those working on upgrading the defenses will have to work carefully so as to ensure they are not caught unaware when more Bandosian forces pour through.
Chance of Success: 90%. Cost: 400 gold. Time: 2 years. Reward: +100 to rift defense rolls.

Patrolling: The populace have calmed down and have been returning to a pre-war lifestyle. However the recent revelation of the rift and the green-skinned warriors coming out of it has convinced Clarity that patrols around the city and in particular around the rift would be a wise course of action.
Chance of Success: 70%. Cost: 300 Gold. Time: 1 year. Reward: Patrols around Warfang and the rift.

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

Diplomacy: Choose One. One Locked.
According to Ventis the diplomatic side of things is lacking in things to do at the moment. At the moment it is just the cheetah and moles to work with as even the nobility has been easy to get along with for the moment. Once proper maps are made and Umbra's scouts return from the rift he can see about establishing relations with other races, but until then he can only suggest making use of the moles and cheetahs' expertise.

Coordinate with the Moles (action): The moles have agreed to coordinate on construction projects around the city. They are eager to rebuild the city and have expressed worries about the lack of walls.
Chance of Success: 90%. Time: 1 year. Reward: Half cost and time of selected construction project.

Coordinate with Cheetahs (action): Ventis says that the cheetah are greatly worried about the rift and are willing to send what warriors they can to help. They offer their expertise in either fortifying the rift, patrolling around it, or scouting the other side.
Chance of Success: 100%. Time: 1 year. Reward: +10 to Securing the Rift, Patrolling, or action.

Cheetahs Helping Dragons: Chief Prowlus has offered his people's assistance in mapping the land in exchange for help reinforcing the land around the village to protect against landslides and earthquakes.
Chance of Success: 100%. Cost: 200 gold. Time: 3 years. Reward: Up to date maps of the continent, +10 relations with cheetahs. Locked - One year remaining.

Intrigue:
Choose One. One Locked.
Umbra may not admit it, but Spyro can tell that he is deeply worried about how the scouting mission will go. According to the Shadow Initiate, he would dearly like to take the time to outfit his agents with better equipment so as to make their jobs much easier. Aside from that he has also came up with the idea of using the infamous rumor network of the city to your benefit and has drawn up plans consisting of the best dragons and moles to co-opt as well as who to bribe so as to ensure the best results.

Scouting the Rift: According to Umbra, the first thing that needs to be done is finding what has changed since the planet was put back together. With proper maps of the area, Umbra says he will be able to do more and start planning on how to best disrupt any potential enemies.
Chance of Success: ???. Cost: 100 Gold. Time: 3 years. Reward: Knowledge of the other side of the rift. Locked - Two years remaining.

Establish Intelligence Network:
Umbra has decided that it is time to put one of the most effective spy tools that he knows about, to work. Spyro was rather surprised when Umbra clarified that he was actually talking about rumors. The use of rumors allows for the fast gathering of questionable intelligence as well as the possibility of spreading information in a controlled manner. He admits that any information gathered or spread through rumors is very much at the risk of being lost or changed due to the nature of rumors, but it will allow a solid starting point for his small team.
Chance of Success: 70%. Cost: 250 gold. Time: 2 years. Reward: Rumor Mill, +5 to related rolls.

Supplying Subterfuge: Now that Umbra has assistance, he would like to see about supplying his new found help. Virii has offered her assistance in this manner and has promised a variety of poison recipes with differing effects; though not all of them have been tested on every possible race. In addition to the poisons, Umbra would like the funds to supply his small group with useful enchanted gear and the quality materials that he needs are quite expensive. The Shadow initiate promises that such an investment of time and gold will be well worth it and that his group will be prepared for anything that needs their special attention.
Chance of Success: 100%. Cost: 300 gold. Time: 2 years. Reward: +10 to intrigue rolls.

Stewardship: Choose Two. One Locked.
Glacies confides that now that the city is for the most part under control, now would be a good time to see about reworking the government to something more efficient. While she can not yet be certain of the kinds of benefits such a restructuring would have, surely it would be better than the current system. In other news she has had little progress on her idea of farming prey and admits that she is waiting for better maps before she can start planning in earnest.

Gone Hunting: Food has become a very big problem due to the large population of dragons calling the city home. Glacies recommends sending out hunting parties immediately to make sure nobody goes hungry throughout the year. The prey has been declining the last two years and Glacies is starting to worry if the hunting parties can bring back enough food.
Chance of Success: 90%. Time: 1 year. Reward: Food situation stabilized. +300 Gold in loot.

Rebuilding the City Part Two Nobles: With the first city district finished, Glacies wants to move on to revamping the next area of the city. She thinks that tackling the nobles district should be next on the agenda as it will prove to the nobles that their wellbeing is important. This will be a very intricate task as many of the nobles will no doubt demand very specific features in their new homes and some may not want to move from their current home. Glacies is adamant that this project should be one of your top priorities as the sooner it is done, then the sooner the nobles will be happy and work on the other districts can start.
Cost: 1333 Gold. Time: 2 years. Reward: Noble district, +10 nobles opinion, +100 income in tax.

Patching the Holes Part 2 (Stewardship): Now that new walls have been erected, it is time for the stone to be fused together into one whole piece. Carity and Glacies would like to get started immediately as the sooner the walls are made stronger, the less likely an enemy will be able to breach them. Durability enchantments combined with a massive amount of Earth manipulation will be required for this. As such they expects this project to take a while to finish, but once done it will greatly increase the protection granted by Warfang's walls.
Cost: 952 Gold. Time: 3 years. Reward: +300 to defense rolls.

A Better Governing System: It has been suggested by many already that the current governing system which has Spyro and a small council of advisers ruling the city, could be further tuned to be more effective.
Time: 2 years. Reward: Government solidified. Sub-vote, ???.

Taxation Nightmare Part One: Financially, Warfang is in rather dire straits at the moment. Glacies would like to get a head start on revamping the tax system to account for the change in population. She admits that doing this before the Census would make it incredibly difficult.
Chance of Success: 70%. Cost: 476 gold. Time: 3 years. Reward: +500 income in gold. Locked - Two years remaining.

Learning:
Choose One. One Locked.
Therris is eager to put Volteer's new work to the best possible use and that any projects concerning enchantments will likely be much easier than before. In other news, the researcher is eager to get to work on the weapons and armor brought back from the rift. While the enchantments and metal seem crude, they are far more effective than what a first glance might suggest. The metal in particular may make an excellent basis for dragon armor if he can figure out how to make it.

Save the Books! Part Two: With the Dragon Temple destroyed and with it priceless irreplaceable knowledge, Volteer has declared an emergency. The other half of the issue is that with the Warfang library and Dragon Temple gone, there is no longer a place to store books. Volteer has deemed this a lesser priority, but says that the sooner it is done, the sooner they can take inventory and figure out what they have and what the Guardians and other older dragons may have to rewrite from memory. Must be taken with 'Save the Books! Part One'.
Cost: 1100 gold. Time: 2 years. Reward: Library built. Librarian hired. Actions unlocked.

Elemental Amplification: Therris and his group of researchers catalogued dozens of enchantments which had been forgotten to time. Some of these enchantments were complicated workings that could be layered onto an object to focus and refine elemental energy. Both the Guardians and Therris can think of several uses for such an enchantment and are eager to figure out how the enchantment works so that it can be applied in new ways.
Chance of Success: 75%. Time: 2 years. Reward: Elemental amplification enchantments, new actions unlocked. Locked - One year remaining.

Attribute Amplification:
Therris and his group of researchers catalogued dozens of enchantments which had been forgotten to time. One of the more interesting enchantments discovered was pieced together from the adamant orbs and what can be gleaned from the dragon armor without taking it apart. These enchantments seem to be able to greatly increase or possibly even decrease a given quality of an object such as weight, durability, strength, or even regeneration. This enchantment seems particularly prevalent on dragon armor and would be the first step to reverse engineering the armor.
Chance of Success: 60%. Time: 2 years. Reward: Attribute amplification enchantments, first step toward recreating dragon armor.

Sympathetic Connections: Therris and his group of researchers catalogued dozens of enchantments which had been forgotten to time. Where as the majority of the enchantments were lost in recent times with the death of so many dragons and the destruction caused by the war, the enchantment to link two or more objects together seems to have been lost hundreds of years ago. Therris admits that out of all of the enchantments that he has seen, except the ones which make up Spyro and Cynder's 'fury armor', these are the most complicated enchantments that he knows about. They are also necessary if you wish to be able to reproduce things like the adamant orbs or even the fabled Pool of Visions from the old dragon temple.
Chance of Success: 40%. Time: 3 years. Reward: Sympathetic enchantments that allow for two or more objects to be linked, first step toward recreating the Pool of Visions.

Reverse Engineering (piercing bolt): After Cynder was brought back to the city to be healed, a curious enchanted bolt tipped with what appears to be diamond was dug out of her body. This bolt seemed to completely ignore her scales and went straight through. As dragon scales are extraordinarily durable, Therris is very eager to take a look at the bolt and see what can be learned from it.
Chance of Success: 60%. Time: 1 year. Reward: Armor piercing enchantments. Diamond interaction with enchantments.

Reverse Engineering (basic bandosian enchantments): According to Therris the enchantments on the weapons and armor recovered are incredibly simple, if crude. In fact such enchantments are ideal for mass production and if superior dragon knowledge is applied, then he is sure that he can create an easy to make enchantment which could be applied on a large scale with ease. Such enchantments consist of durability, strength, sharpness, weight, and similar attribute enhancements. In fact this would serve as an ideal stepping stone for his other related project to greatly improve attribute enhancing enchantments.
Chance of Success: 70%. Time: 1 year. Reward: Mass producible basic enchantments. +10 toward Attribute Amplification.

Reverse Engineering (bandosian metal): The metal that makes up the Bandosian weapons and armor is unlike anything Therris has seen before outside of dragon armor. Preliminary research suggests that the metal is highly magical and that it is over three times tougher than almost anything he can think of. Though the metal compares favorably to the metal dragon armor was made of, he can already tell that it is heavier and as such not a complete match. Nonetheless, the amount of this metal recovered suggests that it should be easy to mass produce and as such would be ideal for outfitting large amounts of dragons in.
Chance of Success: 55%. Time: 1 year. Reward: Bandosian metal identified, first step toward mass producible armor.

Piety: Choose None.
It is a somber day for the Guardians; Terrador seems to have come down with a particularly rare disease which has been sapping his strength. When healers took a look at the aged Earth Guardian, they reported that the disease has taken advantage of the numerous magical wounds and curses accumulated throughout the war.. It is likely that Terrador has does not have much time to live and the healers estimate a single decade in the worse case scenario. He has already began making plans for his death which include beginning the search for a replacement. In other happier news, Volteer seems to have developed his natural talent for enchanting even further and he seems to be able to work impressive feats of enchanting with ease. Virii meanwhile has been developing her skill and knowledge in botany to such an extent that she has become the foremost living expert in it outside of the cheetahs.

Volteer gains trait Enchantment Natural (+5 Learning, +3 Piety, +50 to enchanting rolls): As a Guardian Volteer has a very good grasp on enchantments, but his recent breakthrough on how all enchantments can be broken down into basic parts has demonstrated a previously untapped affinity for the art.

Terrador gains trait Cursed Disease (-5 Combat, shortened lifespan): Terrador accumulated numerous wounds during the war both magical and non-magical and these injuries have been compounded by a rare disease which is feeding off of his strength.

Virii upgrades trait Skilled Botanist (+1 Diplomacy, +3 Learning): Virii is most happy when she is studying plants and developing new poisons. into Expert Botanist (+2 Diplomacy, +3 Learning, +30 to plant-based rolls): With the increased freedom that being a Guardian Initiate offers, Virii has dedicated large amounts of time toward studying plants and has become an expert on plants and their uses.

Training New Guardians Part Two Basics: 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.
Time: 5 years. Reward: Guardian Initiate trait upgraded to Guardian Apprentice trait. Stat gains. Locked - One year remaining.

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: 1d50 (1d100 for Timor)/(300, 500, or 1000). Reward: Progress made toward elemental traits. Timor gains Fear Expert, Phydra/Zephyr/Virii gain Water/Wind/Poison Master, Pyra/Umbra gain Fire/Shadow Grandmaster.

Filling the Crystals: One of the ideas that Volteer had was to create massive crystals to store elemental energy in, which would saturate the area around the crystals in elemental energy. This would make the respective element much easier to use in close proximity to the crystal and with the crystals the size they are, anyone training in the respective wing of their element would find that their element would be much easier to use. With the crystals added during the construction, Volteer would like to dedicate some time toward enchanting the crystals correctly and then filling the crystals with elemental energy.
Time: 2 years. Reward: +10 to elemental training rolls, the elemental wings become extremely comfortable to dragons of the respective elements.

Recording Knowledge: The Guardians would like to get a head start on recording their collective knowledge of the elements. Though they would prefer to wait until the new temple was constructed, so they have a place to store them.
Chance of Success: 1/10/30/50/70/90/100%. Time: 3 years. Reward: Guardian knowledge preserved. Chance of priceless knowledge. Locked - Two years remaining.

Personal:
Choose Two.
Spyro's skill in melee combat has risen to new heights and he has managed to blend his knowledge of the four elemental styles of Fire, Ice, Electricity, and Earth into a single style. This new style has allowed him to incorporate the elements into his fighting style and has become incredibly deadly at close range, able to seamlessly switch between melee attacks and the elements. Unfortunately his new skill in combat has been overshadowed by Terrador's declining health and Spyro fears that he might lose control with the death of another of his mentors.

Spyro gains trait Four Elements Style (+3 Diplomacy, +3 Learning, +5 Combat, +50 to melee rolls): Thanks to Ferno's tutelage and his own innate talent, Spyro has managed to seamlessly blend his fighting style with the elements, creating a highly flexible style that incorporates parts of the elemental fighting styles.

Spending Time with Cynder: Ever since the fight with Malefor, Spyro has felt closer to Cynder than ever before. He has a half remembered feeling that Cynder would like to be even closer. Spyro has been operating mostly on instinct regarding this and the older dragons are of no help when it comes to advise, always deflecting his questions or trying to hide a laugh. Cynder has become frustrated and stressed for a reason that everyone except Spyro finds funny. There is nothing funny about seeing someone having a bad time right?
Chance of Success: ??? Time: 1 year. Reward: Increased closeness with Cynder. ???

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.

Investigate the Rift: Now that the rift has been secured, Spyro would like to examine it to see if he can either close it or stabilize it. Going by what the ancestors have said regarding the rift and Convexity, Spyro thinks that closing it completely is unlikely, but he can likely stabilize the rift and allow both the world and Convexity to heal around it. Cynder's assistance in the matter would make it much easier and hopefully allow Cynder to calm down some.
Chance of Success: 30% (uses Aether). Time: 1 year. Reward: Rift prevented from growing larger. Insight into portals.

Mastering the Elements (Fire, Ice, Electricity, or Earth): 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 Ignitus dead and the other Guardians very busy at the moment, this will take twice as long to accomplish.
Chance of Success: 1d100 of 500 (half result before bonuses are added). Reward: Progress made toward mastering chosen element.

Learning a New Element (Water, Wind, Shadow, Poison, or Fear): As a purple dragon, Spyro is the only dragon who can learn a new element. With Cynder's assistance, learning Wind, Shadow, Poison, or Fear would be comparatively easy. He has no current teacher for Water unfortunately.
Chance of Success: 1d100/100 (half result for water before bonuses are added). Reward: Progress made toward learning 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 has 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: 15% (chance doubled if Cynder can be convinced to help). Time: ??? Reward: New Element.
 
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Sorry about the delay. I'm working six days a week now and being an electrician in construction is considerably more exhausting than you would think.
 
[X] Plan: Sand of Knowledge

Martial
-[X] Fortifying the Rift
200 gold

Diplomacy
-[X] Coordinate with the Moles (Fortifying the Rift)

Intrigue
-[X] Supplying Subterfuge
300 gold

Stewardship
-[X] Gone Hunting
+300 gold
-[X] Rebuilding the City Part Two Nobles
1333 gold

Learning
-[X] Sympathetic Connections

Personal
-[X] Spending Time with Cynder
-[X] Investigate the Rift

total cost = 1533

Explanation: Martial, rift defense is good. Diplomacy, rift defense is best. Intrigue, I want the bonus this would bring as soon as possible (those bad rolls, shudder). Stewardship, more money plus we can press the advantage to get the nobles 100% approval. Learning, I hope this study can give Terrador strength (this and Attribute Amplification might save him) Personal, Cynder for emotional support (roll high), and the portal can become worse if we do nothing!!!

Question: @Nianque QM what is the locked personal action this turn?
 
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[X] Plan: Sand of Knowledge
Mostly what I would have picked but instead of hanging out with cynder I would have picked Terrador. I mean we've know the guy how long?
 
Omake Bounties
Omake Bounties

1. Actions: A short quality omake regarding an action will grant a +5 bonus to an action. Longer/better quality omakes will grant a bigger bonus.
2. Characters: Well written omakes concerning a character may increase either the chance for a new trait for the character or add 1d50 progress to their element (in the event of Spyro, Cynder, or REDACTED, you may choose which element gets affected).
3. Setting: Omakes that flesh out the world(s) have the greatest chance for being canon and may provide unique opportunities.

Wanted
New Guardians interactions, studying, delving to elemental mysteries, life during the war
Ventis: seducing dragonesses, interacting with aviansie, other diplo stuff
Therris: enchanting research, finding rare texts, teaching/being taught by other peoples, discovering properties or resonance of a new material
Galena: adorable wind whelp causing trouble
Turn 16 Rumor Mill Bandos vs War fight.
 
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Zephyr
Titles: Guardian Initiate
Age: 21

Martial: 12=12 - Zephyr has little talent at in the art of war.
Diplomacy: 17+2+1-1=19 - Being a very relaxed and easy going dragon has served to make him approachable to everyone and he will always be there to listen.
Intrigue: 15-3+2=14 - Zephyr has always had to move about silently and since serving as a messenger he has learned to extend this to flying; able to move noiselessly even while out flying other dragons. He has little skill or interest in subterfuge outside of that.
Stewardship: 16-3=13 - Unlike most dragons Zephyr knows his way around organization and money.
Learning: 17+3=20 - Despite being a fast learner, Zephyr has never truly puts forth the effort to learn unless he finds it enjoyable.
Piety: 15+2+3+5+4=29 - Zephyr has a surprisingly deep connection to the sky and Wind, for one so young.
Combat: 12+3+2+3+3=22 - Zephyr has never truly enjoyed combat like his brother. Despite this he has been forced to learn how to take care of himself, something that he has excelled at since a young age.

Dragon (Access to an element, 15 Piety, +2 Diplomacy, +3 Combat (scales with age), -3 Intrigue, -3 Stewardship): Zephyr was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Wind Expert (+3 Piety, +30 to all wind rolls): Zephyr has a love of the sky and Wind that few can understand and this shows in his skill with the element.
One With the Sky (+5 Piety, +2 Combat, +10 to flying and air based combat): Zephyr is the mosted gifted flier you will ever meet.
Warrior (-1 Diplomacy, +3 Combat): In the war for survival, everyone was trained to fight and be a warrior.
Survivor (+2 Intrigue, +3 Piety, +3 Combat): Zephyr survived the end of the world and witnessed its rebirth.
Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety): Zephyr is glad to be chosen to be the first Wind Guardian and promises to spread his knowledge of the element among other Wind dragons.

Not all eggs are sent to the Dragon Temple to be looked after by the Guardians, most dragons choose to raise their eggs themselves. Zephyr and his Fire brother Flare have very few memories of their parents as they were orphaned at a young age. As a result the two young dragons grew dependent on each other to survive and proved inseparable as they grew up on the streets of Warfang during the war. This childhood would serve to make them who they are today as Zephyr sought to escape the reality of his life through flying, while his brother embraced the harsh life. In spite of their rapidly differing interests, they remained close.

The two brothers would be drafted to fight in the war upon reaching thirteen years of age and it was here that their differences were truly made known. While Flare had grown to embrace the war and relentlessly trained his body and his skill in combat, Zephyr was nearly the opposite and found that he disliked having to fight and would prefer to fly whenever he could. Zephyr would go on to serve as a reliable messenger who could out fly anything that sought to intercept him. Flare however found himself involved in the most gruesome fighting of the second half of the war and was constantly on the front lines, staying behind to make sure everybody made it out in one piece. Perhaps the most notable thing about the two dragons is that they share a deep compassion for other life; where Zephyr goes out of his way to avoid fighting unless he has to, Flare loves combat, but tries to never take another's life and constantly stayed behind to ensure everybody made it out safely.

Serving as a messenger has served to ignite in Zephyr a deep passion for the sky. When combined with his flawless record as a messenger and his talent with Wind, Zephyr was one of the first dragons approached to become the first Wind Guardian.
 
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Timor
Titles: Guardian Initiate
Age: 24

Martial: 14=14 - Timor is above average in his ability to command a fight, mostly due to the leadership training and relentless mock-battles from studying under the Guardians.
Diplomacy: 8+2+1+3-5=9 - Timor was always a shy if incredibly optimistic dragon and as such a frequent target for those who sought to make themselves seem strong. Being a Fear dragon, he has not had much experience with interacting with others and thus is often at a loss when it comes to socializing.
Intrigue: 7-3+3+2=9 - Despite having been heavily mistreated throughout his life, Timor has never been inclined toward the less savory things and what skill he has is solely through necessity and not talent.
Stewardship: 17-3=14 - Timor showed a natural aptitude for management in his youth and was going to be groomed to take over his family's assets with time.
Learning: 18+3=21 - As a young whelp, Timor loved learning and his parents made sure to have a constant supply of new things for him to experience. After discovering he was a Fear dragon, Timor has not had much opportunity to exercise this love and has embraced the Guardians' teaching with enthusiasm.
Piety: 15+2+4+3+3=27 - Though his connection to the world is lacking compared to most dragons, Timor's mastery of himself is such that he conquered his own fears through a rare strength of will that most never develop.
Combat: 15+3+3=21 - Early on in his life Timor often refused to defend himself. After beating his own fears, he has come to realize that having the power to defend yourself is not a bad thing and that it is how you use your power and skill that matters.

Dragon (Access to an element, 15 Piety, +2 Diplomacy, +3 Combat (scales with age), -3 Intrigue, -3 Stewardship): Timor was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Fear Adept (+2 Piety, +20 to all Fear rolls): Timor was born with the rather maligned element of Fear which has made life difficult for him.
Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety): Timor has proven his ability to to get along relatively well with other dragons as well as his connection to the spiritual.
Optimist (+3 Diplomacy): No matter what comes his way, Timor always looks on the sunny side of life.
Prosecuted (-5 Diplomacy, +3 Intrigue, -20 to social rolls): Fear dragons were very much disliked because of what they represent and the uses of their element. As such Timor has little positive experience with other people and in fact has some skill in running away from people.
Iron Will (+3 Piety, +10 to willpower rolls): Timor has proven to have an exceptionally strong will that has allows him to ignore the baleful glares that follow him.
Survivor (+2 Intrigue, +3 Piety, +3 Combat): Timor survived the end of the world and witnessed its rebirth

Timor was born into a family of Water dragons where he lived happily through his childhood, though his small size and coloration did make him stand out, though people assumed he was a Fire dragon. At the age of eight Timor was cornered by a gang of young dragons who sought to 'teach the runt his place' It was then that his element manifested for the first time and caused his bullies to run away in terror. Due to his own optimism and lack of knowledge regarding the hatred Fear dragons were subject to, Timor proudly boasted to his family that he had used his element. Upon hearing which element Timor had been born with, his family sought to get rid of him before Timor could 'sacrifice them to the Dark Master'. Unwilling to kill their own blood, they dumped the confused whelp outside the walls of Warfang and left Timor to his fate.

Despite his family's fears, Timor did not join Malefor's army and instead showed a surprising resilience as he endured constant insults and attacks from fellow dragons. Where most Fear dragons sought to use their element to gain revenge against those who hated them, Timor instead sought to conquer his own fears. He has always shied away from defending himself and as a result was a frequent target of bullies throughout his youth. As a result he had become timid and fearful, but quickly realized that if he could not feed himself then he would starve to death and if there was one thing Timor feared the most, it was death. He resolved to stop running from his fears after this realization and instead sought to use his element to master his own fears instead of using it to terrorize others. Timor did this by thinking about what he feared the most and then turning his own element against himself.

Through this unusual training, Timor was able to push himself further than he had ever had before and muster forth a strong enough will to shatter both the illusions that he had subjected himself to as well as his own fears. He knows with a deep certainty now that everything will work out and that fearing anything is just causing himself inaction. Timor has a strong sense of confidence and self-certainty that most only achieve after a hundred years of life. It is due to this mastery of himself and his willingness to work with other dragons that made him the only candidate for becoming the first Fear dragon.
 
Virii
Titles: Guardian Initiate
Age: 28

Martial: 19=19 - Virii has a natural talent for commanding a battle which has been honed by the Guardians.
Diplomacy: 19+2+1+1-1=22 - Despite being unpopular socially, Virii is actually quite skilled in talking to others, though her main talent
Intrigue: 5-3+2=4 - Virii has no talent in the more subtle skills such as sneaking around, unlike her brother.
Stewardship: 10-3=7 - Virii can keep her samples and poisons sorted, but is hopeless for anything more than that.
Learning: 18+3+2=23 Though she is self taught, Virii is very intelligent and managed to figure out how certain ingredients can be combined to make different poisons.
Piety: 15+3+4+3=25 - Through her studies and time spent practising her element, Virii has discovered much about both the world and herself.
Combat: 16+3+3+3=25 - Virii managed to keep herself and her brothers alive through the war.

Dragon (Access to an element, 10 Piety, +2 Diplomacy, +3 Combat (scales with age), -3 Intrigue, -3 Stewardship): Virii was born as one of the revered dragons. Dragons have kept the peace through natural might and elemental prowess.
Poison Expert (+3 Piety, +30 to all Poison rolls): Virii is a natural at using her element which is further enhanced by learning about natural poisons.
Guardian Initiate (+1 Diplomacy, +3 Learning, +4 Piety): Virii is excited to be chosen to be the first Poison Guardian in training. She is particularly eager in working with other Poison dragons to see what they know.
Expert Botanist (+2 Diplomacy, +3 Learning, +30 to plant based rolls): With the increased freedom that being a Guardian Initiate offers, Virii has dedicated large amounts of time toward studying plants and has become an expert on plants and their uses.
Warrior (-1 Diplomacy, +3 Combat): In the war for survival, everyone was trained to fight and be a warrior.
Survivor (+2 Intrigue, +3 Piety, +3 Combat): Virii survived the end of the world and witnessed its rebirth.

Virii was born into an all-Poison family and as such was sheltered from the worst of the discrimination against the Poison element. Virii along with her two brothers Fumus and Venin grew up in a community of Poison dragons who had banded together for protection from both the Dark Master as well as hostile dragons. Due to this upbringing Virii has been able to learn much about the element of Poison, including various techniques, naturally occuring poisons, and medicines. Surrounded by so many Poison dragons, Virii naturally took up the related field of botany as a hobby and has been vigorously learning all there is to learn about plants. Already Virii has made several discoveries regarding plants and has catalogued no less than a dozen new poisons originating from plants.

Thanks to such a large gathering of Poison dragons in one area, they were typically left alone by other dragons, but were ironically a much larger target for the Dark Master's forces. As a result, Virii was trained early on in both the Poison element as well as close quarters combat. While Poison dragons have not yet had enough time to fully integrate their element into a melee style that complements it, Virii has learned a variety of useful tricks and techniques that will serve as a solid basis for such a style. Thanks to her natural aptitude for leadership, Virii often found herself taking command of the defenses for the community and as such had already garnered respect from those who knew about her.

Virii's biggest joy is without a doubt nature and she is immensely thankful that both the war and the discrimination that she had suffered have come to an end. It is due to her leadership ability, love of the world, and knowledge of Poison that she was one of the contenders for Poison Guardian alongside her brother Fumus.
 
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